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Netbook de dons

Versão simplificada

Lista Lobisomem
http://br.groups.yahoo.com/group/Lobisomem/

1
Agradecimentos:

Paul “El Ditador”


Marcel “Eu amo Crias”
Roberta “Dire”
Thiago
Mariana “Daphne”
Darkwalker “Devagar e sempre”
Uktena “Estou muito ocupado”
Eduardo “Roedor de Ossos” Bodstein
Igor “Bone”
Salsaholic
Raposa de Gelo
Nuno
Eduardo “Wendigo”
Rodrigo “Xarola”
Bazald
Kanjour

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Algumas explicações a respeito deste netbook:

• Um dom pode ser apresentado mais de uma vez. Normalmente isso ocorre para mostrar uma
diferença no texto, mudança de versão ou dom com nome semelhante, mas efeito diferente. É
bom notar a fonte do dom, pois existem algumas diferenças de acordo com a tribo/espécie que o
utiliza. Claro que ainda assim pode encontrar dons similares, provavelmente resultado da falta
de paciência de ficar lendo, de novo, um a um. Vale lembrar que alguns dons podem encontrar
versão mais recente em outros livros, mas que foram descartadas após comparação, por não
explicarem direito como funcionava (fato BEM comum na edição revisada).

• Alguns dons duplicados, com texto muito similar, sem nada a adicionar, foram apagados.

• A parte MET refere-se ao sistema para uso em Lives. Infelizmente não se conseguiu as versões
MET de dons básicos, por impossibilidade de achar uma fonte que os fornecesse.

• A parte Source indica onde se encontra aquela versão do dom. Mesmo assim, o dom pode ter
sido citado em outros lugares e não foi listado, para não ficar redundante.

• Alguns dons possuem versões com “The” no começo, e sem. Foram removidas as excedentes,
nos moldes já citados antes.

• Ele está em inglês, para preservar ao máximo a fidelidade ao texto. Não, não vou traduzir o
netbook. Jamais.

• A primeira parte consiste das tabelas, onde estão listados os dons por critérios já conhecidos dos
jogadores (raça, tribo etc). A segunda parte é a listagem dos dons em si. Espero que seja fácil de
consultar.

• Esta versão do netbook é a simplificada, sem grandes formatações ou gráficos. Mesmo assim,
por ocasião da quantidade de pessoas e material, erros escapam. Qualquer um que encontrem
por favor avisem no e-mail: lord_drakov@hotmail.com . Obrigado!

3
Tables

Special Apocalypse Gifts Veil of the Mother (Tambiyah)


Wyld Spirits (Meros)
Level Five
Gift of the Giants Level 4
Myth Walking Blank Slate (Ruatma)
Challenge of Single Combat (Nerigal)
Planetary Gifts Enthronement (Zarok)
Hand of the Sun (Katanka-Sonnak)
Level 1 Harmonious Slumber (Lu-Bat)
Aura of Leadership (Zarok) Hunter’s Horn (Rorg)
Battlesense (Nerigal) Lore of the Land (Eshtarra)
Earth Sense (Eshtarra) Mercurial Messenger (Mitanu)
Find the Child Within (Tambiyah) Mooncat (Sokhta)
Find the Heart’s Flame (Katanka-Sonnak) Motherly Guardian (Tambiyah)
Find the Portent (Ruatma) Shantar’s Loom (Shantar)
Lambent Sight (Sokhta) Sleep’s Travels (Meros)
Rouse to Anger (Rorg) Whisper in the Dark (Hakahe)
Sense Limits (Lu-Bat)
Sense of the Transformation (Meros) Level 5
Speed of the Messenger (Mitanu) Bring Forth the Future (Tambiyah)
Threads of the Tapestry (Shantar) Burden of Knowledge (Lu-Bat)
Uncloak the Hidden (Hakahe) Cleansing Flame (Katanka-Sonnak)
Diplomatic Immunity (Ruatma)
Level 2 Drown (Shantar)
Fixit (Shantar) Earth Heal (Eshtarra)
Flame of the Wind Rider (Katanka-Sonnak) Ebon Binding (Hakahe)
Foetracker (Rorg) Essential Transformation (Meros)
Herb Call (Eshtarra) Grand Gesture (Zarok)
Hidden Depths (Ruatma) Heart of the Ice Warrior (Nerigal)
Mantle of the Land (Tambiyah) Madthought (Mitanu)
Moonpool of Sokhta (Sokhta) Moon Dream (Sokhta)
Peace of the Counselor (Lu-Bat) Pack Mind (Rorg)
Proclamation of Action (Zarok)
Shadow of the Ebon Whisperer (Hakahe) Nunnehi Totem Gifts
Shards of Icy Rage (Nerigal)
Shorten the Road (Meros) Level 1
Sticky Fingers (Mitanu) Stone Mask
Whisper
Level 3
Deliberate Misinformation (Mitanu) Level 2
Hidden Heart (Hakahe) Wisdom of the River
Moonriver (Sokhta)
Nerigal’s Call to Arms (Nerigal) Kinfolk Gifts
Oaksong (Eshtarra)
Pall of Despair (Lu-Bat) Dona Nobis Pacem
Ride the Solar Winds (Katanka-Sonnak) Echoes
Savagery of the Taloned Hunter (Rorg) Eve’s Touch
Tangling the Skein (Shantar)
Undisputed Ruler (Zarok) Breeds
Unravel (Ruatma)

4
Homid Curse of Hatred
Grovel
Level 1 Haunting Stare
Climb Like an Ape Mule’s Bane (Children of Gaia)
Dead-Eye Sense Silver
Gaia’s Embrace Shed
Jam Gun Wriggle
Master of Fire
Persuasion Level 3
Shape Smoke Awaken Beast
Smell of Man Chameleon
Stench and the City Eyes of the Cat
Eyes of the Cobra
Level 2 Frozen Form
Commanding Voice Mental Speech
Divide Rattler’s Bite
Jam Technology Shell
Rooftop Sprint Splintered Claw
Speech of the World
Staredown Level 4
Badger’s Heart
Level 3 Body Shift
Calm the Savage Beast Gift of the Porcupine
Disquiet Wither Limb
Gaia’s Toolbox
Reshape Object Level 5
Tongues Madness
Totem Gift
Level 4 Twist of Fate
Body Shift Umbral Body
Bury the Wolf
Cocoon Lupus
Spirit Ward
Weave of Steel Level 1
Cousin’s Coat
Level 5 Find Water
Assimilation Hare’s Leap (Leap of the Kangaroo)
False Comfort Heightened Senses
Part the Veil (long ago known as Reduce Jackrabbit Jump
Delirium) Ley Lines
Übermensch Prey Mind
Sense Prey
Metis Sense Wyld

Level 1 Level 2
Create Element Axis Mundi
Primal Anger Eye of the Eagle
Sense Wyrm Scent of Sight
Shed Sense the Unnatural
Strength of Gaia
Level 2 Wyld Ferocity
Burrow

5
Level 3 Monkey Tail (a.k.a. Tail of the Monkey)
Catfeet Open Moon Bridge
Death Whispers Reynard's Lie
Devil's Child Riddle
Healing Sleep Silence
Monkey Tail (a.k.a. Tail of the Monkey) Touch of the Eel (Black Spiral Dancer)
Name the Spirit
Level 4
Level 4 Fog of War (also Fianna)
Beast Life Fool’s Luck
Body Shift Leper's Curse
Gnaw Luna’s Blessing
Lord of the Wilds Mark of Shame
Venom The Crawling Hand
Whelp Body
Level 5
Boon of the Animal Fathers Level 5
Elemental Gift Blank
Song of the Great Beast Chimerical Form
Ghost Town
Auspices Steal Spirit
Thieving Talons of the Magpie
Ragabash Thousand Forms

Level 1 Level 6
Blur of the Milky Eye Firebringer
Fool’s Gold
Open Seal Theurge
Scent of Running Water
Snow Running Level 1
Spider’s Song Mother’s Touch
Trailblazer Sense Weaver
Walk Under the New Moon Sense Wyld
Sense Wyrm
Level 2 Spirit Speech
Alter Scent Umbral Tether
Beyond Fear
Blissful Ignorance Level 2
Carried on the Wind Command Spirit
Emergency Exit Name the Spirit
Hide in Plain Sight Sense Wyld (version Umbra 1st edition)
Man With No Name Sight from Beyond
Obscure the Truth Spirit Skin
Sense of the Prey Tinker’s Touch
Taking the Forgotten Umbral Tether
Whispers From Thoth
Level 3
Bald-Faced Lie Level 3
Empty Hand Blood Omen (Black Spiral Dancer)
Fly Feet Exorcism
Gremlins Expel Spirit
Loki’s Touch (Get of Fenris) Parting the Velvet Curtain

6
Prophetic Vision Spirit Witness
Pulse of the Invisible Warrior’s Eye
Spirit Path Weak Arm
Umbral Camouflage Wisdom of the Ancient Ways
Umbral Sight
Umbral Tracking Level 4
Web Walker Power of the Ways
Rally to the Cause
Level 4 Roll Over
Grasp the Beyond Scent of Beyond
Obscure the Spirit World Take the True Form
Shadowplay
Spirit Drain Level 5
Spirit Wassail Earthfriend’s Pact
Geas
Level 5 Honor Bound
Feral Lobotomy Wall of Granite
Malleable Spirit
Mold the Spirit Level 6
Nightmare Possession Break the Bonds
Savage the Mind
Shadowplay Galliard
Spirit Vessel
Level 1
Level 6 Beast Speech
Rebirthing Call of the Wyld
Dreamchaser
Philodox Memory Circle
Mindspeak
Level 1 Primal Song
Aura of the Just Waking Dream
Ma’at’s Feather
Resist Pain Level 2
Scent of the True Form Call of the Wyrm
Smell Fear (Black Spiral Dancer) Coyote Howl
Strength of Vision Distractions
Truth of Gaia Dreamspeak
Wrongful Death Gibbous Moon Song (Silver Fangs - Moon
Lodge)
Level 2 Mimic
A Thousand Voices (Black Spiral Dancer) Reverie (Fianna)
Call to Duty
King of Beasts Level 3
Mend the Forked Tongue Allies Below (Black Spiral Dancer)
Realm Wisdom Come Hither
Strength of Purpose Eye of the Asp
Eye of the Cobra
Level 3 Scent of Distinction
Balance Man and Beast Sing the Spirits
Bonds that Tie Us Song of Rage
Curse the Betrayer Song of the Siren (version 1st edition Players
Sense Balance Guide)

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Level 5
Level 4 Kiss of Helios
Bridge Walker Rend Reality (Black Spiral Dancer)
Shadows by the Firelight Shared Strength
Song of Mockery Strength of Will
Song of the Siren Sun Dance

Level 5 Level 6
Call for Vengeance One on One
Dream Golem Unstoppable Warrior
Fabric of the Mind
Head Games Tribes
Heart Twister
Song of the Storm Black Furies

Level 6 Level 1
Break the Bonds Arion’s Burden
Breath of the Wyld
Ahroun Heightened Senses
Man's Skin
Level 1 Moonshadow (Moon-Daughters)
Falling Touch Mother’s Touch (Order of Our Merciful
Full Moon Cleansing (Silver Fangs - Moon Mother)
Lodge) Owl Speech
Inspiration Sense Wyld
Razor Claws Sense Wyrm
Spur Claws Song of the Seasons
Steadfast Spirit Smuggler (Sisterhood)
Trick Shot True Shot (Amazons of Diana)
Watchful Eyes
Level 2 Whore’s Vengeance
Gift of the Salamander
Horns of the Impaler (Black Spiral Dancer) Level 2
Iron Claws Curse of Aeolus
Sense Silver Flurry of Arrows (Amazons of Diana)
Spirit of the Fray Kali’s Tongue
Strength of the Pack Kneel
True Fear Messenger’s Fortitude (Freebooters)
Omen of Power (Freebooters)
Level 3 Rend (Bacchanantes)
Combat Healing Sense of the Prey
Heart of Fury Spirit Loan (Moon-Daughters)
Shake the Earth Stoking the Soul’s Fire
Shatter Bone Touch of the Muse
Silver Claws Trail of Pain
Spirit Savage Truest Sacrament (Order of Our Merciful
Mother)
Level 4
Clenched Jaw Level 3
Full Moon’s Light Bacchantes’ Rage
Stoking Fury’s Furnace Barring the Will
Coup de Grace

8
Devil Talons Level 3
Flames of Hestia Blue Breath
Messenger’s Fortitude (Freebooters) Burning Scars
Song of Siren (a.k.a. Song of the Siren) Coal Breath
Spirit Ripper Dagger of the Mind
Visceral Agony Foaming Fury
Winged Delivery (Sisterhood) Landwaster
Wings of Pegasus Patagia
Unseelie Faerie Kin
Level 4
Bacchantes’ Rage (version 1st Edition Players Level 4
Guide) Beautiful Lie
Blizzard of Arrows (Amazons of Diana) Call Elemental
Body Wrack Crawling Poison
Bolster the True Name Doppelganger
Bow of Pegasus Open Wounds
Calm Before the Storm
Dispel the Golden Waste Level 5
Healing Breath of Mother Gaia Avatar of the Wyrm
Wasp Talons Balefire
Mask Taint
Level 5 Totem Form
Anger of the Goddess
Arrow of Artemis Bone Gnawers
Beast Witch
Gorgon’s Gaze Level 1
Storm of Mother’s Wrath (Bacchanantes) Cardboard Mansion
Thousand Forms Cookery
Walk with Hades (The Temple of Artemis) Cooking
Wyld Warp Declamation
Wyldstorm Desperate Strength
Kitchen Chemistry
Black Spiral Dancer Nose of the Hungry Hound (a.k.a. The
Hungry Hound)
Level 1 Odious Aroma (Wild West)
Bane Protector Play Possum
Haunting Stare Resist Toxin
Rathead Scent of Sweet Honey
Sense Wyrm Scent of the Honeycomb
Shroud Smell of Success
Toxic Claws Stench and the City
Tagalong
Level 2 The Mark
Ears of the Bat Trail of the Larder
Gold Fever Urban Ward
Howl of the Banshee Ward of the Road
Patagia
Plague Child Level 2
Sprint in Shadow Beneath Notice
Terrify Blissful Ignorance
Wyrm Hide Cornered Rat
Dead End

9
Drunkard’s Luck Leap of the Kangaroo
Find the Prize Dreamwalk
Hide in Plain Sight
Hootenanny Level 2
I Got a Rock Crocodile’s Cunning
Odious Aroma Dreamwalk (Past Lives version)
On Patrol Possum’s Feet
Plague Visage Measured Step
Road Ward
Stone-Throwing Devil Level 3
Trash Magnet Lonesome Voice of the Bunyip
Landspeak
Level 3
Beg Level 4
Call the Rust Dance of the Lightning Snakes
Cooter’s Revenge Gnowee’s Torch
Dumpster Diving Vice-Jaw
Friend In Need Guardian of the Dreamtime
Gift of the Skunk
Gift of the Termite Level 5
Laugh of the Hyena Billabong Bridge
Lucky Bastard Black Swans
Rant and Rave Bloody-Mindedness
Reshape Object
Streets Tell Stories Children of Gaia

Level 4 Level 1
Attunument Eve's Blessing
Blink Jam Weapon
Claws of the Glassblower Mercy
Cliché Curse Mother’s Touch
Face in the Crowd Nature’s Bounty
Glass Talons Resist Pain
Infest Swallow Rage
Run for Ground Water-Conning
Shadow of the Rat
Trust Me Level 2
Wither Limb Calm
Domestic Seeming
Level 5 Fertile Lands
Gluttony Grandmother’s Touch
Help Me Luna’s Armor
Maw of the Whale Mule’s Bane
Piping Spellbinding Oration
Riot Stinging Blows
Survivor Voice of Reason

Bunyip Level 3
Chant of Morpheus
Level 1 Dazzle
Bunyip’s Spell Good Faith
Burrow-Bed Guilt Trip (a.k.a. The Guilty Mind)

10
Lover’s Touch
Pain Chain Level 1
Parting the Velvet Curtain Distract the Fool
Soothe the Savage Beast Faerie Light
Spirit Friend Firewater Kiss
The Cleaving Hoof Persuasion
Words of the Alpha Resist Toxin
Salmon Leap
Level 4 Sense Fae
Angel's Semblance Primal Song
Beast Life
Lord of the Wilds Level 2
Serenity Brew
Serpent-Driving Ceridwen’s Blood
Strike the Air Drunkard’s Luck
Uncaught Since the Prinal Morn Fair Fortune
Unicorn’s Grace Fire in the Belly
Glib Tongue
Level 5 Howl of the Banshee
Fool’s Medicine Howl of the Unseen
Halo of the Sun Luck of the Irish
The Living Wood Sense Secrets
Trust of Gaia Spear Dancing
St. Herve’s Folly
Croatan Warrior's Draught

Level 1 Level 3
Cookfire Cairbre’s Tongue (Songkeeper)
Turtle Body Faerie Aid
Wyld Sight Faerie Kin
Ley Lines
Level 2 Lieu's Spear
Safe Cave Pin the Eagle’s Wing
Shell Game Prospector’s Luck
Turtle Shell Reshape Object
Sense the Unnatural (Tuatha de Fionn)
Level 3 Woadling
Call Earth Spirit
Gift of Plenty Level 4
Airitech’s Daughters
Level 4 Balor’s Gaze
Hand of the Earth Lords Faerie Blood
Stronger on Stone Mirage
Underearth Phantasm
Semplance
Level 5 Song of the Dire
Katanka-Sonnak’s Spear Troll’s Bridge
Resolute Vow Warp Spasm
Umbral Burrowing
Wall of Granite Level 5
Call the Hunt
Fianna Fog on the Moor

11
Form of Cernunnos Iron Cannot Bite
Gift of the Spriggan Journey Home
Havgan’s Healing Roar of Vengeance
Warp-Fury Scream of Gaia

Level 6 Level 5
Sleep of the Hero Blaze of Glory
Endurance of Heimdall
Get of Fenris Fenris’ Bite
Honorable Death
Level 1 Horde of Valhalla
Hunter’s Harmony Strength of the Einherjar (a.k.a. Strength of
Razor Claws the Ancestors)
Resist Pain The Good Death
Safe Haven
Snow Running Level 6
Sigurd’s Stride Call Great Fenris
Visage of Fenris
Glass Walkers
Level 2
Beastmind (Glorius Fist of Wotan) Level 1
Berserker’s Song Agro Culture (City Farmer)
Cry of the Killer Artisan’s Command (Warders)
Fertile Lands Budget Approval Process (Corporate Wolves)
Halt the Coward’s Flight Cool Mind (Cyber Dogs)
Sense Guilt (Hand of Tyr) Control Simple Machines (a.a.f. Tetrasomian,
Sense of the Prey (Hand of Tyr) Iron Riders, Warders - Artisan's Command)
Snarl of the Predator Diagnostics
Strength of Purpose (Fangs of Garm) Gift of Salt (Warders - Dark Ages: Werewolf
Troll Skin version)
Wearing the Bear Shirt Last Ditch (Dies Ultimae)
Mother’s Touch (Wise Guys)
Level 3 Network Terminal (Random Interrupts)
Alberich’s Claws Persephone’s Soul (Tetrasomian)
Call of the Early Frost (Ymir’s Sweat) Persuasion (available for all)
Coup de Grace (Valkyria of Freya) Rope Tricks (Iron Riders)
Heimdall’s Blade Sense Weaver (a.a.f. Iron Rider)
Loki’s Touch Skyscraper Vision
Mark the Enemy (a.k.a. Mark of the Enemy) Sheng-Nong’s Eyes (Boli Zouhisze)
(Swords of Heimdall) Smith's Blessing (Warders)
Might of Thor Tommy’s New Trick (Wise Guys)
Rage of Fenris Trick Shot
Redirect Pain Tune of Orpheus (Tetrasomian)
Venom Blood Weaver’s Eyes
Well-Oiled Running (Iron Riders, Dies
Level 4 Ultimae)
Berserker’s Song
Clenched Jaw (Mjolnir’s Thunder) Level 2
Curse of the Berserker Angel Tricks (Tetrasomian)
Glory-Scars Buzzword Language (Corporate Wolves)
Hero’s Stand Cybersenses
Iron-Can't-Bite Encrypt

12
Fu Xi’s Honor (Boli Zouhisze) Phone Travel
Garafena’s Crown Tech Speak
Gift of Salt (Warders) Tractor Beam
Heat Metal Umbral Motorcade (Wise Guys)
Image of the Saints (Wise Guys) Virtual Umbra
Iron Claws (Iron Riders) Yu’s Endurance (Boli Zouhisze)
Iron Coat (Iron Riders)
Jam Technology Level 5
Lightning Rage (Iron Riders) Calm the Flock (a.a.f. Iron Riders)
Mask the Predator (Warders) Chaos Mechanics
Mind Partition (Random Interrupts) Command the Blaze (Warders)
Overclock Custom Built
Pennies from Heaven (a.k.a. Angel Tricks - Family Debt (Central House, Wise Guys)
Tetrasomian) False Comfort (Warders)
Power Surge Huang Di’s Sacrifice (Boli Zouhisze)
Pulse of the Railroad (Iron Riders) Judgment of Hades (Tetrasomian)
Reload (Iron Riders) Phone Travel (Random Interrupts)
Steel Fur (a.k.a. Hera’s Fur - Tetrasomian; Perfect Balance of Soul (Tetrasomian)
Iron Coat - Iron Riders) Quell the Storm (Iron Riders)
Steel Made Flesh (Cyber Dogs) Song of the City-Beast
Summon Net-Spider
Level 3 Takeover (Corporate Wolves)
Control Complex Machines (a.a.f. Technotheocratic Apocalyptica
Tetrasomian)
Data Flow Red Talons
Electroshock (a.k.a. Lightning Rage - Iron
Riders) Level 1
Elemental Favor (a.a.f. Tetrasomian; Yao’s Babble
Commands - Boli Zouhisze) Beast Speech
Intrusion Cub’s Lesson (Whelp’s Compromise)
Invent Eyes of the Hunter
Repel Metal (Iron Riders) Hidden Killer
Reshape Object (a.a.f. Iron Riders, Warders) Howl to the Pack (Howl Gift)
Steel Blowfish (Dies Ultimae) Mark of the Prey (Warders of the Land)
Tongues (a.a.f. Warders) Prey’s Cry (Lodge of the Predator Kings)
Universal Interface (Random Interrupts) Purify Meat
Weaponmaster (Warders) Scent of Running Water
Web Walker Silence the Slain (Winter Packs)
Whipsers on the Street (Wise Guys) Speed of Thought (Kucha Ekundu)
Water Sense
Level 4 Wold at the Door
Attunement (a.a.f. Warders)
Call the City’s Wolves Level 2
Camera Eye Aura of Ferocity
Cooling System (Random Interrupts) Beastmind
Corner Shot (Wise Guys) Cull the Herd
Double Walker (Iron Riders) Feed the Pack (Kucha Ekundu)
Doppelganger (a.a.f. Tetrasomian; a.k.a. Judgment (Whelp’s Compromise)
Double Walker - Iron Riders, Warders) Offering of the Slain (Lodge of the Predator
Fury of Zeus (Tetrasomian) Kings)
Gift of the Iron Horse (Iron Riders) Predator’s Leap
Long Running Primal Howl (Howl Gift)

13
Primal Instinct Level 3
Rampage (Winter Packs) Elude the Posse
Reap the Soul (Dying Cubs) Raven's Wings
Sense of the Prey
Sight from Beyond Shadow Lords
Snuff Flames
Level 1
Level 3 Aura of Confidence
Dust Squall Aura of Nobility
Elemental Favor (4 classic elements) Brand of Suspicion
Gaze of the Hunter Ears of the Bat (Children of Bat)
Herding the Infant Ape Fatal Flaw
Howl of Hunger (Howl Gift) Interrogator (Judges of Doom, Lords of the
Mother’s Rage Summit)
Predator’s Many Eyes (Kucha Ekundu) Paranoia (Lords of the Summit)
Snap Man’s Chains (Warders of the Land) Perceptive Servant (Children of Crow)
Trackless Waste Purify Scent (Bringers of Light)
Rains of Mercy
Level 4 Resist Toxin
Avalanche Seizing the Edge
Clenched Jaw (Kucha Ekundu) Whisper Catching
Form of Akhlut
Gorge Level 2
Howl of Death (Howl Gift) Clap of Thunder
Pain of the Land (Dying Cubs) Cold Voice of Reason
Quicksand Desfigurement
Recycle Executioner’s Privilege (Judges of Doom)
Rot Weavertech Hidden Secrets (Children of Crow)
Sandstorm Luna’s Armor
Patagia (Children of Bat)
Level 5 Pure Identity (Bringers of Light)
Blessing of the First Pack Song of the Earth Mother (Children of Bat)
Curse of Dionysis (a.k.a. Curse of Lycaon) True Fear (Judges of Doom, Lords of the
Gaia’s Vengeance Summit)
Natural Renewal
Pact (Kucha Ekundu) Level 3
Share the Wolf’s Skin A Thousan Eyes (Children of Bat)
Shattering Howl (Howl Gift) Curse of Corruption
Dark Aerie (Children of Crow)
Level 6 Direct the Storm
Home in All Lands Ice Chill of Despair
Shield of Gaia Interrogator (Lords of the Summit)
Paralyzing Stare
Ronin Raven's Curse
Raven’s Wings
Level 1 Shadow Cutting
Hide the Wolf Summon Stormcrow (Judges of Doom)
Unwitting Pawn
Level 2 Wyrm Taint (Bringers of Light)
Buffalo Run
Vengeance of the Scorned Level 4
Assassin’s Strike (Judges of Doom)

14
Call the Storm Ghost Touched (Harbingers)
Dolorous Stroke Great Leap
Open Wounds Leap the Chasm
Roll Over (Lords of the Summit) Long Running
Seeds of Doubt Message Glance
Stench of the Peasant Scale of Ma’at
Strength of the Dominator The Great Leap
Ubiquitous Presence Tongues

Level 5 Level 4
Find the Transgressor (Judges of Doom) Attunement (choose city or wilderness)
Mask Taint (Lords of the Summit) Dam the Heartflood
Obedience Guiding Hand of Djeheuty
Purity of Blood (Bringers of Light) Mindblock (Swords of Night)
Shadow Pack Speed Beyond Thought
Wounding Lies Touch of Death (Eaters of the Dead)
Windrunner
Silent Striders
Level 5
Level 1 Fetishe Doll (Bitter Hex)
Faceless Stranger Gate of the Moon
Grim Resolve (Harbingers) Invocation of the Pharaoh
Heaven’s Guidance Reach the Umbra
Sense Wyrm
Silence Silver Fangs
Speed of Thought
Tireless Running Level 1
Trailblazer Dramatic Entrance
Eminent Domain
Level 2 Eyes of the Falcon
Axis Mundi Facon’s Grasp
Blissful Ignorance Full Moon Cleansing (Moon Lodge - Waning
Call to Duty (Wayfarers) Cycle)
Curse of Hatred (Bitter Hex) Harrier’s View (Unbreakable Hearth)
Dark Peering Ice Dance
Gibberish Lambent Flame
Graceful Strike (Dispossessed) New Moon’s Laughter (Moon Lodge -
Hide in Plain Sight Waxing Cycle)
Messenger’s Fortitude Osprey’s Eye (Austere Howl)
Sense of the Prey (Seekers) Sense Wyrm
Smoke Signals Wind of Buzzard’s Wings (Crescent Moon)
Speech of the World
Summon Talisman Level 2
Tread Sebek’s Back Austere Mind (Austere Howl)
Troubleseeker (Harbinger) Awe
Crescent Moon’s Awareness (Moon Lodge -
Level 3 Waxing Cycle)
Adaptation Deep Roots (Wise Heart)
Death Track Eagle’s Beak (Wyrmfoe)
Eyes of Ma’at Empathy
Fleet Footed Fool’s Silver
Gaia’s Resilience

15
Gibbous Moon Song (Moon Lodge - Waning Paws of the Newborn Cub
Cycle) The Secret of Gaia
Hand Blade (Wyrmfoe) Whelp the Insolent
Hidden Meaning (Unbreakable Hearth)
Locate Spirit Tutor (Wise Heart) Level 6
Luna’s Armor Renew the Cycle
Merlin’s Call (Blood Red Crest)
Osprey’s Flight (Austere Howl) Skin Dancers
Reason (a.k.a. Reason’s Grasp)
Truce of Helios (Sun Lodge) Level 1
Word of Honor See Past the Skin

Level 3 Level 5
Burning Blade (Blood Red Crest) Mask Taint
Claim of Authority
Dominance Blow Stargazers
Exceptional Swordplay
Foe of the Wyrm Level 1
Half Moon’s Diplomacy (Moon Lodge - Balance
Waxing Cycle) Channeling
Half-Moon Mnemonics (Moon Lodge - Dreamchaser
Waning Cycle) Falling Touch
Honor Pact (Sun Lodge) Fearless
Princely Bearing Imbalance
Silver Bullets Muladhara (Awakening the Serpent Fire)
Silver Claws Paper Butterfly
Talons of Falcon Seed of Speech (Mantra Gift)
Wrath of Gaia Sense the Demonic (Demon Eaters)
Sense Wyrm
Level 4 Threads of the Weaver
Command the Heart of Rage
Crescent Moon Fata (Moon Lodge - Waning Level 2
Cycle) Disguise the True Form
Gaia’s Favor Drunken Spider
Gibbous Moon’s Understanding (Moon Inner Light
Lodge - Waxing Cycle) Inner Strength
Ignore Death Blow (a.k.a. Ignore Wound) Manipura (Awakening the Serpent Fire)
Leshii’s Boon (Crescent Moon) Measured Steps
Lordly Will Resist Temptation
Mastery Reverie of the Kol-Kin (Demon Eaters)
Mindblock Singleness of Purpose
Sidestep Death Sound of Suffering (Mantra Gift)
Surface Attunement
Level 5 The Teacher’s Ease (The Sacred Thread)
Divine Regalia Word-to-Weapon (The Sacred Thread)
Full Moon’s Wrath (Moon Lodge - Waxing Wuxing
Cycle)
Ignore Death Blow Level 3
Luna’s Avenger Anahata (Awakening the Serpent Fire)
Luna’s Might Bird Bones (Trance Runners)
New Moon Legerdemain (Moon Lodge - Burning Fire-Mind (Mantra Gift)
Waning Cycle) Clarity

16
Conundrum Shroud
Cunning Koan Spirit Speech
Mastery of the Mortal Coil Strut
Merciful Blow
Mouthpiece of the Successor Level 2
Seven Mile Leap (Trance Runners) Another’s Moccasins
Vision of True Spirit Blending
Walk the Web Coils of the Serpent
Whispering Wind (Kailindo) Feast Upon Snake’s Wisdom
Wind’s Returning Favor Fetish Fetch
Flick of the Fish’s Tail
Level 4 Flight of the Raven
Avoid Fate Indian Giver
Counting Coup Medicine Dreams
Imaginal Mantra Natural Camouflage
Preternatural Awareness Overlook
Seeking the Void (Mantra Gift) Reveal the Hidden
Strike the Air Sense the Tunneler’s Passage
Summon the Chu-Mong Sight of Hidden Places
The Silken Cloth Spirit of the Bird
Questioning Spirit of the Fish
Ultimate Argument of Logic Uktena’s Freezing Stare
Visuddha (Awakening the Serpent Fire) Umbral Compass (Skywalkers)

Level 5 Level 3
Ancestral Incarnation Ancestral Recall (Earth Guide)
Astral Mind (World Tree) Banish Totem
Atma Bounty of the Corn Maiden
Break the Loom Call Flame Spirit
Circular Attack Death Trance
Directing the Soul Flame of the Sun Dance
Eyes of Ignorance (The Sacred Thread) Invisibility
Liberation of Flesh (Mantra Gift) Scrying
Rage at Shadows Secrets
Wisdom of the Seer Sing Down the Rain
Wisdom from the Heavens Strength of the Guardian (Bane Tenders)
Uktena’s Passage
Level 6 Umbral Sight
Thought-Form of the Twelve Ministers Walk Unseen
(Mantra Gift) Wisdom of the Ancient Ways
Wyrm Whispers
Uktena
Level 4
Level 1 Bare the Heart (Earth Guides)
Cloud of Night Call Elemental
Fast Track (Scouts) Call Forth the Wyld (Wyld Children)
Impacable Grip Call the Four Brothers
Moonstruck Path Curse of Corruption (Bane Tenders)
Pull Water Fist of the Winds
Sense Medicine Guardian’s Fortitude
Sense Magic Hand of the Earth Lords
Sense Secrets Lay of the Land

17
Pointing the Bone Bloody Feast
Sideways Attack Burning Tumbleweeds
Spirit’s Horse Call Earth Spirits (former Croatan)
Strange Rain Chill of Early Frost
Eye of the Storm
Level 5 Firewater's Quench (Sacred Hoop)
Eyes of the Thunderbird Haunting Stare
Fabric of the Mind Icicle-Hide
Fetish Doll Sky Running
Kachina’s Luck Strength of Pine
Manifest the Vision Trackless Waste
Uktena’s Glare Whiteout
Wisdom of the Ancient Ways
Level 6 Winter Frost
Becoming Uktena
Level 4
Wendigo Attunement
Bark of Willow
Level 1 Call the Cannibal Spirit
Buffalo Hide Call the Ice
Call the Breeze Chill of Early Frost
Camouflage Counting Coup
Claw-to-Thumb (Sacred Hoop) Great Bison
Dead Stick Hand of the Earth Lords (former Croatan)
Hawk’s Guidance Harano (Ghost Dance, a.k.a. Curse of Harano)
Ice Echo Last Stand
Lift-Your-Leg Shelter of Needles
Nose-to-Tail Spirits of Decay
Resist Pain Wsitiplaju’s Bow
Snow Sight
Song of the Seasons Level 5
Truth of the Hunted Balance of Wormwood
Wyld Sight (former Croatan) Invoke the Spirits of the Storm
Heart of Ice
Level 2 Resolute Vow
Bitter Wind The Freezing Night
Claws of Frozen Death Tornado Rider
Curse of Aeolus (Warpath)
Cutting Wind White Howlers
Devouring Rime
Dust Storm Level 1
Fog Blood-Scent
Ghost Dance Haunting Howl
Ghost Pack
Salmon Swim Level 2
Scent of the Man-Eater Lion’s Bite
Speak with Wind-Spirits Pain-Strength
Tourniquet
Turtle Shell (former Croatan) Level 3
Virgin Snow (Ghost Dance) Blooding Fury
Sense of the Deep
Level 3

18
Level 4
Maddening Howl Level 5
Visions of Slaughter Survivor

Level 5 Ananasi
Mad Strength
White Fire General Gifts
(Hengeyokai --> Kumo)
General Hengeyokai Gifts
Level 1
Level 1 Balance
Create Element Bind
MIndspeak Eyes of the Umbra
Jump
Level 2 Leap of the Hunter
Sense Imbalance Many Eyes
Blaze Talons Nimbleness (Hengeyokai)
Courtly Speech Resist Toxin
Stolen Moments
Level 3 Sense Wyrm
Walking Dream of Unity Shadow Step (Hengeyokai)
Web Haven
Level 4 Web of Smoke
Exorcism
Level 2
Level 5 Burrow
Part the Veil Fangs of Madness (Hengeyokai)
Hand Fangs
Breeds Morphean Bite
Replenishment of the Flesh (also Hengeyokai)
Ajaba Safety Line
Silencing Webs
Level 1 Spines
Feral Grin Spittle of Corrosion (Hengeyokai)
Gift of Terror Tarantula’s Kiss
Primal Anger Waterwalk
Sense Prey
Sweet Hunter's Smile Level 3
Blood Pump
Level 2 Bug Lord
Crushing Jaws Catch the Wind
Curse of Hatred Cling
Sense of the Prey Hideous Bite (Hengeyokai)
Reshape Object
Level 3 Snare of Beauty (Hengeyokai)
Clan Loyalty Still as Stone
Laughter of the Soul Part Webs
Slick Webs
Level 4 Spider’s Grace
Culling the Weak Spinenerets
Gnaw Tick Body
Gorge Trap Door

19
Venom Bite Call of the Wyrm

Level 4 Level 3
Assimilation Corrupt
Entropic Bite Pulse of the Invisible
Gaia’s Hidden Ways Touch of Blood
Iron Webs
Preserve Level 4
Hydraulic Strength Ill Wind
Web Blanket Still Blood
Web Tremors (Hengeyokai)
Level 5
Level 5 Burning Blood
Carapace Touch of the Unweaver
Elder Wisdom (Hengeyokai)
Mold the Spirit Kumoti
Survivor
Umbral Barrier Level 1
Inspire
Aspect Gifts Mother’s Touch

Tenere Level 2
Arachnophobia
Level 1 Insight of the Mother
Groom
Patience of Ananasa Level 3
Alter Lilian
Level 2 Sense Motion
Breath of Ananasa
Beneath Notice Level 4
Camouflage Mindblock
Nature of the Beast
Level 3
A Mother’s Look Level 5
Reshape Object Assimilation
Mass Confusion
Level 4
Understanding the Tapestry Faction Gifts
Web Sheet
Myrmidon
Level 5
Spider on the Mirror Level 1
Thieving Touch of Spiders Illusion of Size
Open Seal
Hatar
Level 2
Level 1 Might of Ananasa
Blood of Pain Pincers
Wyrmling Kinship True Fear

Level 2 Level 3
Blood of Illusion Scorpion Tail

20
Weak Arm Blades of the Mantis
Wither Limb
Level 4
Blood Hunt Level 5
Drying Bite Razor Webs
Summon Net-Spider
Level 5
Image of the Great Mother Apis
Thousand Hands
Level 1
Viskr Gift of Flesh
Scent of Changing Blood
Level 1
Curse of the Great Web Level 2
Scent of Sweet Honey Sun and Moon Signs
Shroud Ties of Destiny

Level 2 Level 3
Mindspeak Hathor’s Blessing
Minor Unweaving Stength of the Brazen Bull

Level 3 Bastet
Calcify
Cocoon General Gifts
Lesser Unweaving
Level 1
Level 4 Banish Sickness
Attunement Catfeet
Brethren Call Command Attention
Greater Unweaving Dowsing
Lick Wounds
Level 5 Open Seal
Shattering Pathfinder’s Pride
Summon Paradox-spirit Razor Claws
Web of Illusion Sense the Truth
Sense Unmaker’s Hand
Wyrsta Silent Stalking
Spirit’s Sight
Level 1 Treeclimber
Alter Mood
Beastmind Level 2
Call Spirits
Level 2 Cat Sight
Blinding Spit Eerie Eyes
Visceral Agony First Slash
Night Terror
Level 3 Night’s Passage
Aura of Ananasa Sense of the Prey
Tick Body Sense Silver
Web Snare Shriek
Summon Water
Level 4 Swipe

21
Touch the Mind
Level 5
Level 3 Black Friday
Call the Pride Deny the Hungry
Caper Madness
Cat Fear
Cheshire Prank Metis
Command the Prey
Farsight Level 1
Freyja’s Blessing Create Element
Gift of Rage Sense Primal Nature
Ignore Pain
Impala’s Flight Level 2
Purr Blinding Moonbeam Gaze
Righteous Gaze Whisker Sight
Touch the Mind
Level 3
Level 4 Spirit-Touch
Attunement Fist of Cahlash
Clawstorm
Fortuna Level 4
Spirit Claws Moon’s Gateway
Spitfire Redeem the Waste
Walking Between Worlds
Wolf’s Terror Level 5
Moon Sense
Level 5 Wrath of Nala
Future Warning
Jump to the Moon Feline
Perfect Passage
Soothe/Summon Storm Level 1
Withering Stare Heightened Senses
Kitten’s Cry
Breed Mark as Mine
Pounce
Homid
Level 2
Level 1 Killer’s Leap
Cat Claws Perfect Cover
Sweet Hunter’s Smile Whisker Sight (Revised)

Level 2 Level 3
Jam Technology Underbelly
Eavesdropper’s Ear Whisker Sight

Level 3 Level 4
Craft of the Maker Beast life
Babel’s Cure Ghosts at Play
Hand of Will
Level 4
What’s the Password? Level 5
Monkey’s Uncle Judgment of Pestilence

22
Revolt of the Land
Level 1
Tribal Gifts Alms to the Poor
Scholar’s Friend
Bagheera
Level 2
Level 1 Dreamspeak
Humbaba’s Escape Mousemaze
Treeclimber Spirit Barrier
Spirit Ward
Level 2
Lawgiver’s Legacy Level 3
Ojas Surge Banish Cahlash’s Brood
The Many Tongues of Ptah
Level 3
Eye of the Cobra Level 4
Cobra’s Dance The Scarab’s Flight
Traveler’s Tongue Shadowplay

Level 4 Level 5
The Paradox of Time Deny the Hungry
Potter’s Clay Shadow Brethren
Spirit Wall
Level 5
Part the Curtain Level 6
Shiva’s Might The Fleeing Scarab

Balam Ceilican

Level 1 Level 1
Hunter’s Mists Mother’s Blessing/Curse
Storm of Pests Satyr’s Wisdom

Level 2 Level 2
Ancestral Wings Banish Burning
Perfect Cover Sorcerer’s Blade
Smoking Mirror
Terrors Level 3
Data Flow
Level 3 Phantasm
Touch of the Tree-Frog
Wandering Forest Level 4
Monkey’s Uncle
Level 4 Small Cousin
Jungle’s Vengeance
Vision Cloud Level 5
Chariot of Lions
Level 5 The Madness of Crowds
Feed the Gods
Heal the Wounded Land Khan

Bubasti Level 1

23
Catfeet (Hengeyokai) Clawstorm
Crushing the Centipede (Hengeyokai) Element-Folk Favor
Razor Claws (Hengeyokai) Great Peace
Rhino’s Favor The Hungry Earth
Sense the Truth (Hengeyokai)
Skin of Jade Level 5
Bringer of Winds
Level 2 Earthspeaking
Gift of the Cricket (Hengeyokai) Thunderbird’s Cry
Heart of Fury (a.a.f. Hengeyokai)
Ricepaper Walk Level 6
Snarl of the Predator Earthquake

Level 3 Qualmi
Maker’s Charm
Paws of the Raging Spirit Tiger (a.a.f. Level 1
Hengeyokai) Breakfast of Stones
Catfeet
Level 4 Turned Fur
Asura’s Bane
Devour the Unclean (Hengeyokai) Level 2
Dragonroar Call Spirits
Punishment from the Moon (Hengeyokai) No Hidden Thing
Wind from the West
Level 5
Call to Battle Level 3
Heaven Thunder Hammer (Hengeyokai) Drop of the Sea
Thousand-Thunder Strike Farsight
Nighttime Web
Pumonca Wisdom of the Ancient Ways

Level 1 Level 4
Mockingbird’s Mirror Chill of Early Frost
Stone Belly Dancing on Air
Sense Corruption Still Breeze Blowing
Wanderer’s Boon Walking Between the Worlds

Level 2 Level 5
Coyote's Tongue Call Down the Stars
Raincalling Water’s Vision
Speak With Wind Spirits
Spirit of the Fish Simba
Stonework
Level 1
Level 3 Majesty
Bayou Shambler Submit
Sky Father's Anger
Thunderbolt Level 2
Walk Unseen Armor of Kings
Rallying Challenge
Level 4
Call Elemental Level 3

24
Fireroar
Shadow the Moon’s Light Corax
(Tengu Æ Hengeyokai)
Level 4
The Bountiful Dominion Level 1
King of Beasts Crane’s Wisdom (Hengeyokai)
Enemy Ways (a.a.f. Wild West)
Level 5 Morse (a.a.f. Wild West)
Command the Multitude Open Seal
Obedience Raven’s Gleaning
Rising Sun Scent of True Form
Targeted Heave (Buzzard)
Level 6 Truth of Gaia
Royal Privilege Sweet Words (Hengeyokai)
Voice of the Mimic (a.a.f. Hengeyokai, Wild
Swara West)
Word Beyond (a.a.f. Wild West)
Level 1
Diamond Claws Level 2
Impala’s Flight Carrion’s Call
Courtly Speech (Hengeyokai)
Level 2 Omens and Signs (a.a.f. Wild West)
Sense the Unnatural Poisoned Flesh (Buzzard)
Walking Between Worlds Razor Feathers (a.k.a. Slicing Feathers -
Weight of a Heart Hengeyokai)
Shoulder Cracker (Hengeyokai)
Level 3 Sky’s Beneficence
Clearwater Passage Sky’s Shadow
Dance of the Chaya Swallow’s Return
Taking the Forgotten
Level 4 Tongues
Ghost Caress
Judgment of Pestilence Level 3
Speed Beyond Thought Bloody Feathers (Hengeyokai)
Dark Truths
Level 5 Dead Talk (a.a.f. Wild West)
All Beasts Under the Sun Eyes of the Eagle
River of Blood Flight of the Swift
Hummingbird Dart
Camazotz Larder of the Shrike
Mynah’s Touch
Level 1 Plague Feather (Buzzard)
Private Whispers Sun’s Guard
Shadow Skin Yoshitsune’s Sword (Hengeyokai)

Level 2 Level 4
Bloodletting Bite Airt Sense (a.a.f. Hengeyokai, Wild West)
Luna’s Favor Bloody Feather Storm (Hengeyokai)
Gauntlet Runner (a.a.f. Wild West)
Level 3 Helios’s Child
Bat’s Shriek Vulture’s Feast
Blinding Spittle

25
Level 5
Deceptive Demise (Hengeyokai) Level 6
Gift of Eyes Great Grandfather’s Summons
Moments of Eclipse
Portents Breed Gifts
Theft of Stars
Thieving Talons of the Magpie (a.a.f. Homid
Hengeyokai, Wild West)
Level 1
Grondr Persuasion
Ursa’s Light
Level 1
Root Level 2
Taint-Eating Climate Control
Dolorous Countenance
Level 2
Furrow Level 3
Thunderous Charge Shape Matter
Sense Need
Level 3
Cleansing Tusks Level 4
Uproot Ursa’s Coat
Spirit Shield
Gurahl
Level 5
General Gifts Fearless Unveiling
Charismatic Presence
Level 1
Fiddlefish Ursine
Healing Tongue
Ignore Wounds Level 1
Sense Pattern Breaker Heightened Senses
Sentinel’s Warning Voice of Woe
Nature’s Plenty
Ursa’s Cleansing Level 2
Burrow
Level 2 Weather Watch
Calm
Grisly Aspect Level 3
Survival of the Bear Pull of the Chosen Land
Treeshake Shelter of the Earth

Level 3 Level 4
Survival of the Bear Gnaw
Dreams of the Buri-Jaan Sweet Swarm of Vengeance
Ease the Fevered Mind
Level 5
Level 4 Bear’s Bounty
Masking the Hunted Call the Cave Bear

Level 5 Auspices Gifts


Gaia’s Breath

26
Arcas Song of Terra

Level 1 Level 3
Open Seal Mind Sight
Walk Like a Man Mind to Mind

Level 2 Level 4
Cajole Shadows by the Fire Light
Sense of the Prey Probe Thoughts

Level 3 Level 5
Safe Passage Aversion Therapy
Trackless Waste Prophetic Vision

Level 4 Kieh
Favor of Ursa Minor
Rejuvenate Level 1
Diagnose
Level 5 Spirit Speech
Humiliate
Natural State Level 2
Refresh
Uzmati Sense the Unnatural

Level 1 Level 3
Slash of the Death Bear Exorcism
Ultimatum Name the Spirit

Level 2 Level 4
Mangi’s Strong Arms Spirit Healing
Threaten Spirit Shape

Level 3 Level 5
Crush Restore Sanity
Silver Claws Image of the Sky Bear

Level 4 Rishi
Delay the Death Bear’s Coming
Strength of the Earth Level 1
Befriend
Level 5 Truth of Gaia
Engulf the Prey
Rage of the Mother Bear Level 2
Compel Truth
Kojubat Presence of the Great Bear

Level 1 Level 3
Beast Speech Ways of the Tapestry
Stonesight Waken

Level 2 Level 4
Eyes of the Soul Bestow Ursa’s Blessing

27
Quell Mob Rage Level 1
Persuasion
Level 5 Seduction
Oath of the Great Bear Smell of Man
Words of Doom
Level 2
Hakken Jam Technology
Silver Tongue
Level 1 Staredown
Dream of a Thousand Cranes
Fair Path Level 3
Disquiet
Level 2 Reshape Object
Storm Winds Slash Tongues

Level 3 Level 4
Dark of Night Forgetfulness
Spirit Ward
Level 4
Living Treasure Level 5
Assimilation
Level 5 Call to Allies
Divine Wind
Roko
Kitsune
Level 1
General Kitsune Gifts Burrow
Cricket Leap
Level 1 Heightened Senses
Chi Sense
Ishin Denshin Level 2
Scent of Running Water Scent of Sight
Sense Imbalance
Level 2 Ten Chi
Moon Dance
Sense Magic Level 3
Spirit Speech Blind
Catfeet
Level 3 Name the Spirit
Ghost Speech
Puppeteer’s Secret Level 4
Carrion Clothes
Level 4 Forest Lord
Shadow-Fan-Flowers
Level 5
Level 5 Elemental Gift
Possession Song of the Great Beast

Breed Paths Shinju

Kojin Level 1
Flow of Aura

28
Scent of the True Form Feral Lobotomy
Sense Wyrm The Malleable Spirit
Seal of Inari
Level 2
Call to Duty Eji
Imperial Authority
Past Whispers Level 1
Falling Touch
Level 3 Razor Claws
Distant Whispers Resist Pain
Eyes of the Cobra Sense Hostility
Wisdom of the Ancient Ways
Level 2
Level 4 Bolt
Roll Over Enduring Warrior
Scent of Beyond Sense of the Prey
Spirit of the Fray
Level 5
Imperial Obligation Level 3
Marionette Call of the Dead
Song of Fear
Path Gifts Weak Arm

Doshi Level 4
Element Meld
Level 1 Elemental Meld
Blessing the Blade Sorcerous Bite
Breath of Yu-Chiang
Sense Magic Level 5
Sense Wyrm Dragon Ally
Spirit Speech Fire Immunity

Level 2 Gukutsushi
Blood Omem
Command Spirit Level 1
Ghost Speech Blur of the Milky Eye
Name the Spirit Clear the Mind
Sight from Beyond Mother’s Touch
Open Seal
Level 3
Exorcism Level 2
Pulse of the Invisible Dreamspeak
Spirit Ward Fan-Shadow-Robe
Swarm of Servants Silver Tongue
Taking the Forgotten
Level 4
By the Light of the Moon Level 3
Fooling the Tiger Distant Whispers
Grasp the Beyond Ebisu’s Fingers
Spirit Drain Shadow-Fan-Flowers

Level 5 Level 4

29
Moon-Fan-Face-Shadow Speed of Thought
Whelp Body Tailbiter’s Mumble
Talk
Level 5 The Falling Touch
Madness
Violation Level 2
Axis Mundi
Kataribe Sense Gold
Silver Claws
Level 1 Stinking Breath
Beast Speech Tides of Lust
Fable Waxwork Monster
Mindspeak
Truth of Gaia Level 3
Bark of the Mudpuppy
Level 2 Dragon’s Breath
Centipede’s Beckoning Dragonfear
Distractions Sense Gold (Revised)
Lore Walking Between Worlds
Tongues
Level 4
Level 3 Attunement
Seek Cocoon
Silence Serenity
Usume Sings View the Seed
Uzume Sings
Level 5
Level 4 Grasp the Beyond
Kuei Dance Song of the Great Beast
Shadows by the Firelight
Gumagan
Level 5
Assimilation Level 1
Fabric of the Mind Songlines

Mokolé Level 2
Dreamwalk
Generic Gifts
Level 3
Level 1 Bunyip’s Boom
Falling Touch Landspeak
Fatal Flaw
Find Land Level 4
Find Water Nightmare Mnesis
Inspiration
Razor Claws Level 5
Scent of Sweet Nectar Billabong Walk
Sense Dissolver Bloody-Mindedness
Sense Moon
Sense Prey Makara
Shed
Sight of the True Form Level 3

30
The Thousand Arrows Level 3
Dragon’s Tongue
Level 5 Call the Tides
Great as a White Hill Combat Healing
Hot Ichor
Mokolé-mbembe Might of the Kings

Level 3 Level 4
Beak of the Finch Anger of the Wani
Heat Wave Scream of Gaia

Level 4 Level 5
Walk into My Eyes Jointsnake’s Mojo
Wall of Granite
Zhong Lung
Noonday Sun (Nam Hsia/Grisma)
Level 1
Chi’ih Ming (a.a.f. Hengeyokai) Level 1
Dragon Milk (Hengeyokai) Gold Claws
Shou (a.a.f. Hengeyokai) Sight of the True Form
Truth of Olodumare
Level 2
Breaking the Tomorrow Wall (Hengeyokai) Level 2
Clap of Thunder (Hengeyokai) Calm
Strength of Purpose
Level 3 Tame Sunbeam
Send the Dream (Hengeyokai)
The Dragon’s Tongue (Hengeyokai) Level 3
Clear Mind
Level 4 Dragon’s Breath
Anger of the Wani (Hengeyokai) Eyes of the Cobra
Harmony of the Soul (Hengeyokai) Raptor’s Gaze
Serenity
Sleep of Si Wang Mu (Hengeyokai - Revised) Level 4
Serenity
Level 5 Strength of the Dominator
Sleep of Si Wang Mu (Hengeyokai – Second
Edition) Level 5
A Thousand Secret Faces (Hengeyokai) Geas
Sleep of the Dragon
Auspice Gifts Wisdom of the Sun

Rising Sun (Tung Chun/Vasanta) Setting Sun (Tung Chun/Vasanta)

Level 1 Level 1
Bellow Mother’s Touch
Eye of the Raptor Resist Pain

Level 2 Level 2
Paint the Meadows Clap of Thunder
Sense Silver Paint the Meadows
Spew

31
Spirit Speech
Level 3 Talk
Armor of the Tortoise
Combat Healing Level 2
Might of the Kings Breaking the Tomorrow Wall
Dream the Matre’s Mind
Level 4 Become Log
Clenched Jaw Command Spirit
Hot Ichor Send the Dream
Walking Between Worlds
Level 5
Halo of the Sun Level 3
Fossilize Call Water Spirit
Deeper Lungs
Midnight Sun (Pei Tung/Hemanta) Exorcism
Open Sun Bridge
Level 1 Shadow Wings
Darksight
Lambent Flame Level 4
Sense Sun Grasp the Beyond
Spirits of Laughter Walk the Matre’s Mind
Talk Recapitulate

Level 2 Level 5
Dreamspeak Gorgon’s Gaze
Breaking the Tomorrow Wall The Malleable Spirit
Glib Tongue
Decorated Sun (Nam Hsia/Grisma)
Level 3
Become Log Level 1
Invisibility Cooking
Open Moon Bridge Mother’s Touch
Persuasion
Level 4 Pilot Snake
Fool’s Luck Talk
Shadows by the Fire Light Wind Beneath My Wings

Level 5 Level 2
Sleep of the Dragon Call to Duty
Steal Shape Dragon Drill
Thousand Secret Faces Walking Between Worlds
Take the True Form
Level 3
Shrouded Sun (Sai Chau/Zarad) Long Running
Reshape Object
Level 1
Call the Rain Level 4
Mother’s Touch Infest
Sense Designer Strength of the Dominator
Sense Dissolver
Sense Magic Level 5
Shroud Calm the Flock

32
Obedience Pure Venom
Shield of the Dragon
Eclipsed Sun (Sai Chau/Zarad) River Mother’s Blessing (Hengeyokai)

Level 1 Level 4
Aura of Confidence Breath of Sweet Amrita (Hengeyokai)
Bellow Darting Fangs
Lambent Flame Gaze of the Serpent (also Hengeyokai)
Razor Claws Swimming the Spirit River

Level 2 Level 5
Awe Breath of the Dragon Lords (also
Dazzle Hengeyokai)
Walking Between Worlds Call the Flood (Hengeyokai)
Destroyer’s Blessing
Level 3 Evading the Watchers
Eye of the Cobra
Hot Ichor Level 6
Wrath of Dragon Dance of Shiva

Level 4 Breed Gifts


Mastery
Sun Enfleshed Balaram

Level 5 Level 1
Army of the Ancestors Cold Blood
Dream Semblance Persuasion
Stop Continental Drift Prehensile Body
Self-Mastery
Nagah
Level 2
General Gifts Master the Body
Subtle Serpent
Level 1 Unexpected Venom
Eyes of the Dragon Kings (also Hengeyokai)
Lizard’s Favor Level 3
Scent of Running Water (also Hengeyokai) Fluid Grace
Sense Wyrm Pierce Illusion
Slayer’s Eyes (also Hengeyokai) Sang Froid
Snake’s Skin
Sting of Sleep Level 4
Being One
Level 2 Spirit Ward
Burrow
Gift of Breath Level 5
Night Whispers Kundalini
Sense of the Prey (also Hengeyokai) There Is No Body
Veil of the Wani (also Hengeyokai)
Ahi
Level 3
Blessings of Kali (also Hengeyokai) Level 1
Combat Healing Bones as Coils

33
Weaver Sense Level 1
Wyld Sense Ganga’s Caress
Wyrm Sense Kind Death
Resist Pain
Level 2
Face of Surya Level 2
Indra’s Cloak Bask
Venom Blood Calm
Serpent’s Sting
Level 3
Call the Tides Level 3
Command Water Spirit Assassin’s Insistence
Rapture of the Deep Prevent Adharma
Dazzle
Level 4
Throat Snake Level 4
Whirlpool Denial of Wellbeing
Suspend
Level 5
Force Balance Level 5
Child of Storms Shed the Years
Surya’s Radiance
Vasuki
Kartikeya
Level 1
Death Rattle Level 1
River’s Gift Brief Sensation
Sense Vibration Eyes of the War God
Treesnake’s Blessing Scent of the True Form

Level 2 Level 2
Command Snakes Secret Serpent
Herpetophobia Forked Tongue
Lightning Strike The Serpent’s Voice

Level 3 Level 3
Kitesnake Blood Running Hot
Long Strike Lance of the Summer Sun
Sidewind Might of the Mountain

Level 4 Level 4
Belly Ride Blood Running Hot
Storm Surge Veil of Maya

Level 5 Level 5
Assassin’s Well Hydra Warrior
Song of Takshaka Jungle Snake’s Hoodoo
Madness
Auspice Gifts
Kamsa
Kamakshi
Level 1

34
Executioner’s Edge Rabbit Run
Predator’s Patience Shed
Slayer’s Eye Snake’s Skin
Song of Kokopelli
Level 2 Spirit Speech
Forked Tongue Swollen Tongue
Inattention to Detail Xochipilli’s Touch
Staredown
Level 2
Level 3 Camouflage
Eye of the Cobra Dance of Dionysis
Smothering Question Gift of the Porcupine
Summon the Accused New Face
Otter's Breath
Level 4 Odious Aroma
Doppelganger Sheep’s Clothing
Open Wounds Twisting Tongues
Umbral Map
Level 5
Heartstrings Level 3
Undying Serpent Blisters
Bridge Walker (Second Edition)
Kali Dance of Abandon
Gift of Laughter
Level 1 Gift of Rage
Guided Strike Happy Thoughts (Revised)
Iron Coils Push (Umbral Danse)
Wyrm Sense Scent of Vengeance
Shadow Walk
Level 2 Sheep's Clothing
Discern Weakness Umbral Sight (Umbral Danse)
Executioner’s Gift Umbral Howl (Umbral Danse)
Executioner’s Privilege
Solidify Water Level 4
Bridge Walker (Revised)
Level 3 Disappearing Act
Assassin’s Strike Happy Thoughts (Second Edition)
Destroying Blow Heave-Ho
Discern Weakness (Revised) Hidey Hole
Indirect Strike Locked Door (Umbral Danse)
Trickster's Skin
Level 4
Mindblock Level 5
Song of Winter Assimilation
Coyote’s Mask
Level 5 Ghost Danse (Storm Danse)
Magistrate’s Icy Judgment Teasing Mate
Mahanaga Umbral Gateway (Umbral Danse)
Umbral Target (Umbral Danse)
Nuwisha Wyld Throw (Umbral Danse)

Level 1 Level 6

35
Coyote’s Howl Instinct
Sticky Fingers
Ratkin
Level 3
General Gifts Reshape Object
(Nezumi –> Hengeyokai) Of Rat and Man

Level 1 Level 4
Cloak of Shadows Attunement
Darksight Body Wrack
Hunter in the Crowds (Hengeyokai)
Raiding the Umbral Hoard (Hengeyokai) Level 5
Resist Toxin (also Hengeyokai) Ugly Truth
Shadow Throw
Smell Poison Metis
Stash Cache
Level 1
Level 2 Cloak of Shadows
Cloak of Darkest Night (Hengeyokai) Rat Mother’s Touch
Crawling Chaos Sense Wyrm
Deep Pockets
Secrets of the Tunnels (Hengeyokai) Level 2
Snitch Spirit of the Spiny Rat
Stink
Level 3
Backbite Level 3
Bolt! Rat Thing
Keening of Swarm Panic (Hengeyokai) Sliver Tooth
Squeeze
Level 4
Level 4 Ratkin Lullaby
Attunement Whelp Body
Gnaw (also Hengeyokai)
Mind of the Tunnels Level 5
War of Vengeance
Level 5
Perfect Poison Rodens
Plague Bite
Riot Level 1
Snake Bites Itself (Hengeyokai) Absolute Balance
Survivor Leap of the Kangaroo Rat
Survival
Breed Gifts
Level 2
Homid Devour the Dead
Scamper
Level 1
Cooking Level 3
Eau de Rat Itchy
Persuasion Sliver Tooth

Level 2 Level 4

36
Command Metis Pulse of the Invisible (Revised)
Mind of the Swarm
Level 5
Level 5 Elegy
Furtive Gathering
Knife-Skulker
Aspect Gifts
Level 1
Tunnel Runner Death Mark
Level 1 Sticky Paws
Danger Sense Truth of Gaia
Scent of the True Form
Silent Running Level 2
Chitter
Level 2 Mother’s Truth
Hotwire Stalk
Sigil
Urban Camouflage Level 3
Doppelgänger
Level 3 Paralyzing Stare
Bolt!
Evasion Level 4
Second Sight Open Wounds
Wither Limb
Level 4
Speak in Tongues Level 5
Tunnel Echoes Geas

Level 5 Warrior (Blade Slave - Revised)


Cheese It!
Level 1
Shadow Seer Resist Pain
Slicing Teeth
Level 1 Sticky Paws
Rat Mother’s Touch
Sense Weaver Level 2
Sense Wyrm Curse of Hatred
Rat’s Teeth
Level 2 Spirit of the Fray
Name the Spirit
Summon Engling Level 3
Touch the Spirits Bolt!
Protect the Swarm Improvisation

Level 3 Level 4
Command Spirit Persecution Complex
Exorcism Treppelgänger
Pulse of the Invisible (Second Edition)
Level 5
Level 4 Pack Attack
Discarded Dreams
Feast of the Dead Freak Aspect Gifts

37
Rapier Wit
Ratkin Engineer
Level 3
Level 1 Adversity
Command Simple Machine Taste of Madness
Open Seal
Scrounge Level 4
Whispered Dreams
Level 2
Hotwire Level 5
Mousetrap Hyperattenuation

Level 3 Twitcher
Summon Electricity
Control Complex Machines Level 1
Firebug
Level 4 Sense Angst
Battery Sense Weaver

Level 5 Level 2
Death Ray Holdout
Self-Destruct
Plague Lord
Level 3
Level 1 Pyrotechnics
Poison Food Sanctify
Sniffle
Virulent Curse of Hatred Level 4
Keening of Swarm Panic
Level 2
Blur of the Weeping Eyes Level 5
Dredge the Spirit World All Hell

Level 3 Rokea
Catgut (Hengeyokai --> Same-Bito)
Lesions
General Gifts
Level 4
Inflict Pain Level 1
Blood Scent (Hengeyokai)
Level 5 Breach
Epidemic Contagion Fast
Killing Bite
Munchmausen Qyrl’s Blood
Sea’s Voice
Level 1 Sense Threat
Persuasion Shou of Zhong Lung (Hengeyokai)
Spirit Speech Teeth of the Skin
Tale Spinning
Level 2
Level 2 Gulp
Name the Spirit Poisoned Flesh

38
Relentless Waters Strength of the Crashing Waves
Restless Waters Wriggling Teeth
Shagreen Shield
Sight Without Sight (Hengeyokai) Level 4
Strange Waters Best Policy
Unsea’s Blessing No Walls
Oversea’s Cycle
Level 3
Consume Taint Level 5
Fathom Sight Blood of Darkness
Gift the Ray Pain of the Wound
Iron Jaws (Hengeyokai) Scuttle
Kun’s Warning Sea’s Wind
Shark’s Bones
Voracious Hunger (Hengeyokai) Dimwater Gifts

Level 4 Level 1
Bite of the Destroyer (Hengeyokai) King Fish
Inundate Sea’s Voice
Kun’s Maw Strange Blood
Patient Hunter True Intentions
Relentless Hunt
Safe Passage Level 2
Salmon’s Return Crushing Depths
Set the Mind Adrift Know Oversea’s Mind
Tsunami Form (Hengeyokai) Spit Teeth

Level 5 Level 3
Blood of Darkness Drown
Mindless Fight Lure
Great Summons Sea’s Wisdom
Ocean’s Peace
Qyrl’s Shell Level 4
Reanoi’s Rage (Hengeyokai) Living Sea
Teanoi’s Rage Oversea’s Wrath
Whirlpool’s Maw Quick Currents
Swim Undersea’s Bloodstream
Brightwater Gifts
Level 5
Level 1 Common Foe
Eyes of the Wound Leviathan
Restraint Wound Undersea
Unseen Attack
Darkwater Gifts
Level 2
First Feeling Level 1
Narke’s Gift Blood of the Deeps
Undertow Chill
Silent Sending
Level 3 Qyrl’s Blood
Bends
School’s Fear Level 2

39
Enter Sea’s Soul Pall
Piercing Shriek
Voice of the Depths Betweener Gifts

Level 3 Level 1
No Blood Find Sea
Scent of Blood Spirit Speech
Summon Scuttlers
Swim Through the School Level 2
Enter Unsea’s Soul
Level 4
Sea’s Breath Level 3
Shock Wave C’et’s Mysteries
Wave’s Passage
Level 4
Level 5 Form of Sea
C’et’s Shell
Hunger of the Trench Level 5
Madness Wall of Granite
Oversea’s Gift

40
Gifts

A Thousand Eyes
Source: Shadow Lords Tribebook Revised.
The Child of Bat melds his consciousness with that of a swarm of bats, and may see and hear
all that they see and hear for the duration of the night. Using this Gift requires a swarm of at least a
thousand bats (easily found in most temperate or tropical areas). It is taught by a bat-spirit.
System: The Garou spends three Gnosis and rolls Perception + Primal Urge (difficulty 8).
Success indicates she slips into a deep meditative trance, and can see through the bats’ eyes and
hear through their ears for one full night. With one success, she cannot control the bats’ movements;
they go where they will, and she sees and hears what they happen to see and hear (generally lots of
insects). With three or more successes, however, the Garou can subtly direct the movements of the
swarm such that they are guided to a general area of interest to the Garou. She still cannot control
individual bats, but they will show mild interest in whatever area it is that the Garou wants them to
see.
MET: Spend three Gnosis Traits and make a Mental Challenge (retest with Primal-Urge).
With success, you slip into a trance and can see and hear through the senses of a swarm of bats for
one night. You have no control over the bats, seeing and hearing only what they are interested in.
By spending three additional Mental Traits, you can subtly direct where the bats go. You have no
power over individual bats, and you need a swarm of at least 1000 bats in order to use the Gift.

A Thousand Secret Faces I


Source: Hengeyokai: Shifters of the East.
While willing to share sage advice on many subjects, use of this Gift is a closely guarded
secret among the Zhong Lung. While it’s not true shapeshifting, the Gift bestows on the user an
almost perfect illusion of her choosing. Even mystics and other Zhong Lung find it impossible to
peer through the facade without the use of supernatural powers (and even then the difficulty rises to
9). The Zhong Lung may take on any human appearance, with favorites being young maidens,
children and old men. In this way, she can gather information and secrets unsuspected. An ancestor-
spirit teaches this Gift.
System: The user spends one point of each Willpower and Gnosis, then rolls Manipulation +
Subterfuge, difficulty 7. The deception lasts for one day per success, although the Zhong Lung may
dispel the illusion at any time.

A Thousand Secret Faces II


Source: Players Guide to the Changing Breeds.
This Gift, a closely guarded secret of the Middle Dragons, allows the Zhong Lung to assume a
nearly perfect illusion of any human of any age. Supernatural Gifts or powers may penetrate the
disguise at a difficulty of 9 and anyone who attempts to do so must have a reason to suspect the
illusion. An ancestor-spirit teaches this Gift.
System: The player spends one Willpower and one Gnosis point and rolls Manipulation +
Subterfuge (difficulty 7). The Gift lasts for one day per success or until cancelled by the Zhong
Lung.

A Thousand Voices I
Source: Book of the Wyrm 1st Edition.
This Gift allows the Black Spiral Philodox to create illusory sounds to make it seem as though
there are a multitude of Black Spirals in the area. This Gift evokes such things as howls, crackling

41
leaves and even illusory scents of many other Black Spirals. The sounds are always appropriate to
the surroundings. One illusory Black Spiral is represented for every point of Willpower the Black
Spiral currently possesses. The Black Spiral’s opponent may roll Perception + Alertness versus a
difficulty based on the surroundings (in a dense forest 9, on a city street 7, in the desert 2) to
determine whether he believes the sounds and smells to be real.

A Thousand Voices II
Source: Book of the Wyrm 2nd Edition.
The Black Spiral can distort the sound of his own footsteps, creating a series of illusory
noises. Instead of one werewolf, enemies will hear an entire pack. Howls, shadowy apparitions,
footfalls and even illusory scents are all possible.
During the Dance of Rage, a dancer may learn this Gift as his anger multiplies many times
over. Kirijama’s servants also offer mastery of this talent.
System: For each point of Willpower the user currently possesses, one illusory ally can be
created. The Storyteller should secretly roll Perception + Alertness for each witness present; the
difficulty depends on the immediate surroundings (difficulty 4 in a dense forest; difficulty 9 on a
vast plain). The Black Spiral using this Gift should remain hidden; once he is spotted, this Gift fails.

Absolute Balance I
Source: Ratkin Breed Book.
Rats have an amazing sense of balance: they can walk along clotheslines, the moorings of
ships, and narrow rooftops with amazing agility. A rodens using Absolute Balance can maintain her
footing on any solid surface, including ice, the slick bottom of a riverbank, a greased surface, or a
snowdrift. The best part: the rat doesn’t leave tracks.
System: Roll Dexterity + Athletics, difficulty 6; extremely treacherous surfaces may raise the
difficulty to 7 or 8. If climbing proves necessary, the rate still depends on the Dexterity + Athletics
roll, but the Ratkin cannot fall for the duration of the scene. If the feat is something an ordinary rat
can normally perform, no roll is necessary; this applies even if the Ratkin is in Homid or Crinos
form. The Storyteller, of course, can still proclaim some feats of balance impossible.

Absolute Balance II
Source: Players Guide to the Changing Breeds.
With this Gift, the creature can maintain her footing on any solid object, whether that's a wire
connecting rooftops or the icy slope of a mountain. As long as the Gift is active, the rat won't leave
tracks.
System: The player rolls Dexterity + Athletics; the difficulty is 6, but extremely narrow or
treacherous surfaces may raise this to 7 or 8. The number of successes serves as an indicator of
climbing or running speed. For the duration of one scene, the rat cannot slip or fall, even when he's
in Crinos or Homid form.

Adaptation I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may exist in any environment, regardless of pressure, temperature or atmospheric
composition. The Garou also takes no damage from poison or disease, though concentrated flame or
radiation still affects the Garou normally. This Gift is taught by a Bear-spirit
System: The Garou spends one Gnosis point and rolls Stamina + Survival (difficulty 7). The
effects last for one hour per success and may be extended by spending Gnosis. This Gift may be
applied to others as well as the Garou who possesses it.

42
Adaptation II
Source: Werewolf: the Apocalypse Revised.
The Garou takes no damage from poison or disease, and he may exist in any environment,
regardless of pressure, temperature or atmospheric condition. This Gift does not protect the Garou
from hazardous situations (like falling), only hazardous environments. A bear-spirit teaches this
Gift.
System: The player spends one Gnosis point and rolls Stamina + Survival (difficulty 7). Each
success extends the Gift’s effects by one hour.

Adversity
Source: Ratkin Breed Book.
A Munchmausen can survive extreme temperatures for a full day with this Gift. Arcadian
Ratkin often tells ridiculous stories about having lived on the moon, the bottom of the ocean, or the
caldera of an active volcano. Some of these stories are true.
System: Tava (Rank Three Ratkin) are immune to extreme heat (up to boiling lava) or
extreme cold (up to Antarctic conditions). At Rank Four, they gain the ability to live underwater or
in a vacuum. A Rrrrr’t (Rank Five) Ratkin can reproduce the Ratkin Gift: Survivor; Moon Mice find
this ability essential.
No roll is necessary; the Rat just spends Gnosis for each day he wants to survive. Extreme
heat or cold requires one Gnosis. Underwater conditions or compete vacuums require two Gnosis;
the Survivor Gift requires three. As a side note, this Gift will never grant immunity to silver, though
it will reduce the damage from fire from aggravated to non-aggravated.

Aegis
Source: Book of Auspices.
This Gift grants a Garou a mystical aegis protecting her from attacks. This is not a literal
shield; rather, strikes simply fail to hit vital areas, bullets deflect off a belt buckle and circumstance
otherwise conspires to prevent blows from landing solidly on the warrior while this ability is in
effect. A wind-spirit teaches this Gift.
System: The player spends a point of Willpower, and the difficulty of all attack rolls made
against her for the duration of the scene is increased by two. Any attack roll that scores only one
success (after dodge, if applicable) against the Garou is considered to be a graze, and inflicts only
bashing damage.

Agro Culture
Source: Glasswalkers Tribebook.
The Garou can cause plants to take root and grow in places where it is usually impossible for
plants to grow. This Gift does not make plants grow supernaturally fast; it simply gives them a
chance for life where none existed before. The plants must still be tended to and watered. However,
the plants can use artificial substances such as concrete and plastic for soil. They dig their roots in
and grow. Plants can even be coaxed to grow out of walls, as long as they are nurtured during the
process. This Gift is taught by plant spirits.
System: The Garou must plant seeds in the area to be fertilized. If this is a concrete wall, he
must place the seeds in cracks within the surface. He then rolls Charisma + Science (or Herbology)
against a difficulty dependent on the toxicity of the area. An abandoned lot might by 5; a typical
city building bathed in the smog of passing cars might be 6 or 7, while an oil spill site might be 9.

43
Airitech’s Daughters
Source: Players Guide to the Garou.
Airitech, a creature of the Otherworld in Celtic lore, had three daughters who took on the
shape of werewolves. In the end, they were slain. This Gift allows the Fianna to play the part of
Airitech, by forcing the visage of a Crinos werewolf onto (at most) three humans. It doesn’t make
them stronger, or give them the instincts Garou have, but they make fine decoys when being hunted
by the Wyrm. Like Airitech’s Daughters, these werewolves exist to be murdered. The Gift is taught
by an ancestor-spirit.
System: The player spends one point of Rage for each human he wants to turn into a
werewolf, up to a maximum of three, before rolling Stamina + Subterfuge (difficulty 8). Each
success will turn all humans affected by the Gift into werewolves for one hour. They do not receive
any of the benefits of the Crinos form, do not cause Delirium, and are not protected by the Veil; the
change is largely cosmetic. They may, however, receive a bonus to Intimidation rolls. This Gift
does not work on anyone but mortal humans. It will not affect mages, vampires or the imbued; it
will, however, work on Kinfolk, ghouls, or sorcerers.

Airt Perception
Source: Book of Auspices.
Using this Gift, a Theurge can roughly identify a spirit by its airt — the trail left in the wake
of a spirit’s passing. This works essentially like tracking in the corporeal world, and is no more
informative — a hunter can tell deer tracks from bison tracks, but can’t learn anything meaningful
about an unknown creature. Also, powerful and subtle spirits are often able to disguise their airts.
Any ancestor-spirit renowned as a great hunter can teach this Gift.
System: Treat this exactly as a Garou identifying and tracking animals (by scent or by
looking for tracks, at the Theurge’s discretion), but apply it to spirits instead. Note that Garou may
not be able to go everywhere spirits do to follow the trail — remember, spirits can fly.

Airt Sense I
Source: Hengeyokai: Shifters of the East.
This Gift is the same as the spirit Charm; it’s taught by any spirit that knows the selfsame
Charm. This is a particularly favorite trick for the sentai lucky enough to have a Tengu guide in
their ranks.
System: The player must spend one Gnosis point and roll Perception + Occult (difficulty 7)
for the Tengu to utilize Airt Sense. This Gift grants sufficient understanding of the Tapestry’s
threads to halve the travel time through the spirit world.

Airt Sense II
Source: Players Guide to the Changing Breeds.
As the Gift: Spirit Charm.

Airt Sense III


Source: Corax Breed Book
This is the same as the spirit Charm, and can be taught by any type of spirit possessing that
particular Charm.
System: Corax using Airt Sense must spend one Gnosis point and roll Perception + Occult
(difficulty 7) to utilize it. The understanding of the ways of the Umbra granted by this Gift halves
travel time through the spirit world.

44
Airt Sense IV
Source: Frontier Secrets.
As the Spirit Charm (see Werewolf: the Wild West p. 205), but Corax using Airt Sense must
spend one Gnosis point and roll Perception + Occult (difficulty 7) to utilize it. The understanding of
the ways of the Umbra granted by this Gift halves travel time through the spirit world.

Alberich’s Claws
Source: Players Guide to the Garou.
Alberich was a dwarven king who had his castle below the ground, carved out of the rock
itself. Get of Fenris with this Gift could well have been among the builders of that palace, for their
claws can slice directly through stone, steel, or any other inanimate material as if it were butter. It is
taught by a mole-spirit or earth elemental.
System: The player spends one point of Rage. If the Fenrir’s next attack is performed with
natural weaponry and strikes an inanimate object, it automatically does an extra ten levels of
damage.

All Beasts Under the Sun


Source: Bastet Breed Book.
As the Black Fury Gift: Ten Thousand Forms.

All Hell
Source: Ratkin Breed Book.
By summoning a swarm of Wyldling spirits and Rat-spirits, you can invoke sheer
pandemonium. They will crawl the walls, manipulating mundane objects randomly, and causing
sheer chaos. Any non-Ratkin in the room is hit with the Delirium.
System: Spend one Gnosis; everyone present rolls Willpower (difficulty 8). Anyone who fails
this roll gets hit by the Delirium, just as if they were human. Humans are automatically affected, but
move one step up the Delirium chart for each two successes they get.

Allies Below I
Source: Book of the Wyrm 1st Edition.
The Black Spiral is able to give a howl that causes the very earth to tremble. The Wyrm
creatures far below the surface can sense the use of this power and they will cause tremors of
various sizes. The effects can vary. Individuals, including the Black Spiral, who has not adequately
braced themselves, will fall down. It is possible for buildings to collapse, underground tunnels to
cave in, and large objects, (such as trees, walls or sliding rocks) to fall on top of people. It costs two
Gnosis points to release a howl of this nature.

Allies Below II
Source: Book of the Wyrm 2nd Edition.
Howl you crazy bastard! If you let forth a rousing yawp, the spirits of the Earth will answer
you. Wyrm creatures far beneath the Earth’s crust will cause minor tremors in the ground above
them.
Although the terrible quakes caused by this Gift seem awful, they merely reflect the sort of
test the Galliard must endure in the Shattered Labyrinth to learn it. The worst scenario is one in
which the labyrinth collapses in on itself.

45
System: The extent of the damage inflicted depends on the amount of Gnosis channeled into
Galliard’s “rousing yawp”. One point of Gnosis causes a minor tremor, possibly throwing people to
the ground. Three points can collapse underground tunnels, knock down trees, or open sinkholes.
Five points can cause structural damage to a building, collapsing walls on anyone within several
feet on it. In each case, victims should roll Dexterity + Dodge or Dexterity + Athletics to stay on
their feet, escape from collapsing buildings, or dive for cover.

Alms to the Poor I


Source: Players Guide to the Changing Breeds.
Beggars are an all-too-common feature of Bubasti homelands. As a kindness (and perhaps as
a bribe to the gods), the shadowcats developed this secret, which allows one to conjure up a small
bit of food or money to give to a beggar. Naturally, the cat can use the "alms" for himself, but they
taste slightly bitter and leave the palm greasy if used for selfish means.
System: The Bubasti spends a point of Gnosis and rolls Gnosis against difficulty 6. Each
success creates a handful of food or cheap copper coins (no bills, silver or gold). Most Bubasti
disguise this "miracle" by reaching into a sack or box before sharing this wealth.

Alter Lilian I
Source: Ananasi Breed Book.
The Kumoti can shift his Lilian form around at will, sprouting new arms and legs or
"humanizing" his features. Although each new form must still be distinctly Lilian, and unmistakable
for anything other than a werespider when viewed as a whole, there’s a lot of room for creativity.
System: The Ananasi must simply make a successful Willpower roll (difficulty 7); the
alteration counts as an action.

Alter Lilian II
Source: Players Guide to the Changing Breeds.
The Kumoti may alter her Lilian form at will, rearranging it to suit her whim.
System: The player makes a Willpower roll (difficulty 7). The effect lasts for one scene or
until the werespider shifts to another form.

Alter Mood I
Source: Ananasi Breed Book.
With this Gift, the Wyrsta is able to slightly change the emotion of one person. The change
cannot be extreme, but it allows them to distort their target’s emotion slightly, making a happy man
overjoyed, a sad woman depressed, or a blasé character apathetic.
System: The Ananasi must expend one Gnosis point and be within visual range of the target.
The effect of this Gift lasts for one scene.

Alter Mood II
Source: Players Guide to the Changing Breeds.
The Wyrsta may slightly alter the mood of a single individual, making that person elated
rather than just happy or despairing instead of sad.
System: The werespider spends one Gnosis point to affect a target in her area of vision. The
target may resist with a Willpower roll, difficulty 7. The Gift lasts for one scene.

46
Alter Scent I
Source: Players Guide 2nd Edition (1st Edition).
The Garou can change his scent trail to evade a hunter or leave a false trail. The Garou can
reproduce any scent he has encountered, from deer to diesel trucks. A Skunk-spirit teaches this Gift.
System: The player rolls Wits + Primal-Urge to reproduce any scent the Garou has
encountered (difficulty 6). The number of successes determines the accuracy of the false scent.
Garou with this Gift can reproduce the aroma of other Garou or even inanimate objects.

Alter Scent II
Source: Players Guide to the Garou.
While Blur of the Milky Eye works wonders to evade sight-obsessed humans, other animals
rely on other senses such as smell. This Gift allows the Ragabash to trick even them by changing
his scent to anything he may have ever smelled. A skunk-spirit teaches the Gift.
System: The player rolls Wits + Primal-Urge to mimic the scent of anything the Garou has
previously encountered. A simple success is usually enough to mimic other animals (including
humans), though three successes are needed to simulate inanimate objects or plants, and five are
needed to reproduce accurately the smell of a specific individual. The Gift’s effects last for a scene.

Anahata
Source: Stargazers Tribebook.
The heart center stirs, opening the Garou up to normally unseen perceptions concerning
others. She can sense what they are feeling and know the best way to make them listen to her
(although they cannot be coerced into acting against their wills).
System: The players rolls Charisma + Empathy and spends one Gnosis point. For the rest of
the scene, the Stargazer can sense the surface emotions (anger, frustration, joy, etc) of those who
directly interact with her. After three or more turns of interacting with that person, the player may
make a Perception + Empathy roll; each success lowers difficulties on any rolls to sway that person,
and he will be especially receptive to wisdom or advice from the Stargazer. The Stargazer can also
attempt to avert any angry action against herself in such ways.

Ancestral Incarnation
Source: Stargazers Tribebook Revised.
The connection of a Stargazer to his ancestors can be deemed more "intense" than that of
other Garou. This Gift is proof of that. The few Stargazers with this Gift are not only able to plumb
the depths of the ancestral memories for help, but are literally able to become one (or many) of their
ancestors for a short time. The Stargazer glows with a pale nimbus of light and actually exhibits the
physical traits (altering her appearance) of one or several of her ancestors. For a time, the Stargazer
may also tap into the wealth of knowledge and ability of her forebears and use that to enhance her
own actions for a time. This Gift is taught by an Epiphling of Truth.
System: The player spends three Gnosis points. The Stargazer exhibits a number of ancestral
traits equal to the dots in her Ancestors Background. (For instance, Naipurya Sunblade has an
Ancestors score of three. She exhibits three traits of her ancestors that alter her appearance. From
her ancestor Silverstar she gains a mane of gray hair, from her ancestor Fu-Kui-Kang she shows
bright yellow eyes, and from her ancestor Gi-om Shows-the-Way she gains a long scar along the
length of her muzzle.) For the remainder of the scene, the Stargazer may also add her Ancestors
score to any roll she makes.
MET: Advanced Gift. Only Stargazers with the Ancestors Background may purchase this
Gift. Activating it requires three Gnosis Traits, and the effects last for the remainder of the scene.
For the remainder of the scene, she adds twice her rating in Ancestors to all tests, and she may

47
choose to spend levels of Ancestors to retest any Ability-related tests during this time as well. These
retests function identically to normal Ability retests, but may be used in addition to Ability retests
on a single test. Only one retest gained from this Gift can be used on a single test, however.
Spending levels of Ancestors in this fashion does not diminish the Trait benefit gained upon
activating this Gift. This Gift may only be used once per session, if that often, and the Garou must
add a number of physical alterations to her appearance equal to her rating in Ancestors, reflecting
how the Stargazer has literally become her ancestors through this Gift.

Ancestral Recall
Source: Uktena Tribebook.
By accustoming themselves to a particular area or tribal group, the Earth Guides can "recall"
pertinent information about tribal practices or traditions that may have been lost over time. This
might uncover hidden lore of the tribe or simply reveal everyday information not generally known
by outsiders. The Gift is taught by an Uktena Ancestor spirit. The Garou using this Gift need not
have Past Life.
System: The Garou must have spent at least 24 hours in the presence of those whose tribal
memories she is trying to access. The player then rolls Perception + Enigmas (difficulty 7). The
number of successes determines the strength and obscurity of the information available. If the
Garou can access hidden or forgotten lore, the player must spend a point of Gnosis to learn it.

Successes Information
One Common Information
Uncommon (When dancing their harvest rites, the tribe wore corn
Two
silk tied to their costumes.)
Obscure (Known to some tribal elders; i.e., the tribe once served as
Three
guardians of a particular fetish.)
Hidden (Known only to the greatest Medicine Worker, passed only
to a trusted successor; i.e., the tribe’s dancing place lies atop the
Four
resting place of a powerful evil spirit and their dances keep it
pacified.)
Forgotten (Known only to ancient ancestors; i.e “Our people once
Five + knew this spirit’s true name. Perform this service for my
descendants, and I will tell it to you.

Ancestral Wings
Source: Bastet Breed Book.
According to their folklore, the Balam were once two tribes. One of the original families, the
Olioiuqui, had wings. By digging into this ancestral past, a werejaguar can invoke their gift and fly
for short distances.
System: The player rolls intelligence + Primal-Urge against difficulty 8 and spends a Gnosis
point. If successful, brightly-colored wings burst from the Balam’s shoulders and carry him aloft.
While winged, the cat can fly at 15 yards per turn in any form, and may carry up to 200 pounds of
additional weight. This Gift lasts for one scene (or one half hour), after which the wings atrophy
and harmlessly drop off.

Anchor the Umbral Den


Source: Werewolf: Wild West – The Wild West Companion.
This Gift enables the Gurahl to reduce the chaotic fluctuations and other effects of the Storm
Eater in the immediate vicinity of his Den’s Umbral portion. This ability makes it possible for

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Gurahl who choose to pass the winter in hibernation within the Umbra to do so without fear of
catastrophic disturbances.
System: The player rolls Stamina + Occult (difficulty 7) and spends two points of Gnosis.
Only a single success is necessary to calm the Umbra in the region around his Den. The effect lasts
until the Gurahl leaves the Umbra for any reason. Thus, a single use of the Gift can last for an entire
season of sleep and meditation, provided the Gurahl remains within the protected spot.

Angel Tricks
Source: Glasswalker Tribebook.
As the Glass Walker Gift Pennies from Heaven, but only turns silver pennies (worth one
twelfth of a shilling) into gold angels (worth ten shillings). Difficulty is 8.
MET: As Pennies from Heaven, with the caveat that it will only turn silver pennies to gold
angels.

Angel’s Semblance I
Source: Werewolf Dark Ages.
The Children of Gaia don’t believe in terrifying humans unnecessarily. This Gift allows a
Child to act in Crinos form without invoking the terror of the Delirium; but instead of seeing a
werewolf, onlookers see an angelic figure of exceeding grace and holiness. Witnesses might
remember a Child’s battle with a Wyrm-beast as an angel’s struggle with a demon, or a warning to
leave the woods as the gracious guidance of a guardian angel. Onlookers need not even be Christian
to be affected; Islamic witnesses might remember one of Mohammed’s fiery messengers, while
Norse pagans might think the Garou was one of the Valkyries. This Gift is taught by a spirit of
Hope.
System: The player spends a Gnosis point to invoke Angel’s Semblance for a scene. The
effects are automatic against humans; use the Delirium chart (with no modifications for the
Children of Gaia’s weak Veil, if the optional tribal weaknesses are used) to determine how strongly
a witness is affected. Responses of fear are replaced with rapture; even “catatonic fear" should be
seen as complete bliss".

Angel’s Semblance II
Source: Dark Ages: Werewolf.
The Children of Gaia do not believe in terrifying humans without appropriate cause. This Gift
allows the Child of Gaia to act in Crinos form without invoking the stark terror of the Delirium.
Instead of seeing a werewolf, onlookers see an angelic figure of exceeding grace and holiness.
Witnesses might remember a Child’s battle with a Wyrm-beast as an angel’s struggle with a demon,
or a warning to leave the woods as the gracious guidance of a guardian angel. Onlookers need not
be of the Christian faith to be affected. Islamic witnesses might remember one of Mohammed’s
fiery messengers, while Norse pagans might think the Garou was a Valkyrie. A spirit of hope
teaches this Gift.
System: The player spends a Gnosis point; this Gift lasts for one scene. Use the Delirium
chart to determine how strongly a witness is affected (using the converse, positive reaction).
Responses of fear are replaced with rapture. Even "catatonic fear" should be seen as "complete
bliss."

Anger of the Goddess


Source: Werewolf: Wild West – The Wild West Companion.

49
With the force of Gaia Herself, the Black Fury elder strikes down even the most powerful
enemies. Few can withstand the righteous anger of Gaia unleashed. The power can take many
forms: a lightning bolt from the heavens, an avalanche, or even a tornado. The wrath of the Goddess
blindly ravages the innocent and guilty alike. An avatar of Gaia Herself is the only spirit that
teaches this Gift.
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 tornado 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.

Anger of the Wani


Source: Players Guide to the Changing Breeds.
As the Level Five Wendigo Gift: Invoke the Spirits of the Storm, but after wards the Zhong
Lung falls into a sleep that lasts a full day, dreaming his thanks to the Dragon Lords for use of the
Gift.

Another's Moccasins
Source: Uktena Tribebook Revised.
The human cultures of Uktena Kinfolk are too-frequently ignored or derided by the
mainstream; their wolf Kin are persecuted as a matter of course. This Gift opens the eyes of the
ignorant to life on the other side, showing them a new and (for a while, at least) fascinating
perspective. By speaking briefly with the subject about the culture or species in question, the Garou
can instill curiosity or appreciation for the culture — or if particularly successful, an obsession with
learning about and aiding the Kinfolk's people. The Earth Guides in particular use this Gift to nudge
adversaries (usually in government or the media) into the role of allies. An ancestor-spirit teaches
this Gift.
System: The character must have the subject's undivided attention and engage in a brief
conversation about the culture in question (for instance, the Navajo or wolves). The player rolls
Manipulation + Subterfuge (difficulty is 9 minus the subject's Intelligence). For one success, the
subject may pick up a Hillerman novel, or admit to himself that wolves were important to the
balance of nature, at least before humans changed things. For five successes, he might well involve
himself in humanitarian efforts on the reservation, or spend his vacation trekking to Alaska in the
hopes of having a Farley Mowat experience with a wolf pack. The Gift's effects last about a week
per success, but with luck a natural interest develops as the subject delves into his study of the
culture.
MET: Basic Gift. This Gift requires that the Uktena first enter into a detailed conversation
with her target about a particular species or culture for at least ten minutes, and then spend a
Willpower Trait and make a Social test (retest Subterfuge). Success means that the target becomes
interested in learning more about and possibly aiding the culture or species involved in the
conversation, and spends a good portion of their next downtime actively pursuing these goals, up to
a maximum of one month. If downtime is not a factor in the game, then the interest lasts for the rest
of the current session and the entire next one as well.
At the end of this time the Gift's effects fade, although it's entirely possible the target has
come to be interested in the subject naturally and thus continues his work after the Gift itself has
ended. It should also be noted that even use of this Gift to stir a desire to help a culture the Uktena
belongs to does not mean the target becomes glassy-eyed and immediately does what' ever the
Uktena asks — their goodwill is directed toward the culture or species in general, and while they
may be more open to aiding true Garou than they were before, they are not compelled to do
anything for them. Player characters may cancel the need to act on this Gift directly with a

50
Willpower Trait, though even then they should still roleplay their new interest and perhaps some
minor actions taken to investigate it.

Arachnophobia I
Source: Ananasi Breed Book.
The Kumoti with this Gift can afflict a person with an irrational fear of spiders. The victim
reacts with extreme fear and revulsion towards the spider, either attacking or fleeing from any
spider that she encounters while under the Gift’s influence. Naturally, the size of the spider will
have some influence on her reaction — naturally arachnophobic victims are in real trouble.
System: The Ananasi must spend one Gnosis point, and roll Manipulation + Intimidation,
resisted by the target’s Willpower. The duration of the fear is one day per success (or one hour per
success in the case of supernatural creatures). Victims may spend Willpower to fight the fear, but
only for a turn at a time. Any character already afflicted with arachnophobia will become catatonic
at the sight of a spider.

Arachnophobia II
Source: Players Guide to the Changing Breeds.
The Kumoti may inflict an irrational fear of spiders on her victim; natural arachnophobes are
especially susceptible.
System: The player spends a Gnosis point and rolls Manipulation + Intimidation (difficulty of
the target's Willpower). The effect lasts for one day per success, though victims may spend a point
of Willpower to negate the fear for one turn per point. Characters already afraid of spiders become
catatonic until removed from the site of a spider.

Arion’s Burden
Source: Players Guide to the Garou.
The Black Furies had many tribeswomen among the ancient Scythians, who were renowned
for the use of cavalry. During heir battles with other Garou tribes, the Furies often surprised their
enemies by showing that they too could employ cavalry, thanks to this Gift. Most animals shy away
from creatures of high Rage, and even the Glabro form tended to make a werewolf heavier than the
horse could handle. But this Gift perfectly calms the mount’s mind, and makes the Black Fury as
light as a child to it. It is taught by an avatar of Pegasus.
System: The Black Fury rolls Charisma + Athletics (difficulty 6). A simple success is all that
is needed to keep this Gift active for the rest of the scene. While this Gift works to calm any animal
normally friendly to the Black Fury, it is most commonly employed on horses. Riding in Crinos
form, even with this Gift, is a tricky business, requiring Dexterity + Athletics (difficulty 7) roll.

Armor of Kings
Source: Players Guide to the Changing Breeds.
As the Children of Gaia Gift: Luna's Armor.

Armor of the Tortoise


Source: Mokolé Breed Book.
This Gift enables the Mokolé to form a hard shell around his skin while in Archid or Suchid
form, protection himself even further from harm. The Gift is taught by a Turtle or Tortoise-spirit.
System: The player rolls Stamina + Primal Urge, difficulty 6; the Mokolé must spend a turn
in deep concentration. The number of successes is the number of dice added to the dice pool for

51
soak rolls. These dice are in addition to any armor already possessed, but the Gift can be activated
only once per scene.

Army of the Ancestors


Source: Mokolé Breed Book.
This rare Gift allows a Mokolé to materialize her Archid-form characteristics in an entirely
different way. The Mokolé can call on the ancestors who gave him the shape he wears, bringing
them out of the mists of the Memory to challenge his opponents. This Gift is taught by an Ancestor-
spirit.
System: The Mokolé calls on his ancestor while indicating his bodily “gifts” that came from
them. He then makes a Gnosis roll, difficulty 8. For each success, one ancestor appears. For
example, a Mokolé with wings could call Pteranodon, while one with Huge Size could summon
Apatosaurus. The ancestors are as intelligent as the one who summons them, and usually cooperate
(unless the summoner wants them to do something stupid or ridiculous). The ancestors stay for one
scene, and then depart back to the depths of Mnesis. Depending on the scene into which they were
summoned, they may not wish ever to return.

Arrow of Artemis
Source: Werewolf Dark Ages.
To honor Luna in her aspect as Artemis, the huntress of the moon, the Black Furies strive to
master the art of archery. This Gift is the ultimate expression of their skill. By invoking the
huntress’ name and freeing her mind of distractions, a Fury can invest a single arrow with the light
of Luna - and celestial killing power. Virtually no force on Gaia can make her miss, and when the
arrow strikes, it does so with the force of a thunderbolt. This Gift is taught only by powerful Lunes
in direct service to Luna-the-Huntress.
System: The Black Fury spends a point of Gnosis as she draws back the arrow and sights on
her target; this takes a full action. While she is looking down the shaft of the drawn arrow (which
glows with a faint silver light once "charged"), she can see through any illusion or darkness that
might impair her sight; this includes vampiric Disciplines, Gifts and magick.
When she fires the arrow the next turn, the archer rolls Dexterity + Archery to hit as usual.
However, this Gift gives her 3 bonus successes on the roll, and reduces the difficulty of the shot by
2 - only the most incredible botches or superhuman evasion can make the shot miss. The arrow
inflicts ten dice of aggravated damage; those slain by the missile are immolated in a quick-burning
silver fire that does not spread further than the corpse, and leaves only bones behind.
However, this Gift must only be used in time of war - else Artemis becomes very displeased.
If the Fury releases the arrow without a genuine living (or undead) target, or relaxes the bow and
doesn’t fire at all, the spent Gnosis point is permanently lost. Furies only invoke this Gift when they
know they have a target that must be slain; using the illusion-dispelling abilities to "scan for
invisible enemies" is highly disrespectful, and counts as abuse of the Gift.

Artisan’s Command I
Source: Werewolf Dark Ages.
By speaking with the spirits in mechanical devices, the Warder may operate the devices as he
sees fit. He can discharge a crossbow, unbolt a door or raise a winch from a bow shot away. This
Gift is taught by any technological spirit. (In later times, when technology becomes more complex,
this Gift becomes known as “Control Simple Machine." However, in the Dark Ages, virtually every
machine is “simple" enough to control via this Gift; the Warders will no doubt be surprised to find
that this Gift does have its limitations).

52
System: The player spends a Willpower point and rolls Manipulation + Crafts (difficulty 7).
The Garou’s control lasts for the scene.

Artisan’s Command II
Source: Dark Ages: Werewolf.
By speaking with the spirits within mechanical devices, the character may operate the devices
as he sees fit. He can discharge a crossbow, unbolt a door or raise a winch from a bowshot away.
Any technological spirit teaches this Gift.
System: The player spends a Willpower point and rolls Manipulation + Crafts (difficulty
seven). The character’s control lasts for one scene.

Assassin’s Insistence I
Source: Nagah Breed Book.
As natural assassins who study the healing arts, the Kamakshi are doubly dangerous, not only
for the harm they can inflict, but for their knowledge of – and ability to undermine – healing
magics. This Gift prevents healing magic from working, and may even cause the healer to
inadvertently harm her recipient. This Gift only affects magic that heals wounds; it does not prevent
regeneration or magics that cure disease or counteract poison. Kamakshi typically use this Gift to
counter the effects of Mother’s Touch, Resist Pain, mages’ sorcery and, most recently, the healing
magics of wayward Imbued hunters. Kamakshi use this Gift only in their role as Gaia’s assassins or
in direst self-defense; in other circumstances is it considered to have great potential to corrupt.
System: The player spends one Gnosis point and rolls Intelligence + Medicine; the Nagah
must touch the target. Every success cancels out one success on the next roll used to try healing the
target. If the Nagah gets more successes than the healer, then the healer’s target suffers the
difference in health levels of bashing damage. The Gift’s effects last for the scene, or until invoked
by a healing attempt. After the first attempt at healing the target, the Gift’s effects are spent.

Assassin's Insistence II
Source: Players Guide to the Changing Breeds.
This Gift denies a healer's ability to save a condemned victim.
System: The Nagah must touch the target; the player spends one Gnosis and rolls Intelligence
+ Medicine. Each success cancels one success on the next roll to heal the target (including a
Stamina roll made to regenerate damage in combat). If the Nagah's roll scores more successes than
the healer does, the healer's target suffers the difference in bashing damage. The effects last for one
scene, or until someone attempts to heal the target.

Assassin’s Strike I
Source: Shadow Lords Tribebook Revised.
Like the Ratkin and the Nagah before them, the Judges of Doom have learned to quickly skip
into and out of the Umbra so that they may surprise their prey. When using this Gift, the Judge
disappears for a moment and reappears behind his victim, whereupon he may attack his victim with
complete surprise. This Gift is taught by a cobra-spirit.
System: The character spends one Gnosis and one Rage, and then uses the Umbra to "skip"
up to 50 feet and reappear in the physical world directly behind his target. The Judge may then
attack his victim at -2 difficulty (minimum 4). This attack may not be dodged unless the victim has
bolstered his senses with supernatural aid.
MET: Spend one Gnosis and one Rage (this is one of the few times when you can), then step
sideways. You may "skip" up to 50 feet to your target and reappear directly behind him. Your next

53
attack will gain a two-Trait bonus. Unless your victim has supernaturally sharpened senses, he will
not be aware of your presence until you attack.

Assassin’s Strike II
Source: Nagah Breed Book.
This Gift allows the Nagah to disappear into the Umbra and instantly reappear behind her
opponent. The wereserpent then attacks her victim from behind coolly exploiting the advantage of
surprise.
System: No roll is necessary, but the character must spend one Gnosis and one Rage. This
Umbral “leap” can be up to 50 feet as long as the victim is within line of sight. If the Nagah chooses
to attack immediately, the strike is rolled at –2 difficulty; the difficulty cannot be reduced below 4.
This attack cannot be dodged unless the victim is using a supernatural ability to heighten his
perceptions.

Assassin’s Well I
Source: Nagah Breed Book.
Nagah are typically able to inject only three doses of venom before their venom glands run
dry. This Gift allows the vasuki to transcend that limitation, giving the wereserpent unlimited
venom for the duration of a scene.
System: No roll is necessary. The player need only expend two Gnosis points; for the
remainder of the scene, the Nagah gains an unlimited supply of venom.

Assassin's Well II
Source: Players Guide to the Changing Breeds.
The vasuki has become capable of supernaturally manufacturing venom at an astonishing rate.
System: The player spends two Gnosis. For the rest of the scene, the vasuki effectively has
unlimited doses of venom.

Assimilation I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou is able to blend smoothly into any culture, not matter how strange or alien the
culture is. The Garou can slip in among Bedouin nomads as if he were one of them, or shop in a
Chinese market without anyone noticing he does not belong. This Gift will not hide racial
differences, but the behaviors and mannerisms of a native can be mimicked. This also allows the
Garou to speak and understand the culture’s language, although it will be forgotten when the Gift
wears off. This Gift is taught by an Ancestor-spirit.
System: The Garou rolls Manipulation + Empathy. If successful, he is able to interact with
members of another culture as if he were from that culture. The difficulty depends on how alien the
culture is; the difficulty would be 5 for another Garou sept, but it could be as high as 9 when trying
to assimilate into a Black Spiral Hive. The Garou will not suffer Social roll penalties when
interacting with members of the culture, although she will not receive any special benefits. The Gift
lasts for one scene plus one day per Willpower point spent when activating it.

Assimilation II
Source: Werewolf: the Apocalypse Revised.
A werewolf with this Gift blends smoothly into any culture, no matter how strange or
unfamiliar he might normally find it. He could slip among Bedouin nomads as if he was one of

54
them, or he could shop in a Chinese market without anyone noticing that he does not belong. The
Gift doesn’t hide racial differences, but it does allow the user to mimic the behaviors and
mannerisms of a native. It also grants the ability to speak and understand the culture’s language,
although this knowledge vanishes as the Gift ends. Ancestor-spirits teach this Gift.
System: The player rolls Manipulation + Empathy. If successful, the character interacts with
members of another culture as if he were one of them. The difficulty depends on how alien the
culture is. The difficulty would be 5 for another Garou sept, but it could be as high as 9 when trying
to assimilate into a Black Spiral Hive in a foreign country. The character will not suffer Social-roll
penalties when interacting with members of the culture, although he will not receive any special
benefits. The Gift lasts for one scene plus one day per Willpower point spent when activating it.

Astral Mind
Source: Players Guide 1st Edition.
The Garou can project his consciousness from his body into the Umbra. From there, his mind
can enter realms denied physical beings. Since Garou are physical in the Umbra when they step
sideways, they cannot usually enter these realms. Roll Intelligence + Occult, difficulty 9, and spend
2 Gnosis points. Success means the mind is released to roam where it will. The number of successes
determines how far the Garou can go. One success and he can transverse the Near Umbra; with
three successes he can enter the unknown realms of thought. The Storyteller is encouraged to create
strange adventures in these realms.
New abilities and powers can sometimes be discovered in these realms, and many Stargazers
go on sojourns for unique knowledge and understanding. The Storyteller is encouraged to create
new abilities that can be gained on such travels. These realms are realms of thought, and many odd
enigma-spirits wait there to test trespassers with a riddle contest, a mathematical problem or a
philosophical dilemma.
While the Garou’s mind travels the Umbra, his body sits in the physical world in the state it
was left and the Garou will appear to be in coma. Finding one’s way back to one’s body is not
always easy. It requires a Willpower roll against a 5 difficulty; no successes mean that the Garou is
lost and must find a clue for passage back before he can roll again. If he botches this roll, the
Storyteller must create a whole story concerning the search for the character’s body. The Garou’s
fellow packmates may realize something is wrong and try to help —it is in the Storyteller’s hands.
Some few Stargazers’ bodies have died while awaiting their minds to return from far travels.

Asura's Bane
Source: Players Guide to the Changing Breeds.
As the Level Three Bubasti Gift: Banish Cahlash's Brood, except that using it turns the tiger's
pelt white instead of black. Unlike the Bubasti, tigers channel the Weaver (Rahjah) to banish
corruption.

Atma
Source: Stargazers Tribebook.
The crown chakra stirs and the third eye opens. The Stargazer gains immense wisdom and
occult perception.
System: Rolls Wits + Enigmas and spend one Gnosis point. Each success lowers the
difficulty of any Enigmas roll by one and adds one to the character’s Enigmas skill. This effect lasts
for one scene
In addition, for the following scene, the character sees spirits interacting with the world, and
knows if Gifts or other supernatural powers (Disciplines, Spheres, Cantrips, etc) are active in his
sight.

55
Attraction
Source: Hengeyokai: Shifters of the East.
This trick lets a Kitsune attract or repel a certain type of animal by creating an appropriate
kami. For instance, the Fox might craft a tiger-repelling kami to travel safely through tiger territory,
or fashion a paper firefly to summon enough fireflies to eerily light a graveyard.
System: The player rolls Manipulation + Animal Ken, difficulty 7; the number of successes
indicates the relative strength of the kami. The Gnosis cost is one for insect or vermin, two for most
animals, and three for large or dangerous animals such as tigers or water buffalo, and will not work
against shen in animal form. The kami is activated by spitting on it.

Attunement I
Source: Werewolf: the Apocalypse 2nd Edition.
By standing in a particular area, the character can commune with the spirits of the area, thus
getting an overview or what exists or has happened in the area — rough population, secret tunnels,
places of note and so on. This Gift is taught by a Rat spirit to Bone Gnawers and a Cockroach spirit
to the Glass Walkers.
System: The Garou spends one Gnosis point and rolls Perception + Streetwise (difficulty 6).
The amount of information gathered depends on the number of successes; on a botch, the spirits lie.
This Gift may only be used in urban areas, as the Gnawers have become desensitized to the
wilderness.

Attunement II
Source: Werewolf: the Apocalypse 2nd Edition.
This Gift is similar to the Bone Gnawer Gift, but may be used only in the wilderness. By
standing in a particular area, the character can commune with the spirits of the area, thus getting an
overview of what exists or what has happening in the area — rough population, secret trails, places
of note and so on. This Gift is taught by an Owl spirit.
System: The Garou spends one Gnosis point and rolls Perception + Survival (difficulty 6).
The amount of information gained depends on the number of successes. On a botch, the spirits lie.

Attunement III
Source: Bastet Breed Book.
Bastet who’ve set up Den-Realms use this secret to view their holdings from where they
stand. By going into a light trance, the werecat in question communes with the spirits in her
territory and learns what’s going on throughout the Den-Realm. Visitors, intruders or crises can be
discovered long before they get too close to the cat herself.
System: The player spends a Gnosis point and rolls Perception + Survival (difficulty 6). The
more successes she wins, the more she learns. On a botch, the spirits lie.

Attunement IV
Source: Werewolf: the Apocalypse Revised.
The Garou may commune with the spirits of a city or town and gain information about the
area from them, including rough population, enclaves of Garou or other beings and secret tunnels.
This Gift does not function in the wilderness, since the Bone Gnawers have lost the knack for
conversing with such spirits easily. A rat-spirit teaches this Gift.

56
System: The player spends one Gnosis and rolls Perception + Streetwise. The amount and
accuracy of the information depend on the number of successes rolled. On a botch, playful spirits lie
(which can be fatal, depending on the nature of misinformation).

Attunement V
Source: Werewolf: the Apocalypse Revised.
As the Bone Gnawer Gift, with one exception: When the Garou learns the Gift, she must
choose if it functions in the city or the wilderness. The "city" version is identical to the Bone
Gnawer Gift. The "wilderness" version is similar, but the roll required is Perception + Survival.

Attunement VI
Source: Dark Ages: Werewolf.
The Warder can commune with the spirits of a given city or town and learn anything that
these spirits know (which is often considerable). The werewolf learns the rough population, the
names and identities of any supernatural beings in the city, whether any of the inhabitants carry a
plague, and so on. A cockroach-spirit teaches this Gift.
System: The player spends one Gnosis and rolls Perception + Enigmas (difficulty 6). The
amount and accuracy of the information depends on the number of successes rolled. On a botch, the
spirits playfully lie or are simply misinformed (which can be fatal, depend on the nature of
misinformation).

Aura of Ananasa I
Source: Ananasi Breed Book.
There are none that can inspire fear like the Ananasi. By means of this Gift, the character can
cause any affected character in the area to enter a state of extreme horror and fright. The victims do
not automatically panic, unless something (which can be anything from a loud noise to a gentle
scrape on the flesh) sets them off. Of course, once one of them gets started, they all tend to go nuts
quickly.
System: The player makes a Manipulation + Primal Urge roll (difficulty 7), and expends one
Gnosis point, creating tension and near-panic in anyone within a hundred-foot radius. Supernatural
characters may resist with Willpower (difficulty 7) to avoid the effects.

Aura of Ananasa II
Source: Players Guide to the Changing Breeds.
The Ananasi projects an aura that causes affected creatures to enter a state of horror and
panic. Though victims may not immediately express their fear, even a slight noise such as
fireworks, thunder or a tap on the shoulder may set them off.
System: The player rolls Manipulation + Primal-Urge (difficulty 7) and spends one point of
Gnosis. Success creates tension and a state of near-hysteria in mortals in a radius of 100'.
Supernaturals may resist this effect by making a Willpower roll (difficulty 7).

Aura of Confidence I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou radiates an aura of strength and command, preventing any attempts to read the
Garou’s aura or detect his weaknesses; he reveals no flaws whatsoever. This Gift is taught by an
Ancestor spirit.

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System: The Garou rolls Charisma + Subterfuge (difficulty 7). This must be rolled for each
new encountered of situation the Garou finds himself in.

Aura of Confidence II
Source: Players Guide to the Changing Breeds.
As the Shadow Lord Gift. This Gift is taught by a Dinosaur King or some other royalty.

Aura of Confidence III


Source: Werewolf: the Apocalypse Revised.
The Garou projects a demeanor of control and superiority, preventing attempts to find flaws
or read auras. This Gift does not prevent supernatural attempts to read the Garou’s thoughts,
although it may make doing so difficult (Storyteller’s discretion). An ancestor-spirit teaches this
Gift.
System: The player rolls Charisma + Subterfuge (difficulty 7) to activate the Gift; the effects
lasts for one scene.

Aura of Confidence IV
Source: Dark Ages: Werewolf.
The Shadow Lord seems surrounded by a dark halo of strength and command. Others find it
impossible to read his aura or detect any of his weaknesses; he reveals no flaws whatsoever. This
Gift is taught by an ancestor-spirit.
System: The player rolls Charisma + Subterfuge (difficulty 7). This roll must be made for
each new encounter the Garou has. This Gift protects the Garou from the effects of the Auspex
power Soulsight, but not from more sophisticated attempts to read his mind (such as Steal Secrets).

Aura of Ferocity
Source: Werewolf: Wild West – The Wild West Companion.
As the Lupus Gift: Wyld Ferocity.

Aura of Leadership
Source: Rage across the Heavens.
Similar to the Level Two Silver Fang Gift: Awe, this Gift surrounds the Garou with an aura of
authority that enables her to assume the mantle of leadership for a brief period of time. Others react
to the Garou as if she were their pack leader – including the pack leader herself. Of course, there
may be repercussions after the effects of the Gift have passed.
System: The player rolls Charisma + Empathy (difficulty of the highest Willpower in the
target group). If successful, the difficulties of all Social rolls against the target group are reduced by
one. One success enables the character to affect a single target. Additional successes increase the
number of individuals who fall under the effects of the Gift. The effects of the Gift last for one
scene.

Aura of Nobility
Source: Werewolf: Wild West – The Wild West Companion.
Even at her worst, this Garou looks her best. Despite her character, or lack thereof, the
Shadow Lord seems to be above contempt or slander. A Cobra-spirit teaches this Gift.

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System: The Gift downplays the offensiveness of the Shadow Lord’s deed or her connection
to them in witnesses’ minds. The player needs only to spend one Gnosis point to avoid any loss of
Honor.

Aura of the Just


Source: Werewolf: Wild West – The Wild West Companion.
When the Gift user commits a just act, everyone around him knows it merely by gazing at
him. The Aura of the Just proclaims to one and all that this Garou is in the right. Where
circumstances or perceptions might cloud the judgment of witnesses, the Gift clears all doubts.
Alternatively, those who know the Philodox can see his guilt when the Gift does not activate. A
Falcon-spirit teaches this Gift.
System: The user spends one Willpower point to activate this Gift. When the Garou commits
a just and fair act, all who witness it know intuitively that it is so. While this Gift does not guarantee
respect, anyone who sees the aura cannot doubt the Philodox’s merit.

Austere Mind
Source: Silver Fangs Tribebook Revised.
The Silver Fangs of House Austere Howl have always valued self-control. To this end, they
successfully petitioned a stone elemental to teach them this Gift that grants them the emotional
stoicism of a rock.
System: The player spends one Gnosis; the difficulty to enter frenzy is raised by 3, and the
character may add two dice any roll to escape frenzy. This Gift’s effects last until the next sundown.
MET: Basic Gift. By spending a moment in calm meditation, preferably in contact with bare
earth or stone, the Garou may spend a Gnosis Trait to channel the stoicism of the cold stone. Until
the next sunrise, the Garou is three Traits up to resist frenzy regardless of the source, and
furthermore she (or any other character attempting to do the same) receives a free retest on any
attempts to calm her down or otherwise end her frenzy. However, while this Gift is in effect, the
Garou receives the Negative Trait: Callous.

Avalanche
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou must be in a mountainous or otherwise tectonically unstable area. The Gift causes
an avalanche, mudslide, etc, to engulf his foes. This Gift is taught by an earth elemental.
System: The Garou spends one Gnosis point and rolls Manipulation + Survival (difficulty
determined by the Storyteller depending on the instability of the terrain). The more successes, the
more powerful the effect. On a botch, the Garou is caught in the avalanche.

Avatar of the Wyrm


Source: Werewolf: the Apocalypse Revised.
The Dancer assumes an awful and horrific visage, perhaps even a facet of the Wyrm itself
(albeit a small one). The Dancer increases in size, its skin becomes scaly and greenish-gray, and his
claws increase in length to jagged, vicious knives dripping with venom. His howl becomes a
terrifying roar. Only a Maeljin Incarna, one of the Wyrm’s most powerful avatars, can teach this
Gift.
System: Spend one Gnosis point and one Rage point. The Dancer must concentrate for a full
turn, at the end of which the transformation occurs. The Dancer shifts to Crinos automatically (if he
wasn’t already in that form) and adds an additional dot at Physical Attributes, and one Bruised
health level. Additionally, his claws inflict an additional die of damage and are unsoakable. Finally,

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treat Delirium as three levels worse to onlookers. This Gift lasts for the entire scene. If the Dancer
has only one level of damage marked off at the end of the scene, it vanishes when he returns to
normal.

Aversion Therapy I
Source: Gurahl Breed Book.
Gurahl use this Gift to rehabilitate wrongdoers or force those who cause great harm to stop
performing certain actions. In essence, the werebear taps into the individual’s emotions and links
one or more of them with the thought of performing the forbidden deed. For example, an arsonist
might have his thoughts of setting fires linked with uncontrollable sadness. So long as he even
considers burning something, he is rendered helpless by wracking sobs and inexplicable feelings of
loss. Such a linkage, once established, lasts for a year and a day.
System: The player spends a point of Gnosis and rolls Wits + Empathy (difficulty of the
subject’s Willpower). If the Gurahl uses this Gift on other supernatural creatures, the Gurahl must
spend a point of Willpower to do so.

Aversion Therapy II
Source: Players Guide to the Changing Breeds.
This Gift allows the Gurahl to rehabilitate wrongdoers by attaching negative emotions to a
particular desire. A thief, for example, maybe doubled over by intense fear every time he considers
robbing someone. This effect lasts for a year and a day.
System: The player spends a point of Gnosis and rolls Wits + Empathy (difficulty of the
target's Willpower). To affect a supernatural creature, the Gurahl must also spend a point of
Willpower.

Avoid Fate
Source: Players Guide 2nd Edition.
With this Gift, the Stargazer can dodge the wheels of fate for the moment. Through a
preternatural connection between herself and the universe, she avoids certain disaster. A cat spirit
teaches this Gift to Garou.
System: Once per scene, the player can spend a Gnosis point to reroll any failed roll.

Awaken Beast
Source: Players Guide 1st Edition.
This is the old ability out of legends and folklore: the power to change someone else into a
werewolf by biting him. The metis must first make a successful bite attack against a target, and then
roll Manipulation + Primal-Urge against a resisted roll of the target’s Willpower. The metis must
also spend a Gnosis point. If successful, the Beast is awakened in the victim and he will begin to
frenzy. The target will believe he has become a werewolf. If the target actually is a werecreature,
his Primal-Urge score is added to his Willpower dice pool for the resistance roll. The effect lasts for
one scene, although a human bit with this Gift may suffer permanent derangement.

Awe
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou, simply by her bearing and strength, proves to others her mastery and right to rule
other tribes. This Gift is taught by a Falcon spirit.

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System: The Garou rolls Appearance + Empathy (difficulty of the target’s Willpower). If
successful, the difficulties for all Social rolls made by the Garou against that target are reduced by
one, and the target’s difficulty to hit the Garou in combat is increased by one.

Axis Mundi I
Source: Ways of the Wolf.
By expending a gnosis point, the lupus can center herself in relation to Gaia and always know
which direction she is traveling in or facing, no matter where she may be in Gaia Realms. In
addition, the lupus carries her "territory" around with her, in a mystical sense. Wolves will detect
this and concede her right to travel through their territories and hunt there. Even other lupus must
make a Willpower roll not to recognize this right. Other animals will also recognize this and not
attack the intruder.

Axis Mundi II
Source: Mokolé Breed Book.
By attuning himself to the land, the Mokolé can learn precisely where Sun is in relation to
Earth. A Sun-spirit teaches this Gift.
System: The player spends a Gnosis point, the Gift automatically grants knowledge of the
exact time, season, the Mokolé’s placement on the Earth, and the direction he is facing.

Babble
Source: Players Guide 1st Edition.
The Garou can spend a Gnosis point and roll Manipulation + Primal-Urge, difficulty 7, to
make another lose the ability to read, write or speak any language. That person will only be able to
grunt like an animal. The person gets to resist with an Intelligence + Linguistics roll, difficulty 7.
The effect lasts for one scene.

Babel’s Cure
Source: Bastet Breed Book.
By flexing Rahjah’s power, a Bastet can translate any human language in her vicinity.
Invoking the Unmaker will turn everything into gibberish.
System: To render languages either clear or unintelligible, the player rolls her Manipulation +
Linguistics (difficulty 6). This Gift works on spoken words, writing and even body language.
Everyone within 50 feet will understand all communications for the duration. Cahlash’s inversion of
the Gift scrambles everything the same way. Either version lasts for one turn (or minute) per
success, and each can cancel the other out.

Bacchantes’ Rage
Source: Players Guide 2nd Edition (1st Edition).
When deep in the wilds, the Black Furies can use this Gift to inflict extra damage. Even the
toughest Get has walked away with a battle scar due to the effects of this potent Gift — and some
haven’t walked away at all. This Gift is taught by a Wyld spirit.
System: The Garou spends two Gnosis points to activate the Gift. During combat, she may
spend Rage points to deal extra damage after a wounding hit; every point spent causes one
additional, unsoakable Health Level of damage.

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Backbite I
Source: Ratkin Breed Book.
The Ratkin can disappear into the Umbra and instantly reappear behind his opponent. The
wererat then attacks his victim from behind, gleefully exploiting the benefit of surprise. Knife-
Skulkers have no qualms against using this Gift to fulfill an assassination contract.
System: No roll is necessary; but the character must spend one Gnosis and one Rage. This
Umbral "leap" can be up to 50 feet, as long as the victim is within line-of-sight. If the Ratkin
chooses to immediately attack, the strike is rolled at a –2 difficulty; the difficulty cannot be reduced
below 4. This attack cannot be dodged unless the victim is using Danger Sense, Evasion,
Persecution Complex or a similar supernatural ability.

Backbite II
Source: Players Guide to the Changing Breeds.
The wererat can disappear into the Umbra, instantly reappearing behind an opponent up to 50
feet away.
System: The player spends one Gnosis and one Rage; the victim must be within line-of-sight.
The Ratkin can immediately attack in this same turn; the strike is rolled at a -2 difficulty (minimum
difficulty of 4).

Badger’s Heart
Source: Guardians of the Caern.
Metis often possess angry hearts, and in their own way, they have a keen understanding of
Rage, no matter what their auspice. This Gift allows them to affect the Rage of other werewolves,
causing their enemies to expend more of it than necessary. A Badger-spirit teaches this Gift.
System: Spend a Gnosis point and roll Willpower, difficulty 7. Three successes are necessary,
but if the roll is made, the target expends twice as many Rage points as he normally would. For
example, if Merry Winterchase successfully uses this Gift on Mari Cabrah while they’re in combat,
each time she spent one Rage point, she would actually use two, without gaining the benefits of the
second Rage point. This Gift’s effects last for a day.

Balance
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou is able to walk across any ledge, rope, etc no matter how thin or slippery. This Gift
is taught by strange Wind spirits known to the Stargazers.
System: No point expenditure or roll is required. Difficulties for climbing are reduced by 3.

Balance Man and Beast


Source: Werewolf: The Wild West.
A Philodox needs to keep a tight grip on his bestial side for fear of losing control and, perhaps
worse still, allowing his passions to control his judgment. However, a Garou cannot deny his animal
nature; rationality cannot reign alone. The Garou can calm or enrage himself in times of need. This
Gift is taught by a Water-spirit.
System: The character concentrates and meditates on her role as arbitrator and fair judge
among the Garou. The player makes a Gnosis roll (difficulty 8). For every success, one point of
Willpower or Rage is gained, as needed. This self-control can only be used once per scene.
This Gift also allows a Philodox to avoid entering frenzy by putting the character in a
profound state of calm. The player Spends one Willpower point and the character won’t frenzy for
of an entire scene, no matter what happens, unless the character seeks to make the change.

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Alternately, if a frenzy is ever necessary, the player can spend one point of Rage and the character
automatically becomes a killing machine.

Balance of Wormwood
Source: Wendigo Tribebook Revised.
With this Gift, a character can learn to aid another Garou who has succumbed to the service of
the Wyrm, and guard them from the Destroyer’s influence. Because Great Wendigo treasures the
purity of his Tribe, he has conferred this Gift upon his children, to give them greater power to
continue the fight against the Wyrm. Like a taste of wormwood, which brings clarity to the mind,
two Garou learn join their spirits together beneath the cleansing, eternal winds of Wendigo’s spirit.
With this Gift, depending upon each other, they may resist the attraction of the Wyrm that drives
werewolves into unspeakable acts and mindless vile savagery. An avatar of Great Wendigo teaches
this Gift.
System: The target character must already have fallen into the service of the Wyrm, by
walking the Black Spiral or through other means. The Garou using this Gift must spend a point of
Gnosis and make a Willpower + Manipulation roll against her target’s Willpower. If she succeeds,
the target character may resist the horrific urges that the Wyrm brings for the remainder of the
scene. This may be enough to allow the fallen Garou to attempt the long road back to Gaia’s graces,
but those who are long fallen or far from Gaia’s grace may need much more than a simple
application of this Gift. If the Gifted werewolf fails, her own current frenzy difficulty decreases by
one, and she may be unable to avoid falling into the Thrall of the Wyrm.
MET: Intermediate Gift. This Gift may only be used on those Garou actively in service to the
Wyrm, and requires the Wendigo to spend a Gnosis Trait and make a Willpower test with his target.
If successful, the target regains their free will and is pulled from the Wyrm’s horrific embrace for
the remainder of the scene, and may well choose to begin the difficult road to redemption at this
time. This Gift may be used multiple times over a period of time to help ease some of the afflicted
being’s suffering, but ultimately it cannot cleanse the target itself – they must do that on their own.

Bald-Faced Lie
Source: Werewolf: The Wild West.
As the Gift: Reynard’s Lie.

Balefire
Source: Book of the Wyrm 1st Edition.
The Black Spiral can hurl spheres of sickly green flame at her opponent. If she hits (by rolling
Dexterity + Athletics and comparing the results to the Firearms chart), the victim must roll Stamina
+ 4 and match or exceed the Black Spiral’s number of successes. If he fails, he will be mutated in
some way as decided by the Storyteller. These mutations are always harmful, and each success on
the Black Spiral’s roll is treated as a level of aggravated damage for the purpose of determining the
length of convalescence.

Balefire II
Source: Werewolf: the Apocalypse Revised.
The Dancer can hurl balls of sickly green flame at her enemies. Balefire, as the very lifeblood
of the Wyrm, is very dangerous to werewolves. It often inflicts hideous and life-threatening
mutations, as well as tainting the victim heavily. It’s impossible to dodge Balefire — it moves with
a malicious intelligence. It can only be resisted.

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System: Roll Dexterity + Athletics, taking the standard ranged-combat modifiers into
account. The victim resists with Stamina (difficulty 8), and his roll must equal or exceed the
Dancer’s successes. If the victim fails to resist, the Balefire’s influence mutates her. Treat each
success over resistance as one level of aggravated damage for the purposes of healing/ rejecting the
mutation. This damage is not soakable (the resistance roll is the soak roll). Afflicted werewolves
may grow extra (useless) eyes, lose all of her fur and hair, and go blind, deaf or anomic (no sense of
taste or smell) temporarily. Until she rejects the mutations and undergoes a Rite of Cleansing, she
registers a strong taint to the Gift: Sense Wyrm.

Balor’s Gaze I
Source: Werewolf: the Apocalypse 2nd Edition.
One of the Garou’s eyes begins to glow a baleful red. Its stare is horrifying, causing wracking
pain in any being who meets its glare and whose resolve falters. This Gift is taught by a Pain spirit.
System: The Garou spends one Gnosis and one Rage point. He then rolls Perception + Occult
(difficulty 8). Thereafter, for the remainder of the scene, any foe at whom he so much as glances
must equal or exceed the Garou’s successes on a Willpower roll (difficulty 8) or double over in
agony. Such a foe is treated as Crippled (-5 to actions) for the scene, even though the foe takes no
actual wounds; foes who are already Crippled are effectively Incapacitated. If a foe successfully
resists, she is immune for the duration.

Balor’s Gaze II
Source: Werewolf: the Apocalypse Revised.
This Gift emulates the power of one of the Fianna’s legendary enemies. One of the Garou’s
eyes glows a livid red color, and all enemies caught in his gaze are stricken with pain. A pain-spirit
teaches this Gift.
System: The player spends one Rage point and one Gnosis. She must then roll Perception +
Occult (difficulty 8). For the rest of the scene, any foe at whom the Garou glances must roll
Willpower (difficulty 8) and equal or exceed the player’s successes or double over in pain. Any
beings thus affected take wound penalties as though they were at Crippled (-5 dice to al actions),
regardless of their current health. Any characters already at Crippled are considered Incapacitated.

Balor’s Gaze III


Source: Dark Ages: Werewolf.
One of the great kings of the Fomorians, Balor, could kill opponents with a glance, or so
Fianna legend has it. This Gift allows the Fianna to emulate the tribe’s great enemy, laying her
opponents low with a wicked red light from her eye. A pain-spirit teaches this Gift.
System: The player spends one Rage and one Gnosis, then rolls Perception + Occult
(difficulty 8). For the remainder of the scene, any foe who meets the Fianna’s gaze must roll
Willpower (difficulty 8) and equal or exceed the player’s successes, or take a -5 dice pool modifier
(as though Crippled). A character who is already Crippled is considered Incapacitated. This Gift
bypasses the pain-reducing effects of frenzy and the Gift: Resist Pain.

Bane Protector I
Source: Book of the Wyrm 1st Edition.
This Gift allows a Black Spiral to summon any nearby Banes to come and help her. The
Banes may resist, but as long as the Black Spiral is acting in the best interest of the Wyrm, the
Banes will be inclined to help her. They will even fight for her if possible, but they will never allow

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themselves to be destroyed. The user of this gift requires the expenditure of one Gnosis point and a
roll of Manipulation + Leadership.

Bane Protector II
Source: Book of the Wyrm 2nd Edition.
The Black Spiral can summon Banes to aid her. Before these servitors can act, the Black
Spiral must convince them to intent. Her actions must be in the interest of the Wyrm. The servitors
can fight for her, but will also try to arrange a bargain, agreeing help the summoner if she performs
a service (or sacrifice) for them afterward.
This Gift is taught in the first circle of the Spiral Labyrinth. The dancer may find a way to
deceive to Banes that torment her, convincing them to aid instead. Alternatively, a Black Spiral who
performs an especially difficult task for a Bane-totem might receive this knowledge in return.
System: Use of Gift burns a point of Gnosis and requires a Manipulation + Leadership roll.

Banish Burning
Source: Bastet Breed Book.
This Gift became necessary during the Madness, when sorcerers and which-hunters both
tossed cats on the pyre to please demons and God. With it, the Ceilican may protect herself or a
companion from normal fire. While the Moon Mother and Mistress of Catkind originated this Gift,
Burning Cat teaches it as well.
System: Before the Bastet meets the flames, the player must roll Gnosis (difficulty 7) and
spend one Willpower point to protect the Bastet. If she succeeds, no nonmagical fire will hurt the
Bastet for the Gift’s duration. Magical fires reduce their effects by one Health Level for every
success. Banish Burning lasts one scene, and does nothing to protect the cat from smoke inhalation,
oxygen deprivation or falling debris.

Banish Cahlash’s Brood


Source: Bastet Breed Book.
By calling upon the Father of Dark Spirits, a Bubasti may command one of his brood to
depart. Of course, powerful spirits or ones bound into fetishes won’t be easily dismissed; doing so
may demand great rituals or even a sacrifice. Small independent elementals or Banes, however, may
be banished with slight effort. Calling upon Cahlash has a price: Each time the werecat performs
this Gift, his fur grows a deeper shade of black and his actions become more… erratic. Garou or
Bastet who Sense Wyrm on him will detect the Unmaker’s essence upon him until he purges
himself somehow. The more spirits he banishes, the deeper the taint becomes.
System: The cat’s player rolls Manipulation + Enigmas and spends a Willpower point to
attempt to dismiss a spirit. The difficulty is the spirit’s Gnosis, or its Rage if the latter is higher.
Each success removes 10 points of the spirit’s Power. Banishing a 30 power spirit, then, requires at
least three successes. Getting rid of a powerful spirit might require an extended roll or two; a spirit
bound into a fetish, meanwhile, sets the difficulty at 6 plus the fetish’s level (a level 4 fetish would
be difficulty 10, as would a level 5). Sacrificing a bit of blood to Cahlash may add to the Gift’s
effectiveness; for every Health Level “spent” this way, the Bubasti lowers his difficulty by 1. The
spirit isn’t under any obligation to sit still during the process, and may attack the Bastet until either
the werecat stops or the spirit disappears. Nala help the werecat who botches this Gift: the Wyrm
taint fills him utterly, and he must make a Rage roll, difficulty 6, or frenzy. Atonement isn’t
impossible, but ridding one’s self of the dark taint often requires a rigorous quest without Renown.

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Banish Cahlash's Brood
Source: Players Guide to the Changing Breeds.
By calling upon the Father of Dark Spirits, a Bubasti may command one of his brood to
depart. This is a potent Gift, but it is not without price: each time the Bastet uses this Gift, his fur
grows a deeper shade of black and his actions become more... erratic. Changing Breeds with Sense
Wyrm may detect a bit of taint upon him until he purges himself somehow. The more spirits he
banishes, the deeper the taint becomes.
System: The Bubasti rolls Manipulation + Enigmas and spends a Willpower point to attempt
to dismiss the spirit. The difficulty is the spirit's Gnosis or Rage, whichever is higher. Each success
removes three points of the spirit's Essence, and more powerful spirits can be banished using
extended rolls (of course, the spirit won't sit still in the meantime...). For fetishes, the difficulty is 6
+ the level of the fetish (maximum 10). In either case, the cat may sacrifice health levels to lower
the difficulty of the roll on a one for one basis. Gaia help the cat who botches the roll, however;
doing so requires a frenzy check against a difficulty of 6, and failure fills the cat with Wyrm taint.
Atonement isn't impossible, but it is arduous and brings the cat no Renown.

Banish Sickness
Source: Bastet Breed Book.
Cats have long been renowned for their healing prowess. With a purr and a lick, a skillful
Bastet can cure minor diseases and chase venoms away. Although a Bastet never takes ill herself,
this gift is helpful when a loved one is unwell.
System: Curing a simple illness like the flu requires a Manipulation + Medicine roll
(difficulty 6). Severe diseases and venoms demand a Gnosis point and a roll against difficulty 7.
Chronic illnesses or really lethal poisons require two Gnosis points and a difficulty of 8 or higher.
Vicious diseases that eat a victim alive, like AIDS, cancer, leprosy, etc. may demand three Gnosis
points or even remain incurable by magical means.

Banish Totem
Source: Werewolf: the Apocalypse Revised.
By speaking words of forbiddance, the Uktena can bar pack or personal totems from giving
their children aid. Doing so also disrupts the spiritual rapport between packmates, making it
difficult for them to execute pack tactics or act in concert. An ancestor-spirit teaches this Gift.
System: The Uktena must concentrate for a full turn, and he must know which totem his
victims follow. The player spends one Gnosis point and one Willpower point, and he rolls Gnosis at
a difficulty of the pack’s combined Totem scores (maximum of 10). If successful, the pack
members lose al Traits associated with their totem, and they cannot use pack tactics or act in concert
for the remainder of the scene. If the Uktena is rendered unconscious or killed, the Gift is canceled.

Banishment
Source: Hengeyokai: Shifters of the East.
This kami is used against spirits who have traveled from their home realms. By brandishing
the pictogram and demanding that the spirit return home, the Fox may force devils back into the
Yomi World or Crab Soldiers back into Umi, for example.
System: The player invests three Gnosis and rolls Gnosis, difficulty 7, during the kami’s
creation. As the Kitsune activates it, the player must make a contested Willpower roll against the
wayward spirit; if he succeeds, the spirit is immediately forced back into its native Realm (or into
the Mirror Lands, in case of Realmless spirits that are materialized in the physical world).
Unfortunately, this cannot be used to split a bakemono’s possessing Bane from its mortal host.

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Bare the Heart
Source: Uktena Tribebook.
This Gift utilizes the Uktena’s noted penchant for delving into the deepest secrets. The Earth
Guides use this Gift to examine Bane Tenders for signs of Wyrm-taint. Using the clear sight granted
to him by this Gift, the Uktena can look beyond outward manifestations, internal manipulations and
even magical disguises that might mask Wyrm-taint, corruption or evil intent and pierce straight to
the heart of the truth. Thus, the Garou might note that an otherwise normal-looking person is really
a fomor or a Black Spiral Dancer by use of this Gift. Garou using the Gift could also determine that
someone is disguised (via cosmetic means or magical change), but only if that person has evil intent
(i.e.: intends to commit some evil — as defined by the Garou’s concept of evil — while so
disguised. Thus, if a bank robbery was in the offing, the Garou might not see through the mask
unless he cares about that bank, but he would unmask someone intending to clear-cut a virgin
forest). This Gift is taught by an Incarna avatar.
System: The Garou using this Gift must spend at least one turn intently observing the person
he wishes to examine. While doing so, he attunes himself to the person’s innermost core, the truth
of the heart, and spends two points of Gnosis. The player then rolls Perception + Empathy
(difficulty 6). Even one 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 (i.e.: the target is Wyrm-corrupted, a Bane, a vampire, etc) while three successes
allows the Garou to discover such a creature’s immediate intent (i.e.: what its plans are for the rest
of the scene).

Bark of the Mudpuppy


Source: Mokolé Breed Book.
This Gift allows the Mokolé to bark loudly at any one person or object, shattering glass,
splintering lightwood or even opening wounds on a living being. This Gift is taught by a
Mudpuppy.
System: The bark does one health level of aggravated damage, but automatically strikes its
target. There is no actual cost.

Bark of Willow
Source: Wendigo Tribebook Revised.
Unlike Resist Pain, which allows a character to ignore pain through force of will, but still feel
it, this Gift allows the Wendigo to numb herself to pain completely, enabling her to endure pain for
much longer periods of time, even days. This causes the character to be unable to judge the severity
of her wounds or fatigue, and may lead her to continue on unwisely, causing herself further damage
during combat while frightening her enemy with her seeming imperviousness. If the pain inflicted
upon the Garou is not combative, i.e., she is undergoing a surgical operation or needs to cross a wall
of flames, she may concentrate her will to keep from unwittingly furthering the damage to herself,
and to bolster the confidence and courage of any Garou aiding her. This Gift is taught by a snake-
spirit.
System: The player spends a point of Gnosis, after which any sense of pain or physical
discomfort fades entirely, and the character no longer takes wound penalties. The length of the
Gift’s pain-numbing effects lasts for a number of days equal to a roll of Stamina + Primal-Urge.
The Storyteller should hide the character’s wound levels from him while this Gift is active. If the
character needs to assess how badly damaged she is during this time, she must make an additional
rolls of Wits + Primal-Urge, at difficulty 7, although characters with the Medicine knowledge can
use it to diagnose wound levels normally.
A Wendigo who nonchalantly carries severe wounds around is intimidating to his foes. Any
character who wishes to attack a wounded Wendigo who is using Bark of Willow must first make a

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Manipulation + Intimidation roll, at the difficulty of the Garou’s Willpower. If the opponent fails
that roll, she does not lose any actions, but she finds herself unable to attack the gifted werewolf.
This Gift may not be used while the Garou is attempting to complete a rite that requires any
check of Stamina.
MET: Intermediate Gift. By spending a Gnosis Trait, the Wendigo becomes numb to pain,
effectively ignoring all wound penalties for the rest of the scene. During this time, the Wendigo
must make a Mental test (retest Medicine) to determine how badly injured he is; it is entirely
possible to be mortally wounded and not know it until the character drops over dead. On the
positive side, facing a character obviously bearing grievous wound without complaint is highly
unnerving; opponents must defeat the Wendigo in a Social test (retest Intimidation) to strike first,
though they may defend themselves, should the Wendigo strike them they are able to retaliate
normally.

Barring the Will


Source: Black Furies Tribebook Revised.
The Mother’s will is impossible to compromise when she does not wish to yield. She can
sacrifice her anger and spirit energies to replenish her strength of purpose. This Gift is taught by a
Donkey-spirit.
System: A Mother using this Gift rolls Intelligence + Occult with a target of her own
permanent Willpower; she spends one point of temporary Rage and one temporary Gnosis, and
refills her Willpower pool if she achieves 2 or more successes.
MET: Only a Mother Fury may use this Gift. Make a static Mental challenge, difficulty of
your permanent Willpower Traits, with Occult Ability to retest. If you succeed, expend one Rage,
one Gnosis and two Mental Traits. You regain all of your temporary Willpower.

Bask
Source: Nagah Breed Book.
The heat and warmth of the sun are deeply soothing to the Nagah, and this Gift allows the
wereserpent to transform that warmth into confidence and a powerful sense of purpose.
System: The player spends a Gnosis point. For the rest of the day, the Nagah regains one
point of Willpower for every uninterrupted hour he spends relaxing quietly in the sun (preferably on
a warm rock or on a beach). This Gift works only on warm days and in direct sunlight.

Bat’s Shriek
Source: Past Lives.
The Camazotz developed many Gifts taking advantage of their remarkable vocal range, some
of which were used as weapons. It’s said that the death-scream of the last Camazotz still echoes in
remote parts of the Umbra. The Bat’s Shriek Gift is not quite as powerful, but still quite effective;
the user emits an ultrasonic cry that stuns, disorients and even bruises those nearby. As the cry is
ultrasonic, it doesn’t necessarily alert human listeners within earshot (although wolves or Lupus-
form Garou within earshot may wind up with a headache).
System: The player spends one Gnosis and rolls Stamina + Performance. All those within
thirty yards of the Garou take one unsoakable health level of bashing damage for every two
successes.

Battery
Source: Ratkin Breed Book.

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A Ratkin Engineer can use this Gift to energize him or other wererats. This can temporarily
increase physical abilities, though often at the risk of inflicting temporary damage as well. Some
dangerous wererats use direct electricity to affect this, while more sedate ones simply mix up
noxious concoctions of battery acid and other foul fluids. Convenience stores now sell many odd
"energy beverages" that are commonly adapted for this purpose.
System: Spend one or more points of Gnosis and roll Wits + Repair. Every two successes on
the roll can increase a Physical Attribute by one for the duration of a scene, as long as the Engineer
has spent an equal number of points of Gnosis. No Trait can be raised higher than 6 in this way (not
counting non-Homid Attribute bonuses).

Battlesense
Source: Rage across the Heavens.
The Garou can sense the best direction from which to make an attack, taking into account the
terrain of the battlefield, the numbers and placement of the enemy and the available forces at the
Garou’s command or allied with her.
System: The player spends a point of Gnosis and becomes aware of the tactical factors
involved in an impending battle. The Storyteller informs the player of the numbers and placement
of opposing forces. The player can use this information to her character’s advantage.

Bayou Shambler
Source: Bastet Breed Book.
Deserts and mountains aren’t the only places Pumonca roam. So-called “swamp cats” know
the Southern wetlands well. By crooning to the spirits of the bayous and calling upon any favors
owed, a Pumonca can call forth a swamp elemental, dripping with plants and ooze, to assist her.
While the creature retains its own free will, a Shambler is disposed to be friendly to the cat and
hostile toward anyone in her way.
System: The player spends two points each of Rage and Gnosis to animate the Shambler, and
rolls Willpower against difficulty 7. The resulting creature is semi-intelligent at best, smells terrible,
and lasts for three turns per success. Suggested Shambler Traits are:
Attributes: Strength 4, Dexterity 2, Stamina 5, Wits 1
Abilities: Alertness 1, Brawl 3, Stealth 3
Health Levels: Two per success and no penalties apply. Once its Health Levels are gone, the
Shambler falls apart.

Beak of the Finch


Source: Mokolé Breed Book.
This Gift is taught by Finch, the master of adaptation. Finch helps Mokolé adapt to new
situations in order to survive. They do so by reshaping themselves into a form which can
accomplish a goal.
System: The Mokolé spends a Gnosis point and rolls Mnesis + Survival. She then exerts
herself toward the desired change. To grow fins, she jumps into water and starts paddling. To grow
a long neck she would stretch. This Gift cannot create anything new, but an adapt existing body
parts to new situations. Arms could grow into wings, but a new pair of limbs would not appear from
nowhere. Likewise, lungs could become gills, but to breathe air again, the Mokolé would have to
change back. The effects last for one scene per Gnosis point spent.

Bear’s Bounty
Source: Gurahl Breed Book.

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Like the Garou Metis Gift: Totem Gift, this power comes from the Gurahl’s relationship with
his totem spirit, Bear. By pleading his case to one of the three aspects of Bear, the Gurahl can gain
his totem’s favor in the form of some appropriate Ability or assistance. Ursa Major, for example,
might provide emergency shelter for the Gurahl or open up an avenue to safety. Mangi, the Death
Bear, might endow the Gurahl with the ability to strike down an enemy with a single blow. Ursa
Minor might send a bear cub to the Gurahl to act as a guide trough unfamiliar lands.
System: The player spends a point of Gnosis and rolls Charisma + Rituals. If he fails this roll,
nothing happens, and the Gurahl may not ask again for one hour. If the player botches, however, the
Gurahl has offended the spirit in question, and he must make the proper acts of contrition and
repentance before asking again.

Beast Life I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may not only communicate with animals, but can attract and command them. If
there are no animals of the sort desired in the vicinity, none can be called. This Gift is taught by any
Animal-spirit.
System: The Garou spends one Gnosis point and rolls Charisma + Animal Ken (difficulty 7).
One success causes animals within a 10-mile radius to be affected. Each additional success adds 10
miles (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.

Beast Life II
Source: Werewolf: the Apocalypse Revised.
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, although Lion and Bear are most often sought as teachers.
System: The player spends one Gnosis point and rolls Charisma + Animal Ken (difficulty 7).
The character gains the ability to communicate with all animals automatically. One success can
attract specific types of animals within a 10-mile radius, and those that can reach the werewolf in a
reasonable amount of time will do so. Each additional success adds 10 miles (two successes indicate
a 20-mile radius). All wild animals become friendly to the character. They follow any reasonable
request the character makes, and many unreasonable ones as well. A character that 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, but the time may be extended by spending one Gnosis point per extra scene
desired.

Beast Life III


Source: Werewolf: the Apocalypse Revised.
As the Lupus Gift. Children of Gaia who use this Gift never do if the animals attracted would
come to harm, unless that the very heart of a caern is threatened.

Beast Life IV
Source: Dark Ages: Werewolf.
The werewolf can communicate with and even command wild animals. Domesticated animals
might speak to the Garou, but they have given themselves over to their human masters and won’t
normally provide any aid beyond information. Any animal spirit can teach this Gift, although lupus
prefers to learn it from lion- or wolf-spirits.

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System: The player spends one Gnosis point and rolls Charisma + Animal Ken (difficulty 7).
The character gains the ability to communicate with all animals automatically. Each success equals
a 10-mile radius (one success = 10 miles, two successes = 20 miles, and so forth) within which the
werewolf will attract all animals. The animals will follow any requests the Garou makes, although if
a character requests that an animal sacrifice itself, the Garou had better pay homage lest she anger
Gaia. (A variation on the Prayer for the Prey rite is usually sufficient.) The effects last for one
scene, but the player may extend the duration by spending one Gnosis point per extra scene.

Beast Shape
Source: Hengeyokai: Shifters of the East.
The Kitsune may take the form of the animal represented by this kami. Apart from the need to
prepare the spell beforehand, and the specific duration (one scene), this Gift is identical to the Black
Fury Gift: The Thousand Forms.
System: The player must spend two Gnosis and roll Dexterity + Animal Ken, with a difficulty
dependent on the form chosen.

Beast Speech I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may speak to animals, from pigeons in the park to beavers at their dam or fish in
the sea. This does not change their basic reactions — a hungry tiger is still hungry and may well
attack. This Gift is taught by a Nature-spirit.
System: The Garou rolls Charisma + Animal Ken (difficulty 6). This roll must be made for
each type of animal and for each encounter.

Beast Speech II
Source: Werewolf: the Apocalypse Revised.
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: The player simply rolls Charisma + Animal Ken, although each separate encounter
or type of animal requires a separate roll.

Beast Speech III


Source: Dark Ages: Werewolf.
This Gift allows a werewolf to speak with animals, from fish and amphibians to birds and
mammals. This Gift does not influence the animal’s reaction, which might well be terror in the
presence of a predator. Any animal spirit can teach this Gift.
System: The player rolls Charisma + Animal Ken. Each separate encounter and animal type
requires another roll. The Storyteller may rule that communication with specific, familiar animals
eventually becomes easier, requiring no roll.

Beast Witch
Source: Werewolf: The Wild West.
Like the witches of legend, some Black Furies can assume the shapes of animals. This Gift
allows a warrior to become any normal beast from a dove to a buffalo. The animal’s powers (flight,
speed, gills, etc.) come with the form. Animal totems pass this Gift to worthy Furies, and might
revoke the favor if a wolf forgets her kinship to the Wyld.

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System: The Fury spends a Gnosis point and rolls Dexterity + Animal Ken. The difficulty
depends on the animal she chooses; human-sized ones are easy (6), while radical changes in size or
mass are difficult (7+).

Beastmind I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou can reduce the mental faculties of a target to those of an animal for a short time.
This Gift is taught by an avatar of Griffin
System: The Garou rolls Manipulation + Empathy (difficulty of the target’s Willpower). The
effect lasts for one turn per success.

Beastmind II
Source: Werewolf: the Apocalypse Revised.
The Garou can reduce the mental faculties of his victim to that of an animal for a short time.
An avatar of Griffin teaches this Gift.
System: The player rolls Manipulation + Empathy (difficulty of the target’s Willpower). The
effects last for one turn per success, during which the target listens to only his most base instincts
and behaves like a wild animal.

Beastmind III
Source: Dark Ages: Werewolf.
The Garou can reduce the mental faculties of a target to those of an animal for a short time.
The victim does not necessarily become less intelligent, but human thinking (logic, theology,
language and the like) becomes impossible. An avatar of Griffin teaches this Gift.
System: The player rolls Manipulation + Empathy against a difficulty equal to the target’s
permanent Willpower. The effects last for one turn per success. The target is rendered to a base
level of sentience for the duration of a scene. The target might drool, wet itself, cry or immediately
run away from the character, chasing after a butterfly.

Beautiful Lie
Source: Book of the Wyrm 2nd Edition.
When the Veil is endangered, Gaia protects the mind of the innocent with the Delirium,
granting false memories and delusions. Since Black Spiral commit particularly grisly crimes, they
can use this Gift to channel the Delirium, producing further misdirection or even summoning false
evidence to cover up their activities.
Spirits serving Kirijama and Hakaken are both proficient in this sort of activity. They
typically employ subterfuge to deceive those they wish to suborn. If a werewolf recruits enough
servants for their schemes, this Gift may be taught in exchange. A Black Spiral with a particularly
ingenious Dance of Cunning may also learn this Gift in the Shattered Labyrinth, especially if he
exposes (or perpetuates) a particular brilliant lie.
System: A Black Spiral observing a particularly unsubtle crime may attempt to cover it up
with a “beautiful lie”. He begins to chant a story of what humans nearby are actually seeing. The
Dancer spends one point of Gnosis and roll Wits + Subterfuge; the difficulty is 6 (as long as the
story is vaguely plausive). Mass delusions follow, and ephemeral evidence (e.g., animal footprints,
a bloody chainsaw, saliva from a rabid dog) remains for an entire hour to obfuscate the truth.

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Become Log
Source: Mokolé Breed Book.
As the Ragabash Gift: Blissful Ignorance, save that the Mokolé must be on a forest floor, in a
stream or lake, or in another environment familiar to his varna. This Gift is taught by an Alligator-
spirit.

Becoming Uktena
Source: Uktena Tribebook Revised.
The legends of the Cherokee say that a man was transformed into the Great Uktena to try to
kill the sun. Great Uktena was around long before the Cherokee, but Garou have taken the form of
his children on two or three occasions. Great Uktena teaches this Gift only to the most worthy of his
Uktena followers; with it, the hero may transform into a creature even a Thunderwyrm would fear.
After the crisis is resolved (assuming he lives), the new Uktena slips into the nearest body of water
and into the umbra, forever parting with his Garou brethren to join his father in Galunlati. Such a
glorious end to an already legendary career is worthy of fireside retellings for generations.
System: Once taught the Gift, the Uktena may call upon it at any time by invoking Great
Uktena. The initial stage of the transformation takes three full turns, during which the werewolf’s
body grows and changes to a 20' foot horned serpent. The new Uktena still retains the personality of
the Garou at this point. After a period of time (usually no more than a scene), the final stage of the
transformation begins as the mind of the Garou recedes and the Uktena mindset takes over. The
spirit creature heads unerringly towards the nearest source of water wide enough to encompass its
diameter (not necessarily its whole bulk). As it slides into the water and crosses the Gauntlet, the
transformation is complete; the hero's former pack had best treat this Uktena like any other of its
kind.

Transforming Uktena
Here are sample stats for a Garou in the intermediate phase of Becoming Uktena.
Attributes: Strength 9, Dexterity 4, Stamina 8, Charisma 0, Manipulation 3, Appearance 0,
Perception 4, Intelligence 4, and Wits 3.
Rage 8, Gnosis 8, Willpower 6
Abilities: Athletics 3, Brawl 3, Dodge 2, Intimidation 3, Subterfuge 2, Stealth 3, Knowledges as per
Character with the following changes: Enigmas + 1, Occult +2, Galunlati Lore +1
Health Levels: OK, OK, -1, -1, -1, -1, -2, -2, -2, -5, -5, Inc
Attacks: Antler rush (Strength + 1), Bite (Strength + 2)
Powers: Armor (+5 dice to soak), Breathe Water, Burrow (as per Metis Gift), Blast (as per the
charm)
Note: This Uktena is roughly 20 feet long, and while powerful, harbors same weak spot — a heart
shot can kill instantly (see Lesser Uktena spirit, below).

MET: Advanced Gift. Once learned, this Gift may only ever be used once, and then only by
Uktena that have proven themselves worthy in the eyes of Great Uktena. This Gift costs nothing to
activate, but requires three full turns for the transformation to take effect — during this time, the
Garou retains her old statistics, and can only defend herself, not attack. At the end of this time, the
Garou has become a transforming Uktena, a fearsome creature easily the rival of many sizable
Banes and other menaces. Transformation is a one-way trip, however — while the Uktena retains
her own personality for the remainder of the current scene or conflict, at the end of this time the
Storyteller assumes control and the new Uktena flees as described above, never to return. A heroic
end, to be sure, but an end nonetheless. The statistics for a transformed Uktena are as follows,
except where noted, these statistics replace the Garou's own, not add to them:

Physical Traits: 28

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Social Traits: 3
Mental Traits: 14
Rage: 8
Gnosis: 8
Willpower: 6
Abilities: As per the character, with the exception that they receive the following Abilities
(unless their own levels are higher, in which case they retain their own level): Athletics x3, Brawl
x3, Dodge x2, Intimidation x3, Subterfuge x2, and Stealth x3. In addition, they automatically
receive an additional level of Enigmas and two levels of Occult, even if this takes them over five
levels in total
Health Levels: Healthy x2, Bruised x4, Wounded x5, Incapacitated, Mortally Wounded.
Attacks: Antler rush for one level of lethal damage, bite for two levels.
Powers: Armor (free retest on all tests to resist damage), Breathe Water, Burrow (as the Metis
Gift), Blast (as the charm).
Note: The Uktena form is enormous, and should ideally be represented by a great deal of
makeup and preparation. It is also immune to all attempts to cause fear, either mundane or
supernatural.

Befriend I
Source: Gurahl Breed Book.
With this Gift, the Gurahl can alter the emotions of a potentially hostile individual so that the
target responds to the werebear with a friendlier attitude than he originally had. A Gaffing of Ursa
Minor teaches this Gift.
System: The Gurahl assumes a non-threatening physical attitude, and his player rolls
Charisma + Empathy. One success defuses hostility by altering it to a cautious neutrality. Addi-
tional successes improve the target’s disposition toward the Gurahl. No successes indicate no
change in the target’s original emotional state, while a botch increases the target’s hostility.

Befriend II
Source: Players Guide to the Changing Breeds.
The Gurahl may alter the emotions of an individual in a more positive way.
System: The Gurahl takes a non-threatening stance as the player spends one Gnosis and rolls
Charisma + Empathy, opposed by the target's Willpower. Success reduces the hostile target's
feeling toward the Gurahl to neutral, while additional success move the individual's emotions in
more positive directions. Zero successes indicate failure, while a botch adds to the target's hostility.

Beg
Source: Players Guide 2nd Edition.
By playing upon the compassion of others, Bone Gnawers can generate an amazing amount of
pity. By exaggerating her miserable state, a clever Bone Gnawer can gain favor with people who
have too much anyway. By groveling or telling her particular sob story, she might get a handout, a
favor or at least a good meal. A pigeon spirit teaches this Gift, which is one reason only Bone
Gnawers ever learn it.
System: The players must spend one Gnosis point and roll Manipulation and Performance. If
the roleplaying is particularly moving, the player can forgo the roll at the Storyteller’s discretion.
The difficulty depends on the target; a charitable Child of Gaia might be a 4, whereas an
overbearing Get of Fenris might be a 9. The number of successes determines the amount of pity
generated and the generosity of the favor.

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Being One
Source: Nagah Breed Book.
Members of a nest have extremely close ties to one another; they share their lives together.
This Gift allows them to share everything, including thoughts, perceptions and physical abilities. It
also allows two or three Nagah to share perceptions, thereby effectively functioning in multiple
places at once. Balaram often use this Gift to establish perfect communication during a hunt.
System: The player spends 1 Gnosis point and rolls Stamina + Enigmas. A telepathic
connection is immediately made to the Nagah’s chosen nestmate regardless of the distance between
them, and each can sense what the other senses. Each success allows the wereserpent to lend one
dot of a Mental or Physical Attribute, one dot of a Knowledge or one health level. (The lender loses
access to any lent traits while the Gift is in effect.) Two nestmates may aid a third if both know this
Gift, or if one of them opts to channel points from himself and a willing lender to the receiver. If
one Nagah is doing all the work, his player must spend 3 Gnosis points before making the roll.
The Gift’s effects last for one scene, or until the Gift user decides to terminate the
connection. Nagah cannot use this Gift to contact or assist anyone but an actual nestmate, not even
other Nagah.

Bellow I
Source: Mokolé Breed Book.
The Mokolé can shake the swamps with his powerful voice, terrifying all who hear him. A
Crocodile-spirit or Alligator-Spirit teaches this Gift.
System: The player spends a Rage point and rolls Rage or Willpower. Difficulty is the
target’s Willpower: if the roll is successful, then the listeners react as per the Delirium Reaction
Chart, using the target’s Willpower minus the number of successes after the first as a guide.

Bellow II
Source: Players Guide to the Changing Breeds.
The Mokolé terrifies all who hear him with a powerful reptilian roar; taught by a crocodile-
spirit or alligator-spirit.
System: The player spends one Rage and rolls permanent Rage; the difficulty is the target's
Willpower. If the roll is successful, the listener reacts as though affected by Delirium. Subtract the
number of successes from the target's Willpower before consulting the Delirium Chart. A
supernatural creature can spend a Willpower point to resist this effect for one round; for another
shapeshifter, one Willpower cancels the effect for a scene. Even if the roll fails, humans are affected
normally.

Belly Ride I
Source: Nagah Breed Book.
This bizarre gift allows a Nagah in Vasuki form to wriggle down the throat of an unconscious
human-sized or larger creature and hide in its stomach. Even a twenty-foot cobra can fit into a
child’s stomach by use of this Gift. While coiled in the gut of her host, the Nagah perceives what
her “host” perceives.
Having a snake coiled in one’s stomach completely rids the host of any appetite and may
nauseate her slightly. The host will be in complete denial about the situation and will grasp any
excuse to explain away the discomfort (“It must be a touch of the flu,” or “Maybe I’m pregnant.”).
System: The player spends a Gnosis point and rolls Dexterity + Stealth. The target must be
unconscious; even a willing target will gag if the Nagah starts crawling down his throat, preventing
the Gift from taking effect.

75
Once the wereserpent is in the host’s stomach, he may stay there for as many days as he
received successes on the roll, after which the stomach becomes too irritated to hold the Nagah any
longer, causing the host to vomit him up. The Nagah may also choose to activate the vomit reflex at
any time to escape, or leave while the host is asleep or unconscious without waking her. Nagah
using this Gift are unaffected by acid or any other unpleasant elements of being in the host’s
stomach.

Belly Ride II
Source: Players Guide to the Changing Breeds.
While in Vasuki form, the Nagah can enter an unconscious human's stomach by wriggling
down her throat. The human will be oblivious to the creature's presence, even using rationalization
to deny its presence.
System: The player spends one Gnosis, then rolls Dexterity + Stealth. The serpent can remain
in the victim's stomach for one day per success; after that, he is vomited out. At any time, the Nagah
can trigger this vomit reflex or escape from the sleeping victim through her throat. The Nagah is
unaffected by anything unpleasant or harmful created by the victim's stomach, and he cannot harm
the victim while inside her belly.

Bends I
Source: Rokea Breed Book.
Air-breathing creatures have, in recent years, been able to reach great depths. Some Rokea
have noticed that if they surface too quickly, Sea becomes angry and causes them great pain and
possibly death (humans know this phenomenon as "decompression sickness" or "the bends"). This
Gift allows the Brightwater to inflict such agony on a target, whether or not she normally breathes
air, or whether she is currently in the water. A servant of Sea teaches this Gift.
System: The player spends one Gnosis point and rolls Strength + Medicine (difficulty 7).
Each success inflicts one level of lethal damage. On land, any target may attempt to soak this
damage. Underwater, however, only water-breathers may do so. The wounds caused by this Gift are
extremely painful; as such, all wound penalties are increased by one (for example, a character
dropped to the Hurt level by this Gift subtracts 2 dice from all actions, not one).

Bends II
Source: Players Guide to the Changing Breeds.
When air-breathers dive into the depths of Sea, they run the risk of suffering from
decompression sickness or the "bends." The humans mumble about nitrogen bubbles in the
bloodstream, but the Rokea know that Sea simply punishes the humans for trespassing. This Gift
allows the Brightwater to inflict these pains on any target, in the water or not. A spirit-servant of
Sea teaches this Gift.
System: The player spends one Gnosis point and rolls Strength + Medicine (difficulty 7).
Each success inflicts one level of lethal damage. On land, any target may soak this damage, even
those not normally capable of doing so. In the water, however, only water-breathers may attempt to
soak it. The wounds caused by this Gift are extremely painful, and inflict an extra die of wound
penalties.

Beneath Notice I
Source: Werewolf: Wild West – The Wild West Companion.
While others seek fame, the Bone Gnawers’ best bet in anonymity. This Gift allows the
Gnawer to blend in with the features of a town or village by becoming too familiar to be noticed.

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Although no physical change takes place, normal people cannot remember details concerning the
Garou. The Gift works in either Homid or Lupus form and causes people who encounter the user to
remember a nondescript drifter or a mangy dog. A Dog-spirit teaches this Gift.
System: The player spends one Willpower point to remain “anonymous” for the rest of the
scene. No one who sees the Gnawer during that time can remember details concerning his
appearance.

Beneath Notice II
Source: Players Guide to the Changing Breeds.
The Tenere can make one object or a small group of objects blend into the surrounding area.
System: The player spends one Gnosis point and rolls Manipulation + Subterfuge. An active
searcher must exceed the number of successes on that roll in order to find the camouflaged object.

Berserker’s Song I
Source: Players Guide 2nd Edition (1st Edition).
The Get can sing himself into a controlled Frenzy. He can ignore wounds, shift to Crinos
immediately, and he is immune to many mental Gifts of Charms. In this state, unlike normal frenzy,
the Get can pull out of the frenzy at any time. An angry Wolverine-spirit or bear-spirit teaches this
Gift to the Get.
System: The Garou spends two Rage points and begins singing his particular song of Rage
(many young Get prefer "death metal"). The number of successes on a Stamina + Expression (or
Performance) roll (difficulty 6) equals the number of rounds the frenzy lasts. She can drop the
frenzy earlier by spending a Willpower point.

Berserker’s Song II
Source: Players Guide to the Garou.
This fearsome battle song is in a language that has yet to be recognized - it’s certainly not
Nordic, any Germanic language, nor Garou. Yet it is potent, for it both channels and increases Rage
in 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, and sing it
in more modern styles (which outrage 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, receiving the benefits of ignoring wounds, shifting
immediately to Crinos, and immunity to mind influencing powers. However, he can pull out of this
frenzy immediately and may use simple weapons like swords or bludgeons. If the Garou is stopped
from singing, somehow, the effect automatically ends.

Berserker’s Song III


Source: Dark Ages: Werewolf.
A Fenrir can sing himself into a controlled frenzy that allows him to ignore wounds and shift
to Crinos form immediately. Additionally, he becomes resistant to mental and emotional attacks of
any kind. He ends the frenzy when he chooses. A wolverine-spirit teaches this Gift.
System: The Garou begins singing a battle song of his choice. The player spends two Rage
points and rolls Charisma + Primal-Urge (difficulty 6). The frenzy lasts for two rounds per success
and may be ended at any time. During the frenzy, the character uses more complicated battle tactics
than the usual bite-and-claw techniques available in frenzy, but he gains the usual benefits of the

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berserk state. Also, all mental and emotional attacks against the Garou using this Gift suffer a +2
difficulty penalty.

Best Policy
Source: Rokea Breed Book.
"Honesty is the best policy," or so the human proverb goes. Rokea are not known for
duplicity, but even Brightwater betweeners, who lead double lives of sorts, are not well suited to
lies of any kind. With this Gift, an honest comment, no matter how inflammatory, is taken in stride
and accepted. This Gift is taught by a remora-spirit.
System: The player rolls Charisma + Expression (difficulty 6). The Gift lasts for one scene.
Listeners take anything the Rokea says at face value, as long as it is true. Also, if the truth requires
the Rokea to reveal herself to a human being, the Veil covers her words later. For example, the
Brightwater might explain to a security guard at a Pentex facility that she and her slew need to get
by the gate to stop a load of toxic chemicals from being dumped into the Sea, because they live
there and don’t wish to be poisoned. The security guard agrees (he wouldn’t want his living space
poisoned, either) and lets them pass. Later, he might remember that someone came through the
gates, and even what they looked like, but he’ll be certain they had the proper clearance.

Bestow Ursa’s Blessing


Source: Gurahl Breed Book.
A Gurahl may call down the favor of the Great Bear on an individual of her choosing,
granting that person or creature some tangible bonus or piece of good fortune. A Jaggling of Ursa
Major teaches this Gift.
System: The player rolls Wits + Occult and spends a point of Gnosis while describing the
specific nature of the blessing she wishes to bestow. This boon can take the form of an automatic
success in some endeavour by the recipient, or it may manifest as a temporary addition to one of the
target’s Attributes (such as an extra die in Strength or Intelligence). If the Gurahl wishes to make
the blessing a permanent one, she must sacrifice a point of permanent Gnosis to do so.

Beyond Fear
Source: Ghost Towns.
Eschewed by urbane Ragabash, this "dark trick" shows the target of the Gift a haunting vision
of her own death. The vision comes as a dream or trance-like revelation. This Gift is taught by
Sickness-spirits and Wolf-spirits.
System: This Gift has no mechanical system, per se, though the dreams it engenders are
chilling enough to give even the bravest Garou pause.

Billabong Bridge I
Source: Past Lives.
Great Bunyip was, among other things, a water-spirit. His children used this Gift to
successfully cross large expanses of Australian terrain by using water as a shortcut. The Garou may
enter one body of fresh water and emerge from another such body any distance away; salt water
"fouls" the Gift, and cannot transport the Gift user. Both bodies of water must be personally well-
known to the Garou using the Gift.
System: The player spends two Gnosis points and announces her destination. At the
Storyteller’s discretion, using this Gift to leave or arrive in an area of high Gauntlet may require a
roll to step sideways to make the transition safely. The Gift user cannot take anyone with her while
using this Gift; only those items dedicated to her complete the journey.

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Billabong Bridge II
Source: Werewolf: Wild West – The Wild West Companion.
It was through the use of this Gift that the Bunyip efficiently traveled the vast distances of the
Australian continent. A Bunyip can enter one body of fresh water and emerge from another such
body any distance away. The journey cannot involve salt water, however. Both bodies of water
must be well-known to the Bunyip using the Gift. An avatar of Mu-ru-bul Tu-ru-dun teaches this
Gift.
System: The player spends two Gnosis points and envisions his destination. Only the Gift
user can travel this way.

Billabong Walk
Source: Mokolé Breed Book.
The Gumagan goes into any body of water suitable for his varna (fresh or salt for salties,
waterholes or streams for perenity) and emerges from another. He must have bathed in the water
where he plans to emerge before using this Gift. This Gift is taught by servants of the Bunyip.
System: The Gumagan submerges himself entirely and spends two Gnosis. He then reappears
in the target body of water.

Bind
Source: Ananasi Breed Book.
The Ananasi with this Gift is able to attach two objects together by means of a small invisible
bond. The bond between the objects cannot easily be broken.
System: The player spends one Gnosis point and make a Gnosis roll (difficulty 6). Anyone
trying to separate the objects must equal or beat the Ananasi’s successes on a Strength roll
(difficulty 7). The two objects that the character wishes to bind must be in contact with each other,
and the Ananasi must physically touch them both for the Gift to work.

Bird Bones
Source: Stargazers Tribebook Revised.
Trance Runners are known for being notoriously light. Their bodies, little more than bones
and tightly-corded muscle, can move fast and flexible partly due to their legendary "hollow" bones.
It allows them to run quickly over almost any surface.
System: The Trance Runner is able to run upon almost any surface without penalty. The roll
is always Dexterity + Athletics, but the difficulty is variable depending on the danger, complexity,
or frailty of the surface.

Surface Type Difficulty


Water 5
Snow 6
Lava 7
Razors 8
Wall 9
Ceiling 10

MET: Intermediate Gift. This Gift allows the Stargazer to run across just about any surface
without suffering any undue penalty, so long as they do not slow down from a run while crossing.
Most of the time this Gift is automatic, provided these conditions are met, but at the Narrator’s

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discretion truly hazardous surfaces such as lava or outlandish ones such as the ceiling may require a
Physical test (retest Athletics) to cross successfully.

Bite of the Destroyer


Source: Hengeyokai: Shifters of the East.
As the Level Four Get of Fenris Gift: Fenris’ Bite.

Bitter Wind
Source: Werewolf: The Wild West.
As the Gift: Cutting Winds.

Black Friday
Source: Bastet Breed Book.
This dreaded Gift, the bane of the Information Age, allows a Bastet to crash a computer
network in seconds. By communing with Net Spiders (see “What’s the password?”) and promising
a few favors, a lucky werecat can wreak system havoc without even touching a keyboard. It’s rarely
done because of its tendency backfire (wiping out one’s own computer files!), but causes untold
headaches for the programmers of Pentex.
System: The player rolls his Manipulation + Enigmas to convince the Spiders to do his dirty
work. Obviously, he has to have some way of reaching them first, such as a Gift, a short visit to the
Penumbra, or a message typed into a doomed system. Once the deal is set in motion, the Spiders eat
the system’s data; a skillful data retriever can undo the damage, but it’ll take days or weeks to fix.
The Gift’s difficulty depends on the size and complexity of the system in question. Protected
networks add one to the amount of successes needed; magickal systems include Trinary computers
or Technomagickal networks (see Mage: The Ascension). A botch causes the Spiders to wreck
your own data instead. Note that this kind of tampering immediately sets off alarms on guarded
systems; a would-be saboteur would be wise to amscray onto pray!

Network Difficulty Successes Needed


Small Office 6 one-two
Large Office 6 three-four
Small Corporate 7 four-five
Large Corporate 8 four-five
International/ Government 9 five-10
Secret Government/ Magickal 10 five-15

Black Swans
Source: Past Lives.
The Australian Aborigines attributed the Bunyip with the ability to transform people into
black swans. Nobody remembers whether the folktales arose from use of this Gift, or if this Gift
arose from the folktales, but the stories are certainly true. The Bunyip used this Gift as a means of
punishing those who went against Gaia, and their ancestor-spirits teach it only to those inheritors
who display a tremendous sense of justice.
System: The Garou must successfully splash an opponent with water taken from the
environment; bottled water would not work, while water taken from a local river and carried in a
bottle would, and tap water is effective in urban environments. The player spends two Gnosis points
and rolls Wits + Occult; supernatural targets (but not ordinary humans) may resist the roll with

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Willpower. If the player scores more successes than the target, the target is transformed into a
black-feathered swan.
The swan loses access to most of its supernatural abilities while transformed, although its
Basic nature is unchanged; a vampire transformed into a black swan would have no heartbeat or
pulse, and would have to drink blood to survive (although it could not expend blood to increase its
Attributes or use Disciplines). Shapeshifters and other creatures that can take other forms (such as
vampires with shapeshifting Disciplines) remain in swan form for the duration of the scene; for
those with no shapeshifting ability, the transformation is permanent unless somehow reversed.

Blades of the Mantis I


Source: Ananasi Breed Book.
The character using this Gift grows longer arms, with long, wickedly sharp blades, much like
those of a praying mantis.
System: The player spends one blood point; the character’s first set of arms grows by roughly
two feet, developing scythe like blades which do Strength + 5 aggravated damage. The length and
sharpness of these blades makes them particularly easy to use (difficulty 5 to attack).

Blades of the Mantis II


Source: Players Guide to the Changing Breeds.
The Wyrsta's arms grow to resemble those of the praying mantis, with sharp, bladed ends.
System: The character spends one blood point and her first pair of arms extends two feet in
length, growing blades that do Strength + 4 aggravated damage with a difficulty of 5 on her attack
roll. This Gift lasts for one scene.

Blank
Source: Players Guide to the Garou.
"Consider it a bio-electrical blackout." That’s how Pat O’Reidy described the Gift, and it
remains the best description there is for it. For a short period, everyone in the room simply goes
blank. They still stand upright (unless they were lying down to begin with) but eyes close, senses go
dead, and nobody moves. Meanwhile, the Ragabash can move about without being seen, or can take
actions they otherwise couldn’t. Any actual attempt to harm someone will break the communal
trance, so slitting their throat while they remain unconscious won’t work. But you could certainly
pick someone up, put him in a trunk of a car, and take him elsewhere. A spirit of electricity or
electric eel-spirit teaches this Gift.
System: The player spends three Rage and rolls Gnosis (difficulty 8). Each success "blanks"
every person in a room for one turn. Supernatural creatures (including vampires, mages and imbued
hunters) can make a resisted Willpower roll (again, difficulty 8) against the Ragabash’s Gnosis roll.
Every extra success the Ragabash gains over his target blanks the victim for one turn.

Blank Slate
Source: Rage across the Heavens.
The Garou can completely remove a single piece of information from her own mind or from
that or another. This Gift becomes useful in situations where an individual has come across some
dangerous knowledge that might lead to her death for possessing it. The Garou may not only
remove the information – such as the identity of a Garou mole within a hostile group or the location
of a safehouse for eco-terrorists – but she may also smooth over the edges of the victim’s memory
so that he does not realize that anything is missing. The Garou may also use this Gift to alter her
own memories in situations where she feels that this is necessary.

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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. No success means that the victim retains
the memory although she may not be aware that someone has tired to tamper with her mind. A
botch may either remove the memory along with other chunks of information or else alert the victim
to the unsuccessful attempt so that she knows who has tried to erase parts of her memory.

Blaze of Glory
Source: Dark Ages: Werewolf.
Any Fenrir knows his final battle will be a glorious one. A Fenrir may invoke this single-use
Gift to devour everything around him, including himself and his enemies in a blazing burst of fiery
power. Aging Fenrir elders often receive this Gift before their final quest. This Gift may only be
attained from an avatar of Fenris after an arduous Umbral journey.
System: The player spends one point each of Rage, Gnosis and Willpower and rolls
Willpower (difficulty 6). Each success inflicts five aggravated levels of scorching fire damage on
everyone and everything in a 30-foot radius, including the Garou himself. The Garou cannot soak
this damage.

Blaze Talons I
Source: Hengeyokai: Shifters of the East.
One of the war arts of the hengeyokai, this Gift enables the shapeshifter to ignite his hands or
paws (or even wings, in the case of Crinos-form Tengu with Razor Feathers), granting his blows the
ferocity of a wildfire. Shapeshifters using Blaze Talons are often wondrous to behold, as their
strikes trace whirling patterns of flame around them. This Gift is taught by a Flame-spirit.
System: The player spends a point of Gnosis and makes a Strength + Primal Urge roll,
difficulty 6. The flame lasts for two turns per success. The flame adds one damage die to all
physical strikes, and can cause vampires to flee in instinctive fear. Even if the shapeshifter using
this Gift is striking with fists, his damage is aggravated. Same-Bito, Nagah and Zhong Lung must
learn this Gift as Level Three; their deep ties to water preclude any greater affinity to flame.

Blaze Talons II
Source: Players Guide to the Changing Breeds.
The hengeyokai can cause his hands, paws or wings to burst into flame, adding considerably
to his damage in battle. This Gift is also impressive to see, as the attacks leave flame trails behind
them. A flame-spirit teaches this Gift.
System: The player spends a point of Gnosis and rolls Strength + Primal Urge. Each success
causes the flames to last for two turns. The Gift adds one die to the damage roll and causes
flammable materials to burn. Vampires may frenzy. All damage caused by the strike is aggravated.
Same-Bito, Zhong Lung and Nagah must learn this as a Level Three Gift due to their attunement to
water.

Blending
Source: Uktena Tribebook Revised.
Intruder legends tell of the uncanny ability of native peoples to hide in plain sight, even only
yards away. This Gift allows the user to blend into the landscape simply by crouching and keeping
still. It isn't invisibility; rather, the Garou draws the landscape into himself to appear to the unwary

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as a natural part of the terrain. This Gift is especially common among caern guardians. Any stealthy
spirit, such as chameleon, teaches this Gift.
System: The Garou stands among terrain features (trees, thickets, etc) or simply hunkers
down and wills herself to be one with the environment. A searcher must make a Perception +
Alertness roll (difficulty 9) to recognize the Garou as something more interesting than a stump, and
the expenditure of a Gnosis point negates three successes (this includes scent as well as sight). If the
searcher is looking directly away, the Garou may move slowly in any direction, but even the
slowest movement while in the searcher's field of view reveals her instantly.
MET: Basic Gift. This Gift is identical to the Ragabash Gift: Blissful Ignorance, except for
two differences. Due to the Uktena's innate connection to the wilderness, it may only be performed
outdoors, in a natural environment. However, unlike Blissful Ignorance, the Uktena may move at a
slow walk and remain undetected, provided all onlookers are looking directly away; as a rule of
thumb, if the player can see more than the back of an onlooker's head, she can't move and hope to
remain undetected. Talking, fighting, interacting with the environment (such as opening a door) or
moving while another is watching immediately cancels this Gift.

Blessing the Blade I


Source: Hengeyokai: Shifters of the East.
With this Gift, the Sorcerer calls on a local spirit to inhabit a blade for a short time, infusing it
with supernatural power. The Nine-Tails may do this instantly, for immediate use, or prepare a
blade ahead of time. Outside of combat, this Gift functions only if activated with a specific enemy
in mind. Special cloth or leather wrappings restrain the spirit until the enemy’s name is spoken by
the bearer. Only one such weapon can be carried at a time. This Gift is taught by a Fire-spirit.
System: The player spends one Gnosis and rolls Wits + Rituals (difficulty 7). The weapon
will do aggravated damage against other shen for one scene only.

Blessing the Blade II


Source: Players Guide to the Changing Breeds.
The sorcerer calls on a local spirit to inhabit a blade for a finite time to enhance it with
supernatural power. The Nine-tails can use it instantly (such as in immediate combat) or prepare
such a blade ahead of time. Outside of combat, the Gift will only function if the Kitsune activates it
with a specific enemy in mind. Special wrappings restrain the spirit until the bearer speaks the
enemy's name. Only one weapon of this sort may be carried at a time. The Gift is taught by a fire-
spirit.
System: The player spends one Gnosis and rolls Wits + Rituals, difficulty 7. The weapon
does aggravated damage for one scene only.

Blessings of Kali I
Source: Hengeyokai: Shifters of the East.
With the gifts of Kali, the Nagah develops natural weapons and body armor. A series of
heavy, bonelike plates forms over the wereserpent’s scaly hide, giving her a natural defense against
most attacks and adding damage to her hand-to-hand combat at the same time.
System: The player spends one Gnosis and one Rage, and then rolls Stamina + Primal-Urge
to make the armor. The plates of bone form over the entire hood of the Nagah and over the torso,
the arms and the underbelly, adding three dice to his soak pools. The plates on the arms, elbows and
shoulders are all barbed and very sharp, giving the wereserpent a damage rating of Strength + 3. As
with Garou claws, this damage is aggravated. This armor doesn’t affect the Nagah’s mobility as it
does not actually allow extra protection over the entire body. Nagah hoods run from the crown of

83
the head down to the middle of the back, so when armored in this manner the wereserpent’s’ vital
organs are granted the protection bonus from front and back, but not from the sides.

Blessings of Kali II
Source: Nagah Breed Book.
This Gift causes the wereserpent to develop natural armor and weaponry. Ridges and sharp
barbs of bone extend from the Nagah’s bony surfaces (skull, knuckles, elbows, knee, spine), as well
as her shoulders, making her blows in hand-to-hand combat all the more lethal. Furthermore, a
series of heavy, bonelike plates form over the wereserpent’s scaly hide, enhancing her natural
defenses against most attacks.
System: The player spends one point of Gnosis and one point of Rage, and then rolls Stamina
+ Primal-Urge to create the armor. The bony plates form over the wereserpent’s torso, arms and
underbelly, adding two dice to her soak pools. If the Nagah is in Azhi Dahaka, Kali Dahaka or
Vasuki form, the plates of bone cover the entirety of the Nagah’s hood as well. The hooks and barbs
extending from the bony surfaces are extremely sharp, increasing the damage rating of claw attacks
to Strength +2. As with Garou claws, this damage is aggravated. This armor doesn’t affect the
Nagah’s mobility. Nagah hoods run from the crown of the head down to the middle of the back, so
when armored in this manner, wereserpent’s vital organs are granted the protection bonus from
front and back, but not from the sides. The Gift’s effects last for a scene.

Blessing of the First Pack


Source: Red Talons Tribebook Revised.
The Red Talons believe that the very first pack of Garou set the standards for the auspices,
and that only the Talons retain a strong enough connection to that First Pack to use this Gift. This
may not be true, but no non-Talon Garou has ever exhibited this mighty Gift (but then, very few
among the Talons even know of it). To learn this Gift, the Talon must have at least one dot in
Ancestors. The Garou calls upon her the originator of her auspice and is temporarily transformed
into the pinnacle of her moon-sign. An avatar of Wolf or a powerful Lune may teach this Gift, but
neither does so often.
System: The player spends two Gnosis points and rolls Charisma + Ancestors (difficulty 8).
If the roll succeeds, the character becomes infused with the very essence of her auspice. For the
remainder of the scene, the character receives five dots of Pure Breed in addition to any she already
possesses. She may also make use of any auspice Gift for her particular auspice of level 4 or lower.
(Gifts taken from sources other than Werewolf are subject to Storyteller approval.) In addition,
Blessing of the First Pack grants power based on the character’s auspice:

Auspice Bonus
Ragabash +3 to Stealth, +2 to Wits and Dexterity
Theurge +3 to Enigmas, +2 to Intelligence and Gnosis
Philodox +3 to Rituals, +2 to Manipulation and Stamina
Galliard +3 to Expression, +2 to Charisma and Strength
Ahroun +3 to Leadership, +2 to Strength and Rage

MET: Spend two Gnosis Traits and make a static Social Challenge (difficulty eight Traits,
retest if you have Ancestors). With success, for the rest of the scene, you may be considered to have
Pure Breed x 5 (in addition to any levels you already own. You may also make use of any auspice
Gift for your auspice and Intermediate or Basic level (it’s up to the Storyteller whether you can use
that nifty Children of Gaia or Fianna Auspice Gift, though). Blessing of the First Pack also grants
further endowment of your auspice:

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Ragabash Stealth x 3, Clever x 2, Quick x 2
Theurge Enigmas x 3, Knowledgeable x 2, two Gnosis Traits
Philodox Rituals x 3, Persuasive x 2, Tireless x 2
Galliard Expression x 3, Expressive x 2, Stalwart x 2
Ahroun Leadership x 3, Ferocious x 2, two Rage Traits

Blind I
Source: Hengeyokai: Shifters of the East.
The roko can strike an enemy blind for one day. The loss of sight is accompanied by stinging
pain. This gift is taught by a Porcupine-spirit.
System: The player spends one Gnosis and rolls Manipulation + Medicine (difficulty 7). The
target resists with Stamina (difficulty 7).

Blind II
Source: Players Guide to the Changing Breeds.
The Fox can make an enemy blind for one day. Stinging pain accompanies the blindness. The
Gift is taught by a porcupine-spirit.
System: The player spends one Gnosis and rolls Manipulation + Medicine (difficulty 7). The
target resists with Stamina (also difficulty 7).

Blinding Moonbeam Gaze


Source: Bastet Breed Book.
By calling upon Mother Seline, the werecat shoots bright beams of moonlight from her eyes.
These don’t inflict real damage, but can blind or distract an opponent, and provide illumination as
well. Superstitious people often run away when confronted with a giant moon-eyed cat.
System: The player rolls Gnosis (difficulty 7). The light blasts forth on the next turn, and lasts
for one turn per success. The moonlight offers the illumination of a high-powered flashlight, and
can blind an opponent during his next turn if he’s surprised and hit in the eyes with the light
(Dexterity + Brawl, difficulty 8).

Blinding Spit I
Source: Ananasi Breed Book.
The Ananasi is able to spit her venom up to twenty feet, blinding her opponent with a
successful hit to the face. The venom causes a slight burning sensation, but does no real physical
damage aside from temporary blindness.
System: The player spends one blood point, and must make a successful attack roll (Dexterity
+ Melee, difficulty 8). The victim is blinded for a number of turns equal to the number of successes
on the attack roll.

Blinding Spit II
Source: Players Guide to the Changing Breeds.
If the Ananasi hits her victim's face with her venomous spittle, she blinds her target
temporarily. This effect does no real physical damage but causes the eyes to sting during the
blindness.
System: The player spends one blood point and rolls Dexterity + Melee (difficulty 8).
Success blinds the victim for a number of turns equal to the successes rolled.

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Blinding Spittle
Source: Past Lives.
The Messengers of Luna were not above preying on their enemies’ reliance on sight. With
their version of this Gift, a Camazotz was able to strike a foe blind by simply spitting on him,
placing him at the werebat’s mercy. The version of this Gift that can be learned by Garou is less
powerful, but still quite potent.
System: The character activates the Gift by spit’ ting on the opponent; the player spends one
Gnosis and rolls Dexterity + Medicine, difficulty of the opponent’s Stamina. The target is blinded
for one turn per success. Blind characters cannot dodge, parry or block attacks, and are at +2
difficulty to all actions.

Blink
Source: Dark Ages: Werewolf.
Using this Gift, a Bone Gnawer can duck into a shaded area (an empty barrel, an alleyway or
behind a church pew) and pop out in another shaded area some distance away. This Gift is taught by
a rat-spirit.
System: The player spends one Gnosis point and rolls Manipulation + Stealth (difficulty 6).
The character can increase the radius in which he may reappear by 20 yards for every success
scored, but he must emerge from a likely (or logical) hiding place.

Blissful Ignorance I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou can become completely invisible to all sense, spirits or monitoring devices by
remaining still. This Gift is taught by a Chameleon- spirit.
System: The Garou rolls Dexterity + Stealth (difficulty 7); each success subtracts one success
from the Perception + Alertness rolls of those actively looking for the character. If no one is so
doing, then one success indicates complete concealment.

Blissful Ignorance II
Source: Werewolf: the Apocalypse Revised.
The Garou can become completely invisible to all senses, spirits or monitoring devices by
remaining still. A chameleon-spirit teaches this Gift.
System: The Garou’s player rolls Dexterity + Stealth (difficulty 7). Each success subtracts
one success from the Perception + Alertness rolls of those looking for the character actively. If no
one is doing so, then just one success indicates complete concealment.

Blissful Ignorance III


Source: Dark Ages: Werewolf.
When using this Gift, the Garou becomes invisible to all senses and even to spirits by keeping
completely still. This Gift is taught by a moth-spirit.
System: The player rolls Dexterity + Stealth (difficulty 7), noting the number of successes.
Any creature who is actively looking for the Garou in a specific area must exceed (not tie) that
number of successes on a Perception + Alertness roll. If the character is not being actively hunted,
one success is all that is necessary for complete concealment.

Blisters
Source: Frontier Secrets.

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By merely touching a target, the werecoyote can cause revolting blisters to erupt from the
unfortunate’s hide. Although the effects are basically harmless, the blisters do cause fur to fall out
and make the target ugly as sin for a while. The Nuwisha tend to use this trick exclusively against
the overly vain. This Gift is taught by a Toad-spirit.
System: The player rolls Manipulation + Medicine against a difficulty equal to the target’s
Rage (or 4 for creatures without Rage); the difficulty cannot be lower than 3. If the coyote is
successful, the resulting boils subtract one dot of the target’s Appearance per every two successes
on the roll, but do no actual harm. The blisters last for two weeks, less the target’s Gnosis in days.
The inflicted party suffers a loss of two dice from any Social Dice Pools during the time he is
Blistered.

Blizzard of Arrows
Source: Black Furies Tribebook Revised.
The Black Fury who uses this Gift truly shows herself the equal of any man - or machine - on
the battlefield. Once Blizzard of Arrows is activated, the Garou deals out nightmarish pain to the
hordes that oppose her. Heroes with this Gift might single-handedly have turned cavalry charges, in
the days when such things still took place. For today, however, the Fury with this Gift is the perfect
ally when faced by hordes of Wyrm-creatures. This Gift is taught by a Porcupine-spirit.
System: Spend a point of Willpower and two points of Rage, and you may take a single arrow
shot (at no multi-action penalty) at every foe within 100 yards, to a maximum of 20 enemies.
Simply roll to hit once, using the sight and range penalties for the hardest-to-hit foe in range, and
apply that number of successes against each enemy, which individually may soak, dodge, etc, as the
Storyteller sees fit.
This Gift is limited by the number of arrows you have on hand: all arrows that you intend to
shoot must be someplace that they can easily be knocked and shot from (in a quiver on the back or
waist, or stuck point-first into the ground in front of you; lying scattered nearby will not suffice).
The bow and arrows may be of modem manufacture, but cannot use any exceptional Weaver-based
equipment (such as laser sights or explosive tips) to gain any accuracy or damage bonus. However,
a fetish bow shooting talen arrows is certainly acceptable.
MET: Expend one Willpower and two Rage Traits. You may immediately take an arrow shot
(subject to having a bow and enough mundane arrows in arm’s reach) at every target you can see
with your own unaugmented senses, up to a maximum of 20 targets.

Blood Hunt I
Source: Ananasi Breed Book.
The Myrmidon may track down any one target she’s encountered within the past twenty-four
hours, or any target that she has ever fed from before, regardless of distance.
System: The character rolls Wits + Primal Urge, difficulty 7, and spends one Gnosis per
scene of pursuit. This Gift lasts until the target has been located, or until the Ananasi cancels it,
whichever comes first. The Myrmidon may track only one person in this way at a time.

Blood Hunt II
Source: Players Guide to the Changing Breeds.
The Myrmidon may locate any single creature encountered within the last 24 hours or any
individual she has ever fed from.
System: The Ananasi rolls Wits + Primal-Urge (difficulty 7) and spends one point of Gnosis
for every scene of pursuit. The Gift lasts until the werespider locates her target or calls off the
search.

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Blood of Darkness
Source: Players Guide to the Changing Breeds.
As the Children of Gaia Gift: Halo of the Sun (Rokea see light as the blood of Oversea).

Blood of Illusion I
Source: Ananasi Breed Book.
Much like the Gift: Blood of Pain, this Gift converts a werespider’s blood into an unusual
toxin. In this case, the Ananasi’s ichors induce hallucinations in anyone that ingests it.
System: Afflicted characters must make a Willpower roll (difficulty of the Ananasi’s Gnosis)
or be trapped in the hallucinations. Although the exact nature of the hallucination is up to the
Storyteller, there’s a chance that the Hatar can influence the vision with a quick whispered
suggestion. The illusion is entirely real to the affected target, but cannot cause damage of its own,
though characters can be deluded into harming themselves (for example, if they’re compelled to
leap in front of an onrushing vehicle to save an "endangered friend"). The hallucination lasts for a
number of turns equal to the Ananasi’s Gnosis.

Blood of Illusion II
Source: Players Guide to the Changing Breeds.
Similar to Blood of Pain, but this Gift changes the blood into a hallucinatory toxin.
System: Affected characters must roll their Willpower (difficulty of the werespider's Gnosis)
or become trapped in an illusory vision, possibly structured by the Ananasi's suggestions. Though
the hallucination cannot harm the victim, the trapped individual may do herself harm in response to
what she sees. The Gift lasts for as many turns as the Ananasi has Gnosis.

Blood of Pain I
Source: Ananasi Breed Book.
The character with this Gift is able to use his ichor as a poison that will debilitate his enemy.
Through intense physical conditioning, the Ananasi is able to change the nature of his blood to a
foreign substance with unusual properties.
System: The character spends one blood point. The Ananasi must use ichor fresh from his
body, meaning that he has to draw it from an open wound. The character’s ichor causes anyone who
ingests it to become physically ill. Affected characters must make a Willpower roll, difficulty equal
to Ananasi’s permanent Gnosis, or be rendered completely ill. Such victims must make a Stamina
roll each turn to take any action; otherwise, they helplessly retch for that turn. The duration lasts the
entire scene, or until the toxin is somehow neutralized.

Blood of Pain II
Source: Players Guide to the Changing Breeds.
The Hatar turns her blood into a debilitating poison.
System: The werespider spends one blood point and wounds herself to produce the necessary
blood. Anyone who drinks it must make a Willpower roll (difficulty of the Ananasi's permanent
Gnosis) or fall helplessly ill. To take an action, the victim must make a Stamina roll each turn. The
effects last for one scene or until the poison is neutralized.

Blood of the Deeps I


Source: Rokea Breed Book.

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Darkwater Rokea are known for braving the crushing pressures and frigid waters of the deep
ocean in the search for mystic knowledge. Thus, many of them learn this Gift early on. This Gift is
taught by any deep-sea fish spirit.
System: The player spends one Willpower point and rolls Stamina + Survival (difficulty 6).
The Rokea takes no damage from pressure or cold for 3 hours per success. Note that this includes
travel time, i.e., the Rokea must reach a safe depth before the Gift wears off to avoid taking
damage. This Gift protects the Rokea from environmental harm only; direct attacks using pressure
(like bear hugs) or cold (like the Wendigo Gift: Chill of the Early Frost) still have their normal
effect.

Blood of the Deeps II


Source: Players Guide to the Changing Breeds.
Most sharks are not built for cold or extremely deep waters, but the most intriguing secrets of
Sea can be found below the sunlit zone. The Darkwaters, therefore, learn this Gift to help them
reaches those depths. Any deep-sea fish-spirit can teach this Gift.
System: The player spends one Willpower point and rolls Stamina + Survival (difficulty 6).
For three hours per success, the Rokea suffers no damage from cold or pressure. This includes
travel time, however, so the Rokea must reach a safe depth before the Gift expires. Blood of the
Deeps only protects Rokea from natural environmental harm; Gifts and other supernatural powers
that inflict cold or pressure damage have their normal effects.

Blood Omen I
Source: Book of the Wyrm 1st Edition.
This allows the Black Spiral Theurge to utilize the age-old art of prophecy by "reading" the
innards of freshly killed creatures. While a Garou or Homid is an especially accurate medium, any
warm-blooded creature will do. An Intelligence + Enigmas roll (difficulty 9) is required to discover
some glimpse of the future. The difficulty is reduced to seven if a Garou, wolf or Homid is used.
The more successes, the more detailed and accurate the information. This Gift requires the
expenditure of one Gnosis point.

Blood Omen II
Source: Book of the Wyrm 2nd Edition.
By examining the entrails of a fleshly-killed creature, a Black Spiral Theurge can gain
insights into a possible future. As expected, the vision is almost always tragic or violent.
A Theurge can receive this Gift during a Dance of Cunning. Sometimes this vision quest
involves dismemberment of the mystic, who watches the violation of her own body. This grants her
insights into her true nature by an examination of her own internal organs.
System: This burns one point of Gnosis and requires an Intelligence + Enigmas roll; the
difficulty depends on the type of creature used – 7 for Garou, wolf or human, 9 for any other warm-
blooded creature. More successes will grant a cleared picture of the possible atrocity to come.

Blood Omen III


Source: Hengeyokai: Shifters of the East.
The Fox can divine the future by ritual sacrifice. Most commonly, the Fox will read the
entrails of the victim, but there are also traditions of signs in burnt-offering smoke and
scapulimancy. Legend has it that the Doshi stole this secret from the Black Spiral Dancers (who
practice it with great enthusiasm using wolf, human, and Garou captives). The Sorcerers insist they

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never use hengeyokai (or wolves, or anyone’s possible Kinfolk) for divination. As for humans, well
– in times of crisis Kitsune ask more questions of Gaia and fewer of each other…
Black Spiral Dancers find their answers through the power they serve; Doshi are extremely
careful to dedicate the ceremony to Celestines, Incarna and totems opposed to the Wyrm, influential
in their area, and not offended by a little bloodshed.
System: The player rolls Intelligence + Enigmas (difficulty 9 – difficulty 7 with humans or
shen, shame on you), and spends one Gnosis. The more successes, the more detailed and accurate
the information – provided the entity asked is willing and able to reveal the future. (Local spirits
have local answers.)

Blood Omen IV
Source: Players Guide to the Changing Breeds.
The Fox reads the future through a sacrifice and reading the entrails, but readings also come
through the smoke of burnt offerings and reading the bones. Legend says the Doshi stole this from
Black Spiral Dancers. Doshi insist they never use hengeyokai, wolves or anyone's Kinfolk for this.
In times of crisis, however, the odd human may go missing. Doshi are careful to dedicate the
sacrifice to spirits opposed to the Wyrm who aren't offended by the bloodshed.
System: The player rolls Intelligence + Enigmas (difficulty 9) — (difficulty 7 when using
human or shen sacrifices, tsk!) — and spends one Gnosis. The more successes, the more accurate
and detailed the information gained, provided the patron asked can and wants to illuminate the
future (local spirits only have local answers, for example).

Blood Pump I
Source: Ananasi Breed Book.
This Gift allows the Ananasi to metabolize ingested blood more quickly than normal.
System: The character spends one Gnosis point to activate this Gift; the effects last for one
scene. While the Gift is in effect, the character may spend as many blood points per turn as she
likes, whether to gain more actions, heal herself, use Gifts or whatever. Blood spent must be
replenished in the usual way.

Blood Pump II
Source: Players Guide to the Changing Breeds.
The Ananasi may use more blood than usual to power her actions.
System: The player spends one Gnosis point in order to spend as many blood points per turn
as she needs, either to gain more actions or to heal wounds. The Gift lasts for one scene.

Blood Running Hot


Source: Players Guide to the Changing Breeds.
As the Ahroun Gift: Stoking Fury's Furnace.

Blood Scent I
Source: Hengeyokai: Shifters of the East.
The Same-Bito using this Gift gains the ability to sense shen; something about the blood of
hengeyokai and other creatures alerts their senses. A shark-spirit teaches this Gift.
System: The player spends a Gnosis point, and then makes a Perception + Primal Urge roll,
difficulty 7. If she gets at least two successes, the Same-Bito knows whether or not a fellow being is

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shen. Note that she doesn’t know any specifics, such as whether they are hengeyokai or Kuei-jin,
for example.

Blood Scent II
Source: Players Guide to the Changing Breeds.
The Same-Bito can sense the presence of hengeyokai or other shen. A shark-spirit teaches this
Gift.
System: The player spends a Gnosis point and rolls Perception + Primal Urge (difficulty 7).
Two successes let the wereshark know if the target is shen, though the Gift does not identify the
type of supernatural.

Blooding Fury
Source: Past Lives.
The Fianna often wondered if the White Howlers were the masters of their Rage, or if Rage
was the master of the White Howlers. This Gift only added to the Fianna’s trepidation. By
wounding herself, the Garou is able to tap into a fresh reservoir of Rage, for good or for ill.
System: The Garou must injure herself with a claw or bite; the character takes one level of
unsoakable aggravated damage, and regains all her temporary Rage. This Gift can be used only
once per scene.

Bloodletting Bite
Source: Past Lives.
Although the Camazotz bred with insectivorous bats, not vampire bats, this Gift allowed them
to borrow certain properties of their blood-drinking cousins’ bite. The saliva of the Gift user
becomes a supernatural anticoagulant, causing their victims to bleed dramatically.
System: If the character successfully does damage with a bite attack, the player may activate
this Gift by spending one Gnosis and rolling Intelligence + Medicine (difficulty 8). For one turn per
success, the victim loses one additional health level of lethal damage at the end of the turn; this
damage cannot be soaked. Creatures who do not bleed cannot be affected by this Gift. Vampires
lose one blood point per turn instead of suffering actual damage. The bleeding can be stopped if the
bite wound is magically healed.

Bloody-Mindedness I
Source: Mokolé Breed Book.
The Gumagan can “point herself” at a chosen goal or foe, a “life-enemy.” She will pursue this
goal until death and beyond. A servant of Mu-ru-bul Tu-ru-dan the Bunyip teaches this Gift.
System: The Gumagan spends two points of Willpower. Afterwards, she neither eats nor
sleeps unless she wishes to do so. She may add two to her dice pools for any task related to her
goal. The sheer intensity of her search will usually frighten anyone into helping her: Bloody-
Minded Gumagan are often on the edge of frenzy every minute. She may not be persuaded to
abandon her quest by any supernatural means (treat as the Merit: Iron Will). In combat against her
life-enemy, she will gain one extra attack per round, with the difficulty of attacks against her target
reduced by one. She may not dodge attacks from any other combatant, but her dice pool to soak
damage is doubled.

Bloody-Mindedness II
Source: Werewolf: Wild West – The Wild West Companion.

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“Bloody-mindedness” is an Australian expression that denotes an unshakable commitment to
a certain idea or goal. The Bunyip denotes an unshakable commitment to a certain idea or goal. The
Bunyip with this ability can dedicate himself to a particular endeavor and remain undistracted by
almost anything. An avatar of Mu-ru-bul Tu-ru-dun teaches this Gift.
System: The player spends two Willpower points and decides the nature of the task that is to
be the focus of the Gift. The Bunyip then has no need to eat or sleep until the task is performed. All
difficulties directly associated with the task drop by one. Any supernatural attempts to prevent the
Bunyip from completing the chosen task fail automatically. If the Gift is used in combat, the Bunyip
becomes unable to avoid any attacks other than those of the targeted combatant. Her soak Dice Pool
versus these other attacks is doubled, however. The Bunyip gains one extra attack per round versus
the chosen opponent.

Blood-Scent
Source: Past Lives.
Part of the White Howlers’ reputation as excellent trackers stemmed from Gifts such as this
one. The Garou with this Gift finds it childishly easy to track down any human, beast or
supernatural being whose blood she has tasted. The Howlers parlayed this Gift into the tactic of
letting a wounded enemy escape, only to unerringly track him to his lair and the rest of his clan.
Today, the Black Spiral Dancers continue this practice, although with-out the aid of the Blood-
Scent Gift.
System: Once learned, this Gift’s effects are permanent. The Garou receives two additional
dice on any roll made to track prey whose blood she has tasted. These dice also apply to the use of
tracking Gifts such as Sense of the Prey.

Bloody Feast
Source: Werewolf: the Apocalypse Revised.
Great Wendigo, as a hungry cannibalistic spirit, can teach his favored children the ability to
gain added strength from an enemy’s flesh and blood. An avatar of Great Wendigo teaches this Gift.
System: To activate this Gift, the Garou must first bite his opponent and be able to taste blood
— meaning he must inflict at least one health level of damage, and his victim must be something
that bleeds. If his opponent has toxic blood or none at all, this Gift will not work. The player then
rolls Gnosis at a difficulty of the opponent’s Stamina + 3 (maximum of 10). The Wendigo gains one
extra dot in Strength for every two health levels of damage inflicted by the bite (maximum of +5 to
Strength). The extra Strength bonus lasts for one turn per success on the Gnosis roll. However, flesh
and blood can be addictive. The Wendigo’s player must make an immediate frenzy roll the turn
after activating the Gift.

Bloody Feather I
Source: Hengeyokai: Shifters of the East.
The Tengu with this trick in her arsenal is dangerous indeed. Using this Gift, she may pluck
one of her own feathers and hurl it like a dart or bo shuriken. When hardened with the Gift: slicing
Feathers, these projectiles are unquestionably deadly. This Gift is taught by a Dragonfly- or
Hummingbird-spirit.
System: The player must spend a point of Rage and then roll Dexterity + Melee (difficulty 5).
The thrown feather does Dexterity + 3 dice of damage. If the Tengu is currently using the gift:
Slicing Feathers, this projectile does aggravated damage, punching through armor, flesh and bone
with ease.

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Bloody Feather II
Source: Players Guide to the Changing Breeds.
This is the Tengu name for the Corax Gift: Hummingbird Dart.

Bloody Feather Storm I


Source: Hengeyokai: Shifters of the East.
The last-ditch tactic of many Tengu, this power rains down a veritable blizzard of razored
feathers. Anyone in the target area beneath the Tengu, friend or foe alike, will likely be punctured
by a deadly hail of knife-edged pinions. This Gift is taught, appropriately enough, by a Monsoon- or
Hurricane-spirit.
System: The Tengu must be airborne, must spend three Gnosis and two Rage, and may take
no other action that turn. The rain of feathers inflicts Dexterity + 4 damage dice over a fifteen-foot-
square area; anyone within must score three successes on a Dexterity + Dodge roll (difficulty 8) to
escape or be automatically struck. Again, if the Tengu is using the Gift: Slicing Feathers at this
time, the damage is aggravated.

Bloody Feather Storm II


Source: Players Guide to the Changing Breeds.
This Gift causes the Tengu's feathers to rain down on everyone beneath him, creating a deadly
razor-storm that damages foes and friends alike. Used as a last resort, this Gift is taught by a
monsoon or hurricane-spirit.
System: The Tengu must be in the air and spend three Gnosis and two Rage as his only action
for the turn. The feather storm causes Dexterity + 4 dice of lethal damage to a 15' square area.
Those caught in the storm must gain three successes on a Dexterity + Dodge roll (difficulty 8) to
avoid damage. If the Tengu uses the Gift: Razor Feathers beforehand, the damage is aggravated.

Blue Breath
Source: Rage across Australia.
This Gift enables the Dancer to exhale asbestos fibers in a deadly cloud of dust. This Gift is
taught by Shush’thull, the Bane spirit of asbestos.
System: The Dancer must spend one Gnosis point. Anyone inhaling the dust will begin to
choke, suffering three Health Levels of aggravated damage, if she fails a roll of Stamina + Medicine
(difficulty 8). Players must state that their characters are holding their breath; otherwise, thei inhale
the dust. A Garou who uses the Resist Toxin Gift in the same turn is immune to the effects.

Blur of the Milky Eye I


Source: Werewolf: the Apocalypse 2nd Edition.
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 again been
distracted. This Gift is taught by a Chameleon-spirit.
System: The Garou rolls Manipulation + Stealth (difficulty 8). Each success increases by one
the difficulties of all Perception rolls made to detect him.

Blur of the Milky Eye II


Source: Werewolf: the Apocalypse Revised.

93
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 again been
distracted. A chameleon-spirit teaches this Gift.
System: The player rolls Manipulation + Stealth (difficulty 8). Although he doesn’t become
truly invisible, each success increases the difficulties of al Perception rolls made to detect him by
one.

Blur of the Milky Eye III


Source: Dark Ages: Werewolf.
The Garou’s form becomes blurred and indistinct, as if viewed through the tired vision of a
crone, allowing him to pass unnoticed among others. This protection is not infallible, and the
protection of the Gift is negated once the Garou has been seen until the viewers are once again
distracted. An ermine-spirit teaches this Gift.
System: The player rolls Manipulation + Stealth (difficulty 7). The Garou does not become
invisible, but each success on the roll increases (by one) the difficulty on any Perception roll made
to detect him.

Blur of the Weeping Eyes


Source: Ratkin Breed Book.
Got something in your eye? The Ratkin can inflict someone looking at him with a nasty
infection affecting his eyesight. All he’s got to do is spit on his victim to transmit this nasty disease.
This only lasts for one scene, but the poor fool will visibly suffer. He might weep pus from his eyes,
suffer from a vision defect, have his eyeballs well up with blood, or watch as his eyelids are covered
in scales. The Plague Lord gets to graphically describe the illness; the game mechanics remain the
same.
System: You must successfully spit at someone to transmit this Gift; this requires a successful
Dexterity + Melee roll and one point of Rage. Your victim has the difficulty of al Perception rolls
increased by two (and al attack difficulties increased by one) for one scene. This counts as an
Epidemic, and can be spread to more than one victim with the Level Five Gift: Epidemic
Contagion.

Body Shift
Source: Players Guide 1st Edition.
The Garou can use her shapeshifting to alter her physical Traits: a level of Dexterity can be
shifted to Strength or Stamina, or a level of Stamina could be shifted to Dexterity —whatever
combination the player desires. Roll Stamina + Primal-Urge (difficulty 9). For every two successes,
one Trait level can be shifted. The effect lasts for one scene only. A Rage point cannot be spent to
shift Traits instantly.

Body Wrack I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou can cause a target to suffer immense pain. This Gift is taught by a pain spirit.
System: The Garou spends a Gnosis point and rolls Dexterity + Medicine (difficulty of the
opponent’s Stamina + 4). Each successes cause the victim to lose one die from all Dice pools as
agonizing pain sweeps over his body.

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Body Wrack II
Source: Werewolf: the Apocalypse Revised.
The Fury causes a target immense, crippling pain. The Fury needs only point to the target for
this Gift to be effective. A pain-spirit teaches this Gift.
System: The player spends a Gnosis point and rolls Strength + Medicine (difficulty of the
opponent’s Stamina + 3). Each success causes the victim to lose one die from al dice pools as pain
wracks her body. The effects last for one scene.

Body Wrack III


Source: Dark Ages: Werewolf.
By focusing her anger and pointing her finger at an opponent, a Fury can cause immense,
crippling pain. Victims of the pain fall to the ground and convulse for a short time. Furies use this
Gift as an effective intimidation tactic. A pain-spirit teaches this Gift.
System: The player spends a Gnosis point and rolls Gnosis (difficulty of the target’s Stamina
+ 3). If successful, the target is left stunned and convulsing for one round per success. Additionally,
the target subtracts one die per success from all Attribute rolls for the rest of the scene.

Bolster the True Name


Source: Black Furies Tribebook Revised.
The Crone has no need of a child’s rage, and her wiles are enough to let her survive the day
that the Mother’s stalwart nature fails her. She can sacrifice her hatred and will to reinvigorate her
spiritual connections. This Gift is taught by a Lune.
System: A Crone using this Gift rolls Intelligence + Occult with a target of her own
permanent Gnosis; she spends one point of temporary Rage and one temporary Willpower, and
refills her Gnosis pool if the roll achieves 2 or more successes.
MET: Only a Crone Fury may use this Gift. Make a static Mental challenge, difficulty of
your permanent Gnosis Traits, with Occult Ability to retest. If you succeed, expend one Rage, one
Willpower and two Mental Traits. You regain all of your temporary Gnosis.

Bolt I
Source: Hengeyokai: Shifters of the East.
The Eji can call on great forces to devastate his opponent. A lethal bolt of lightning, fire, ice,
wind (or more exotic element – depending on the teacher’s nature) strikes the enemy. Elemental
spirits teach this Gift.
System: The player spends one Rage point and rolls Dexterity + Occult (difficulty 6). The
target takes aggravated damage equal to the number of successes.

Bolt II
Source: Players Guide to the Changing Breeds.
The Kitsune can call on great elemental forces to use against his foes. A lethal bolt of
lightning, wind, fire or other force strikes the enemy. Elemental spirits teach this Gift.
System: The player spends one Rage point and rolls Dexterity + Occult, difficulty 6. The
target takes aggravated damage equal to the number of successes rolled; the range is 50 yards.

Bolt! I
Source: Ratkin Breed Book.

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A Ratkin with this Gift can bolt out of any fight. Even if the wererat is totally surrounded, he
will find a way to escape from his foes. This works roughly the same way as the Backbite Gift: the
wererat "leaps" a short distance through the Umbra to a safe place. A wererat who returns to battle
after bolting will lose two points of Cunning Renown; a wererat who chooses the better part of
valor will no doubt escape.
System: Spend one Gnosis; the Ratkin can appear up to 50 feet away, as long as his
destination is within line of sight. Then spend a point of Rage; this allows the rat use an extra turn
of movement to run away from his enemies. Halt the Coward’s Flight will not prevent the Ratkin
from leaping through the Umbra, but will still slow running speed afterward by half.

Bolt! II
Source: Players Guide to the Changing Breeds.
Fighting to the death is a fool's game. This Gift permits a Ratkin to escape from combat he
can't win.
System: The player spends one Gnosis and one Rage; the Ratkin can appear up the 50 feet
away, as long as his destination is within line-of-sight. The Ratkin may spend additional Rage in the
turn he uses this Gift to gain extra actions (usually to run away). Halt the Cowards' Flight doesn't
prevent the initial 50-foot leap. Returning to a fight after using this Gift to escape is foolhardy,
resulting in a loss of two Cunning.

Bonds that Tie Us


Source: Players Guide to the Garou.
The Philodox is mediator and judge, but is also investigator. The Gift assists a Philodox with
such matters by revealing any emotions and opinions that exist between two people. Many Garou
detest this Gift, since it is indiscriminate, revealing any emotion that may exist. It is taught by an
ant-spirit.
System: The player spends one Rage as the Philodox taps deep into his own wellspring of
emotion, connecting those emotions to those of his target. After this, the Philodox whispers the
name of a person with whom the target has a relationship and the Philodox will immediately feel
every emotion toward that person that the target has. These emotions aren’t real (at least to the
Philodox), but they certainly feel it, and it is wise to avoid the person to whom those emotions are
directed for as long as the effect lasts (one scene). A Garou or other supernatural that doesn’t wish
to cooperate with the Gift may roll their Willpower, difficulty of the Philodox’s Rage with success
preventing the use of the Gift.

Bones as Coils
Source: Nagah Breed Book.
As the Black Spiral Dancer Gift: Rathead (Werewolf: the Apocalypse, p. 273). This Gift
effectively makes the Nagah a master escape artist.

Book of Years
Source: Book of Auspices.
The Galliard taps into a floodgate of knowledge from her ancestors. While the amount of
information thus received is overwhelming, the Garou, if she keeps her head about her, can find
information on nearly any topic. An ancestor-spirit teaches this Gift, although certain reptilian
spirits have been known to impart it as well.
System: The player rolls Wits + Enigmas or Ancestors (whichever is higher; the Garou need
not have the Ancestors Background to learn this Gift) at a difficulty of the local Gauntlet. The

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character falls into a trance and is immediately immersed in a deluge of memories stretching back to
the dawn of time. This flood continues until the character terminates the Gift, and the memories get
older the longer she remains in the trance. For every hour the character remains under the Gift’s
influence, the memories stretch back roughly five centuries. For each hour that the character
remains in the trance, however, the player must roll Willpower (difficulty 7) to keep the character
grounded in her own time. If the roll fails, the character must either immediately terminate the
trance or lose a point of temporary Willpower as the memories threaten to consume her. If the roll
botches, her body disappears and reappears somewhere in the Umbra; the Legendary Realm and the
Battleground are both popular choices. While the character cannot hope to remember all or even
most of the information she sees, she can attempt to search for specific moments in history. The
result is a sort of vision quest; the Storyteller may choose to simply describe what the character sees
or might lead the character on a quest through the memories of the Garou until she finds the
information she needs.

Boon of the Animal Fathers


Source: Ways of the Wolf.
By entreaty to a specific Animal Father, the Garou can gain that specific animal totem for one
scene. If the Garou entreaties Father Moose, he gains Moose as a totem for one scene, gaining all
the benefits as if she were allied to that totem. This does not give the special powers granted by the
metis "Totem" gift, only the regular benefits of totem alliance. The animal fathers are believed to be
different, more specific, aspects of the animal totems. This gift only works with totems that embody
"real" animals; Unicorn or Pegasus cannot be entreated with this gift. The Garou must spend two
Gnosis and make successful Charisma + Primal-Urge roll. This gift may only be used once per
scene.

Bounty of the Corn Maiden


Source: Frontier Secrets.
Utilizing a couple of corn kernels, a few nuts, a strip of dried meat or other small, edible
object, the Garou may call forth enough food to feed herself, and possibly a few other people,
seemingly from nothing. This Gift is taught by the spirit of the Corn Maiden.
System: The player spends one Gnosis point and rolls Intelligence + Occult (difficulty 6). For
each success she gains, she is able to create one meal consisting of the type of food used in the
invocation. Thus, corn might produce ears of corn, corn cakes or tortillas or a corn mush, while
meat might create a steak or beef hash. The food thus created will fully satisfy one person per meal
created, being nutritious and sustaining. Botches result in no food being created and the destruction
of the focus (nuts, meat stripes, etc.).

Bow of Pegasus
Source: Dark Ages: Werewolf.
A Fury infuses her how with spiritual energy to become fantastically adept at striking targets
from any distance. Arrows shot from her bow travel in a flash of light toward any target within her
sight, as though there were no distance between them. A spirit servant of Pegasus teaches this Gift.
System: The player spends a point of Gnosis and rolls Gnosis (difficulty 6). Success allows
the character to shoot arrows that travel instantly to any target in the character’s range of visibility,
rendering the target unable to dodge. Additionally, the difficulty to hit a target drops to four while
this Gift is active. The Gift lasts for one turn per success.

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Brand of Suspicion
Source: Frontier Secrets.
The Garou brands an intangible mark of suspicion on a target. The subject herself feels no
change, but all others in her vicinity feel subtle yet powerful misgivings, even if they were
favorably disposed toward her previously. The target’s actions and words are taken with the most
negative inference possible; even inaction is seen as suspicious. If others are focused on the Garou
or another individual, their attention will lock onto the target if she is brought to their attention. This
Gift is taught by an Ancestor-spirit.
System: The Garou must concentrate for one turn; the player spends a Gnosis point and rolls
Manipulation + Subterfuge (difficulty of the target’s Willpower). Success bestows an intangible
aura on the target, generating mistrust in those around her. Those who look into the Umbra will see
the target’s brand, but must make an Intelligence + Enigmas roll (difficulty 7) to properly discern its
meaning (if the target does not cast a reflection in the Umbra, the brand will still float, crackling, in
the space she stands). Note that Umbral spirits are similarly leery of the brand, modifying the
target’s use of Gifts by +2 difficulty. The effects last for a scene.

Breach
Source: Rokea Breed Book.
Some breeds of shark are better at leaping from the water than others, but this Gift helps. The
Rokea propels herself towards the surface and leaps a fantastic distance out. Weresharks use this
Gift to see for miles across the sea, and sometimes to board ships. A shark or marlin-spirit teaches
this Gift.
System: As the lupus Gift: Hare’s Leap. This Gift does work on land, but Sea-born Rokea
don’t always think to try it, as it feels strange to leap in a bipedal form.

Break the Bonds


Source: Storyteller Handbook 1st Edition.
This Gift allows a Garou to break any bonds holding her, whether mental or physical. This
includes all manner of mind control, whether by a mage Sphere or vampiric Blood Bond. The
Garou can use this Gift to break the bond even tough her master may demand her not to. However,
she may not seek out a spirit to teach this Gift if she is commanded otherwise. Thus, this Gift is
most often awarded to a Garou as a return for service to an Incarna or equally powerful spirit who is
well aware of the Garou’s unnatural servitude.
System: The Garou is effectively immune to supernatural coercion and can easily break any
physical bonds holding her (she has the equivalent of Strength 15 for doing so). When used to stop
such coercion on others, the Garou must spend a Gnosis point and roll Manipulation + Leadership
against a difficulty 6. Only one success is required. Also, the Garou can break another’s physical
bindings as if she possessed Strength 15.

Break the Loom


Source: Stargazers Tribebook.
The Stargazer uses controlled cognitive dissonance to temporarily confuse Paradox and
banish it. With riddles and conundrums posed to the thin air, the Stargazer thus confuses the
Weaver, who halts her spinning as she tries to solve the riddle. This Gift is taught by Chimera
herself.
System: The player rolls Wits + Enigmas and spends one Gnosis point. If successful, a
particular manifestation of Paradox is cancelled. In addition, the Gauntlet of the area drops for the
rest of the scene by one point for each success gained. This is an immensely powerful Gift when put

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to use for a mage; however, Stargazers usually let mages learn from their own mistakes, intervening
only if the Paradox threatens someone other than the unwise willworker.

Breakfast of Stones
Source: Players Guide to the Changing Breeds.
As the Level One Pumonca Gift: Wanderer's Boon.

Breaking the Tomorrow Wall I


Source: Mokolé Breed Book.
This is a foretelling Gift, taught by a Crane-spirit. It enables the Mokolé to remember the
future, however inaccurately.
System: The Mokolé burns a bird feather; the player spends one Gnosis point and rolls
Perception + Enigmas, difficulty 6. The Mokolé can then peer beyond tomorrow and learn one
vague insight per success rolled.

Breaking the Tomorrow Wall II


Source: Players Guide to the Changing Breeds.
This Gift allows the Zhong Lung to see the future by burning a bird feather. A crane-spirit
teaches this Gift.
System: The player spends a Gnosis point and rolls Perception + Enigmas. Each success
gives the Middle Dragon one obscure insight or fact about the near future.

Breath of Ananasa I
Source: Ananasi Breed Book.
The Ananasi is able to create a pocket of air that can serve as an alternate breathing source for
a temporary period. The character creates a wispy looking form that holds a small amount of air on
or near his head. If unused, the air slowly leaks out, deflating the form after only a few minutes.
System: The player rolls Gnosis (difficulty 6). The character gains an amount of air good for
one minute plus one minute for each success.

Breath of Ananasa II
Source: Players Guide to the Changing Breeds.
The Tenere creates an air pocket that provides her with a few minutes of breathable air.
System: The player rolls Gnosis to gain one minute of air (plus an additional minute per
success).

Breath of Sweet Amrita


Source: Hengeyokai: Shifters of the East.
One of the few healing Gifts available to the Nagah, this allows the wereserpent to breathe out
a cloud of healing vapor on herself or a companion. Although the Nagah were tricked out of the
secret of immortality long ago, they have never forgotten the trick entirely.
System: The player spends a Gnosis point and rolls Intelligence + Medicine (difficulty of the
target’s Rage, or 6 for those without Rage). Each success heals one Health Level of damage, even
aggravated.

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Breath of the Dragon Lords I
Source: Hengeyokai: Shifters of the East.
The Nagah using this Gift exhales huge gouts of scalding gases. The gases often resemble
flames and cause aggravated damage to opponents, but can’t actually cause materials to combust.
System: The Player must make a successful Dexterity + Firearms roll for the Nagah to strike
an opponent. The number of damage dice rolled is equal to the wereserpent’s Gnosis. This damage
is aggravated and has an effective range of 20 feet.

Breath of the Dragon Lords II


Source: Nagah Breed Book.
The wereserpent exhales huge gouts of scalding gases when making use of this Gift. This
deadly exhalation resembles flames and causes aggravated damage to opponents, but can’t actually
cause materials to combust.
System: The player must make a successful Dexterity + Firearms roll for the Nagah to strike
an opponent. The number of damage dice rolled is equal to the wereserpent’s Gnosis + 2. This
damage is aggravated and has an effective range of 20 feet. The Nagah can breathe these mystical
"flames" without restriction.

Breath of the Dragon Lords III


Source: Players Guide to the Changing Breeds.
The wereserpent exhales huge gouts of scalding gases; these can wound opponents, but can't
cause materials to combust.
System: The player rolls Dexterity + Firearms; if the roll succeeds, use the damage rules for
firearms. The "breath" does a base amount of damage equal to the user's Gnosis. The damage is
aggravated, and has a range of 20 feet.

Breath of the Wyld I


Source: Werewolf: the Apocalypse Revised.
As the Furies see it, the problem with most humans (and some Garou) is that they have
forgotten that the energy of Creation is nourishing, refreshing and ever present. With this Gift, the
Black Fury may instill a feeling of vitality and life in a living being. A spirit servant of Pegasus
teaches this Gift.
System: The Fury must touch her target’s skin, and this Gift must be used outdoors in a
natural setting (a city park is natural enough 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. It also adds one to
the difficulty of any Rage rolls the target makes in that time.

Breath of the Wyld II


Source: Dark Ages: Werewolf.
Furies embrace the energy of creation, and they can choose to share this inspirational energy
with others. When a Fury uses this Gift on someone, she instills in him a feeling of lucidity. A spirit
servant of Pegasus teaches this Gift.
System: The Fury must touch her target’s skin. The player rolls Gnosis (difficulty 5 against
Garou; difficulty 6 for others). Success grants the recipient a rush of mental vitality. In game terms,
this Gift grants one extra die on all Mental rolls for the next scene. It also adds one to the
difficulties of any Rage rolls made during that scene. This Gift works only on living beings.

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Breath of Yu-Chiang
Source: Players Guide to the Changing Breeds.
As the Black Fury Gift: Curse of Aeolus; Yu-Chiang is the Chinese God of the Sea Winds.

Brethren Call I
Source: Ananasi Breed Book.
The Ananasi is able to call others to her aid in a time of crisis. The character has the choice of
contacting the two closest Ananasi, or a massive quantity of nearby spiders. The Ananasi do not
magically appear, but are suddenly informed of the character’s difficulty and location. If the
character chooses to summon the local spiders, they converge on the area en masse, with the single
mindset of aiding the Ananasi in trouble. The spiders do not gain magical intelligence, but within
those limits do all they can to help the Ananasi who summoned them.
System: The player must spend one blood point aim roll Willpower. The difficulty in
contacting other Ananasi is equal to the distance (in miles) that the character is from their Sylie,
divided by 10 (minimum of 3). The difficulty in summoning the local spiders is 7, with every
success summoning twenty spiders to the Ananasi’s aid.

Brethren Call II
Source: Players Guide to the Changing Breeds.
The Ananasi may contact the two werespiders closest to her physically or may summon many
natural spiders to her aid. The Ananasi contacted do not appear immediately but are notified that
their presence is needed; normal spiders appear all at once and are ready to aid the Ananasi.
System: The character spends one blood point and rolls her Willpower (difficulty 7 to contact
normal spiders, difficulty of the distance in miles divided by 10 to a minimum of 3 for Ananasi).
When calling spiders, 20 respond for each success on the Willpower roll.

Brew
Source: Players Guide 2nd Edition (1st Edition).
The Fianna are renowned for their ability to drink liquor. Part of this legend stems from their
ability to make it. With Brew, the Garou can mystically transform a pitcher of any liquid into an
alcoholic substance. This Gift can surreptitiously inebriate unsuspecting targets. A Grain-spirit, and
in some cases a Worm-spirit, teaches this Gift.
System: After spending a Gnosis point, the player rolls Wits + Medicine (difficulty 7). The
number of successes determines the quality and potency of the concoction. One success can create
cheap, domestic beer, low-budget wine or mediocre tequila, while five successes can create a high
quality imported beer, fine vintage champagne or a top-shelf liquor. A botch creates a brew that
induces massive hangovers (-1 penalty for the entire next day).

Bridge Walker I
Source: Werewolf: the Apocalypse 2nd Edition.
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 instantly
behind it. Note that these Moon Bridges are not protected by Lunes and occasionally attract the
interest of spirit creatures; these beings have been known to follow the Garou into the physical
world. This Gift is taught by a Lune.
System: The Garou spends one Gnosis point to create the Bridge. The Moon Bridge lasts for
only one passage unless the Garou spends a permanent Gnosis point during its creation, in which

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case it lasts until the next full moon. The maximum distance that can be traversed by the Bridge is
the Garou’s Gnosis in miles.

Bridge Walker II
Source: Werewolf: the Apocalypse Revised.
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: The player spends one Gnosis point to create the bridge. The moon bridge lasts for
only one passage, unless the player spends a permanent Gnosis point during its creation, in which
case it lasts until the next full moon. The maximum distance that can be traversed by the bridge is
the Garou’s Gnosis in miles.

Brief Sensation
Source: Nagah Breed Book.
This Gift allows the Kartikeya to project an illusory sensation into the mind of her target. The
illusion lasts only for a moment, can affect only one sense at a time, and cannot be very
complicated. Still, the ability to invoke any small sensation from the smell of baking bread to a hot
flash to a brief shimmer of blue light is no smaller trick. Creative Nagah have used this Gift to
evoke everything that the sound of a lover’s voice to the smell of the Wyrm.
System: The player spends a Gnosis point and rolls Wits + Subterfuge. The number of
successes indicates how many different brief hallucinations the Nagah can cause over the course of
the next scene. Certain sensations, like the feeling of the hairs standing up on the back of one’s
neck, the shine of gold or the smell of rotting meat can very effectively lead people to or from a
location.

Bring Forth the Future


Source: Rage across the Heavens.
This Gift allows the Garou to call upon Tambiyah to change one facet of an individual’s
future. The change must be specific, such as preventing the subject of the Gift from encountering a
known situation that will result in her certain death. While this Gift does not guarantee that a
foreseen future will be altered, it does allow the Garou 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 packmate to survive the coming battle against the fomori horde.”) If possible, the
Storyteller should arrange events so that the change takes place exactly as started. 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 the Veiled Mother’s approval.

Bringer of Winds
Source: Frontier Secrets.

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As the Level Four Red Talons Gift; however, the Pumonca summons a storm strong enough
to do actual damage. The Gift’s targets must soak five dice of damage from wind-blown debris, as
well as an extra die for every success on the Pumonca’s Manipulation + Survival roll. Additionally,
if the targets fail a Strength + Survival roll (difficulty 8); they are swept away by the winds, to land
later in a place of the Storyteller’s choosing (or whim) up to four miles distant.

Budget Approval Process


Source: Glass Walkers Tribebook Revised.
As any underpaid and underprivileged office worker will tell you, getting any budget
approved involves knowing whom to ask. Those types would find this Gift a blessing, as would
many other types. This Gift lets you find the weak point of any social group, which person can be
leaned on to get results. It is taught by either an ant- or a bee-spirit.
System: The player spends one Willpower and rolls Perception + Etiquette (difficulty 5). If
successful, the Garou automatically knows which member of a group it would be best to approach
to get results in her efforts. The number of success determines how large a group can be scanned.
Working out which punk to hit in a street gang to make the rest run would only require one success,
working out which guy needs bribing to bring down an entire corporation would require at least
five. The Storyteller also is fully within his rights to suggest that no one person holds all the cards in
a group and that the Gift simply won’t work.
MET: Spend a Willpower Trait and make a Mental Challenge (retest with Etiquette). With
success, you can see which member should be approached to get the results you want. A group no
larger than five may be targeted with this Gift, and the Gift does not say what will actually do the
job, whether bribery or a punch in the teeth. However, this Gift can become muddled or even fail
outright if the group dynamics do not suggest a single leader or weak point.

Buffalo Hide
Source: Frontier Secrets.
A warrior isn’t worth much if he dies before he can fight. This Gift, bestowed with a chant,
allows a Wendigo to withstand the treacherous weapons of distant cowards. Once the two sides
join, the warrior is on his own.
System: If the player makes a successful Stamina + Primal-Urge roll (difficulty 6), the Garou
gains two extra soak dice against missile weapon attacks. Bullets, arrows and hatchets may strike
the wolf, sticking in his hide, but he’ll feel them less than he might have otherwise. This bonus does
not apply against hand-to-hand attacks, magical damage or other nasty phenomena (explosions,
storms, big rocks, etc.). This Gift lasts one scene and can be used on others.

Buffalo Run
Source: Outcasts - a Players Guide to Pariahs.
The Garou can charge an opponent with amazing speed and devastating force. This Gift is
taught by a Buffalo-spirit.
System: The Garou spends one Rage point. This Gift acts as a combat maneuver:

Roll Difficulty Damage Actions


Dexterity + Brawl 7 Strength + Special† 1
† Damage is considered aggravated.

If the attack succeeds, the opponent falls to the ground and is trampled by the attacker. The
base damage done equals the attacker’s Strength + 4; each success scored on the attack roll above
the minimum adds one to this base. Unlike a Body Slam, the character does not damage her with

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this maneuver; she is protected by Buffalo-spirit magic. The character must be in Crinos, Hispo or
Lupus form to use this maneuver. The character can move her full distance, but she must run in a
straight line; weaving around in circles does not build sufficient momentum.

Bug Lord
Source: Ananasi Breed Book.
Ananasi using this gift can summon vast swarms of insects and arachnids to an area. The
Ananasi can communicate with these insects, though the talk is likely to be very limited in concept.
Nonetheless, the summoned arthropods obey to the best of their abilities.
System: The player spends one Gnosis point and rolls Charisma + Animal Ken, difficulty 7.
The number of successes determines the size of the swarm (limited, of course, by the Storyteller’s
discretion as to how many insects are available in the area). One success would summon enough
insects to cover a person, while six or more successes can bring enough insects to blanket a small
office complex. The insects follow simple commands, such as "Eat that person" or "Defend me."
They are limited to their normal traveling speeds, and while they work in unison, the insects aren’t
really bright enough to follow complex commands.

Bunyip’s Boom
Source: Mokolé Breed Book.
The Gumagan may reach into Mnesis and imitate the mournful cry of the Bunyip. This Gift is
taught by servants of Mu-ru-bul Tu-ru-dan the Bunyip.
System: The Gumagan spends one Gnosis and rolls Charisma + Performance, difficulty 7.
Anyone who hears this roaring noise loses a number of Willpower points equal to the number of
successes scored by the Gumagan. Many foes will flee on hearing the echoes of the land’s past.

Bunyip’s Spell
Source: Past Lives.
Great Bunyip has many powers, among them the ability to freeze a person in their tracks with
a glance. He taught his children this trick to defend themselves against humans without killing
them.
System: The Garou must first make eye contact with the target; the player rolls Willpower,
opposed by the target’s Willpower. For each success that the player gains over the target, the target
is frozen in place for one turn and cannot defend himself. If the target is an ordinary mortal, the
player may choose to spend a Willpower point to make the paralysis last for the rest of the scene.
The paralyzed victim remembers not being able to move, but does not know why; those with low
Willpower tend to rationalize or forget the experience, as if it were a bad dream. (Use the Delirium
chart to determine whether the person forgets or not). This Gift cannot be used on shapeshifters or
the undead, only mortals or those who are mostly mortal (such as most fomori).

Burden of Knowledge
Source: Rage across the Heavens.
The Garou floods an individual with the knowledge of all her own limitations, making the
victim aware of every flaw or failing and reminding her of all the wrongs she has committed or
caused. The weight of this enlightenment can either change an individual for the better or drive her
into suicidal despair or murderous frenzy. Few individuals survive the effects of this Gift unscathed.
This Gift can sometimes bring an errant Garou back from the edge of corruption or cause an enemy
of the Garou to be “born again.”

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System: The player spends a point of Gnosis and rolls Intelligence + Empathy (difficulty of
the victim’s Willpower). Success causes the victim to experience every negative aspect of her
personality and past, including secret vices, shortcomings, failures, and other similar faults. The
Storyteller should decide what ultimate effect the Gift produces in the victim – either a desire to
reform her ways and correct her failings, an impulse to kill herself out of shame and despair, or
some course of action in between the two extremes. Once the victim has experienced the total effect
of the Gift, the intense awareness begins to fade – but residual memories may plague the victim for
a long time afterward.

Burning Blade
Source: Silver Fangs Tribebook Revised.
This Gift causes a Garou’s weapon, be it a sword, klaive or axe, to burn with a deadly fire that
burns her enemy even as it bites into their flesh. A firebird spirit teaches this Gift.
System: The player rolls Gnosis (difficulty 7) to activate the Gift. The weapon now does two
extra dice of fire damage (which is to say, aggravated). Flammable objects will catch fire if struck
by the blade. The fire burns for a number of turns equal to the number of successes rolled.
MET: Intermediate Gift. By spending a Gnosis Trait, the Garou may cause a melee weapon
he is wielding to burst into flame, inflicting an additional level of aggravated damage on a
successful strike and forcing targets to win or tie a Simple Test to avoid catching fire after being
struck. This flame will also light any flammable objects, though it does not harm the Garou herself,
nor does it damage the weapon in any way. This Gift lasts for a number of turns equal to the
Garou’s Gnosis rating, though it may be re-activated at the end of this time with another Gnosis
expenditure. Only melee weapons can be affected by this Gift-bows and firearms are ineligible to
receive this Gift, as are thrown weapons or claws, and throwing the weapon in question causes it to
extinguish immediately at the end of the turn.

Burning Blood I
Source: Ananasi Breed Book.
This powerful Gift lets the Ananasi change his ichor into the equivalent of acid. The ichor can
burn through metal, stone, and flesh at varying speeds; of course, the werespider remains immune to
the baleful effects.
System: Once the Ananasi has learned this Gift, he may activate it at will, with only an
action’s worth of thought. The acidic ichor inflicts a damage pool equal to the character’s
permanent Gnosis rating, and is treated as aggravated damage. Needless to say, anyone biting the
Hatar is in for a very unpleasant surprise.

Burning Blood II
Source: Players Guide to the Changing Breeds.
The Ananasi turns her blood to acid, inflicting burning damage upon her victim or any object
affected by acid.
System: The Ananasi may activate this Gift at will once it is learned. The acidic blood creates
a dice pool of aggravated damage equal to the werespider's permanent Gnosis. This causes great
harm to anyone biting the Ananasi.

Burning Fire-Mind
Source: Stargazers Tribebook Revised.
The spoken mantra for this Gift is Aum-Hana-Daha. It signifies the burning, fiery nature of
anger and wrath, and relates directly to a werewolf’s usage of Rage. Rage, like fire, is an

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uncontrollable, all-consuming entity. It cannot be leashed or tamed, and can leave much damage in
its wake. The Stargazers, as a rule, are not opposed to using Rage, but they understand that it can
run rampant — and unmitigated Rage is a terrible weapon to behold. This Gift allows a Stargazer to
punish other Garou for attempting to access this unmanageable source of power needlessly. Any
opponent of the Stargazer feels the anger literally sear their flesh. This Gift is taught by a fire-spirit.
System: The player rolls Manipulation + Primal-Urge (difficulty 6) and spends one Rage
point. This Gift remains active for two turns per success rolled. Any Garou within ten yards of the
Stargazer who spends Rage takes an automatic, unsoakable level of lethal damage per Rage point
spent. If the roll to use this Gift botches, the Stargazer loses all of her temporary Rage points.
MET: Intermediate Gift. This Gift requires the expenditure of a Rage Trait and a Social test
(retest Primal-Urge); if successful, all Garou within the Stargazer’s Gnosis rating in paces take an
automatic level of lethal damage for each Rage Trait they spend. This Gift lasts for a number of
turns equal to the Stargazer’s Primal-Urge rating, and does not different-ate between friend or foe
— even the Stargazer herself is not immune. Armor does not protect against this damage, however,
it will not kill a Garou — any Garou that would die from the damage received are instead rendered
unconscious for the duration instead, though of course they may be further injured normally during
this time. Note that while some tribes appreciate this Gift’s value at quashing bursts of needless
fury, exposing supposed friends and allies to this Gift’s burn without a very good reason is likely to
earn the Stargazer a number of enemies, if not also a corresponding loss of Renown.

Burning Scars
Source: Werewolf: the Apocalypse Revised.
Black Spiral Dancers often carve stylized scars representing their devotion to the Wyrm into
their bodies. With this Gift, a Dancer can draw upon that devotion to inflict horrible injuries on her
foes. When invoked, this Gift causes the Dancer’s scars to glow with an unwholesome brilliance
that almost seems to crawl into the victim’s body through his eyes, nose, mouth and ears, burning
him from the inside out and leaving horrible burns that mimic the Dancer’s own scars.
System: The Dancer must grab the target, and the player must spend two Rage and roll Wits
+ Primal-Urge (difficulty is victim’s Stamina + 2). Each success inflicts one level of unsoakable
aggravated damage that appears upon the victim’s body as a mirror of the Dancer’s glowing scars.
These marks of the Wyrm may prove a powerful social handicap, and it may take some effort to
remove them.

Burning Tumbleweeds
Source: Frontier Secrets.
By summoning Fire-spirits into the dry bushes of the plains, a Wendigo can make rolling,
flaming bombs. This Gift comes from Coyote, who used it for one of his more deadly pranks.
System: The player spends a point of Rage and rolls Manipulation + Survival (difficulty 6).
For each success, one tumbleweed bursts into flames which last until the bush is consumed. The
Gift also summons a stiff breeze. Once lit, the tumbleweeds can be blown by the wind to wherever
they’ll do the most damage; each rolling fireball is roughly equivalent to a small bonfire for
purposes of damage (Werewolf: The Wild West, pg. 219). Before the Gift will work, however, there
must be tumbleweeds to ignite; this Gift doesn’t create them from scratch.

Burrow I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou can burrow a tunnel into the earth. The tunnel is relatively permanent, and other
can follow the Garou through it, although it is tight and only one person at a time can go through.
However, no being larger than the Garou can travel the tunnel. The Garou must be in Crinos, Hispo

106
or Lupus form to 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.

Burrow II
Source: Ananasi Breed Book.
As the metis Gift of the same name. The character must be in Pithus form to use this Gift.

Burrow III
Source: Nagah Breed Book.
Snakes are at home both on and under the ground. Through the use of this Gift, the Nagah is
able to tunnel through earth to follow prey, create an ambuscade or make a nest. While the specifics
are largely different (snakes don’t dig, per se, they just sort of insinuate themselves into the earth),
and the Nagah must be in Kali Dahaka or Vasuki form to use this Gift, this Gift is otherwise like the
metis Gift of the same name.

Burrow IV
Source: Werewolf: the Apocalypse Revised.
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. Others 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 (although even
Metis without claws can use this Gift). 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 rolls Strength + Athletics against a difficulty depending on the substance
to be excavated (4 for loose mud, 9 for solid rock). Some alloyed metals (such as titanium steel) and
other reinforced structures will not yield to the werewolf no matter how hard she digs. The
character can burrow one yard per turn for each success. After the initial roll, the character does not
need to roll again to continue at the same speed.

Burrow-Bed
Source: Past Lives.
This Gift was a common survival trick among Bunyip, learned from the spirits of burrowing
animals such as wombats. The Garou can burrow into the ground when he needs to rest, sleeping
comfortably to regain his strength without fear of suffocation.
System: The player spends one Gnosis point. The Garou burrows into the earth to a distance
of about five feet, filling in the hole after himself. The Gift allows the werewolf to rest for up to
twelve hours without need for air. The disturbed earth filling the Garou’s burrow-bed is not
automatically concealed, and observers can usually tell that something was recently buried there. As
such, this Gift is most useful in areas where the ground will be covered before long by dust, sand or
leaf litter.

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Bury the Wolf
Source: Dark Ages: Werewolf.
It is important to hide one’s true nature from time to time. A werewolf can temporarily
"restrain" her inner wolf and appear to him a normal human for a short duration.
System: The player spends one Gnosis point and rolls Gnosis (difficulty of the character’s
own Willpower). If successful, the character appears to all senses (Gifts, magic and Disciplines
included) to be a normal human. While this Gift is active, the Curse is lessened. The Garou’s Rage
is considered to be reduced by the number of successes on the Gnosis roll. The character cannot
spend Rage or shapeshift while the wolf is buried, but she may use Gifts that do not require the use
of Rage. The number of successes determines the duration. To "free" the wolf before the end of that
duration, the player must spend another Gnosis point and a full turn to call his true nature to the
surface.

Successes Duration
One One Scene
Two 12 hours
Three One day
Four One week
Five One lunar cycle

Buzzword Language
Source: Glass Walkers Tribebook Revised.
The Glass Walkers have always needed the ability to hide in plain sight more than other tribes
by virtue of being in plain sight so much more often, As a result, they’ve developed many Gifts for
communicating unnoticed, but very few have been so successful as this. The Corporate Wolf simply
begins to babble in the incoherent-yet entirely accepted - tongue of modem business and the person
he’s talking to will completely comprehend his message, which can be totally unrelated to a single
word in the conversation.
System: The player spends one point of Willpower and rolls Charisma + Subterfuge,
difficulty 7. Each success deter-mines how accurately the message is conveyed. At one success the
message comes out in single-word sentences. ("You. Me. Escape.") Three successes allow for
simple, single-clause sentences. ("You and I will use the staircase to escape.") Five successes, you
could package a short story into the phrase "Leoni and I need to dialogue about leveraging our core
competencies in order to achieve market affiliation."
MET: Spend one Willpower Trait and make a Social Challenge (retest with Subterfuge).
Success grants you a one single-clause sentence that is covered under the babble of modern
business. To incorporate longer sentences or to gain more talk-time, spend another Willpower Trait.

By the Light of the Moon I


Source: Hengeyokai: Shifters of the East.
The Kitsune can see any hidden creature by moonlight. This includes Obfuscated Kin-jin,
invisible Kuei-jin, spirits in the Penumbra, mages, changelings, hengeyokai and well, anything. This
Gift is taught by Owl- and Bat-spirits.
System: The player spends one Gnosis point and rolls Perception + Alertness. The Storyteller
sets the difficulty, taking into account things like distance, crowds, attempts to hide physically and
the size of the invisible creature. The effect lasts until moonset, but the Kitsune must roll each time
she tries to pick out another hidden form.

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By the Light of the Moon II
Source: Players Guide to the Changing Breeds.
The Kitsune can see any hidden creature by moonlight, including obfuscated, invisible, spirits
in the Penumbra, mages, hengeyokai, changelings and anything else attempting to hide. Owl and
bat-spirits teach the Gift.
System: The player spends one Gnosis point and rolls Perception + Alertness. The Storyteller
sets the difficulty based on distance, physical barriers, crowds, etc. that could block the view. The
effect lasts until moon set, but the Fox must roll each time she wants to find another hidden
creature.

C’et’s Mysteries
Source: Rokea Breed Book.
The betweener can call on land-dwelling Scuttlers to aid her in using human technology. The
Rokea can make good use of such oddities as cars, guns, computers, and so forth, even if she has
had no prior contact with them. This Gift is taught by a Pattern Spider.
System: The player spends one Gnosis point and rolls Intelligence + Science (difficulty 6).
One success gives the Rokea passing familiarity with a form of technology (she’ll know how to turn
a computer on, for instance). Two successes grant one dot of an appropriate Ability. Extra successes
bestow one dot of the ability for every two successes, rounding up (so five successes on the roll
would grant 3 dots in an Ability). These effects last for only one scene.

C’et’s Shell
Source: Rokea Breed Book.
Some particularly daring Darkwaters have made deals with C’et’s minions. What they give up
is unknown, but what they receive is immunity from one type of technology. Perhaps no net can
hold the Rokea, or no gun can wound her. A powerful spirit servant of C’et teaches this Gift.
System: When the character learns this Gift, the player spends one permanent point of Gnosis
and chooses the form of technology to which the character becomes immune. The Storyteller should
determine exactly what falls under the province of this Gift and what doesn’t. However, two
limitations apply. First of all, even if the technology chosen produces a natural form of damage, the
character is immune only to the damage that weapon produces. For example, if the player chooses
flame-throwers, natural fire still harms the Rokea. Second, though they have tried, Darkwaters have
not been able to use this Gift to survive Small Wounds.

Cairbre’s Tongue
Source: Fianna Tribebook.
This Gift was used by the ancient songmaster Galliard Cairbre to show his people the
corruption of Breas the Beautiful. By speaking our harshly against or satirize someone who is
Wyrm-tainted, the possessor of this Gift will cause the Wyrm-taint to appear as splotches on his
target’s face, lowering the target’s Appearance. This Gift is taught by faeries and Fianna ancestor
spirits.
System: The Garou using this Gift must spend a Gnosis point, and 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.

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Cajole I
Source: Gurahl Breed Book.
A Gurahl may acquire some item or piece of information simply by coaxing the targeted
individual. Expressions of wide-eyed innocence usually accompany the activation of this Gift.
Objectives of this Gift can include anything from food and clothing to means of transportation,
secret information or promises of sanctuary. A Gaffing of Ursa Minor teaches this Gift.
System: The player rolls Charisma + Empathy. One success enables the Gurahl to obtain
something minor (either an object or a piece of knowledge) from his target. Additional successes
increase the importance or significance of the item or information wheedled from the target. No
successes means that the Gift has no effect, while a botch angers the target, making it almost
impossible to acquire anything from him.

Cajole II
Source: Players Guide to the Changing Breeds.
The Gurahl uses this Gift to coax another individual into giving her something, such as food,
some item or some service.
System: The player rolls Charisma + Empathy. The more successes, the larger the potential
gift or service may be.

Calcify I
Source: Ananasi Breed Book.
With this Gift the Viskr can cement a location within the Great Web, preventing anything
short of a major disaster from causing any change in the location. This is often used to protect areas
of special interest to the Ananasi.
System: The werespider makes a Gnosis roll, difficulty 7. Each success grants the targeted
item or location three extra soak dice. This Gift can be used only on inanimate objects (even
vampires and robots don’t qualify), and cannot affect areas greater than an acre. The effects last for
one scene.

Calcify II
Source: Players Guide to the Changing Breeds.
The Viskr may cause any one area in the Great Web to become resistant to change of any sort.
This is useful in protecting areas significant to the Ananasi or to the Mother-Queen.
System: The player rolls her Gnosis (difficulty 7) and gives the targeted location or object
three extra soak dice per success. The area cannot be greater than one acre and the effect lasts for
one scene. Targeted objects must be inanimate (which excludes undead!).

Call Down the Stars I


Source: Bastet Breed Book.
Sometimes the best answer to a riddle is force. This Gift recalls the days of Strange Owl
Woman, when the white men dragged iron monsters across the open lands. By confusing the spirits
inside machinery with a staggering riddle, the lynx causes fires, power generators and other sources
of combustion to explode. This tends to fix most problems for good.
System: The player rolls Manipulation + Enigmas (difficulty 7) and spends a Willpower point
to drive the riddle home. If she succeeds, the power source – be it gas, coal, wood, electricity,
kerosene, whatever – ignites. The exact effects are left to the Storyteller; small firs may flare for
one or two Health Levels per success, while car gas tanks or steam train furnaces might blow for
four Health Levels per success. Some combustion must be involved – a canister of gasoline will not

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explode on its own. No Qualmi has dared to find out what would happen if the spirits of nuclear
power plants were confused; the results might poison the entire land.

Call Down the Stars II


Source: Werewolf: Wild West – The Wild West Companion.
Strange Owl Woman undertook a perilous Umbral quest and defeated Sphinx in a battle of
wits so she could win this Gift to fight the Wyrmcomers. By confusing the spirits inside fires with
an utterly baffling riddle, the lynx can cause explosions and mayhem. This Gift is taught by Sphinx
herself.
System: With a successful Manipulation + Enigmas roll (difficulty 7) and the expenditure of
a Willpower point to focus the spirit’s attention on the riddle, the combustive source – gas, coal,
wood, kerosene, whatever – explodes. The exact effects are up to the Storyteller. A fire might flare
up and cause one or two Health Levels of damage per success, whereas a steam-engine furnace
might cause up to four Health Levels of damage per success (and possibly derail the train it
powered). Some combustion must already be involved. For example, the lynx can’t make a case of
dynamite blow up on its own.

Call Earth Spirit I


Source: Wendigo Tribebook.
The Garou may summon an Earth-spirit to do one task for her. The user must have some earth
with him (a handful of dirt or a rock). The Earth-spirit crushes things in its path, including foes it is
directed against. This Gift is taught by an earth elemental.
System: The player spends one Gnosis point and rolls Manipulation + Occult (difficulty 8).
The spirit’s rampage (in a straight line for up to 30 yards) causes 10 dice of damage
(nonaggravated) to anything in its path. It knocks down whatever it hits, rolling over objects or
victims and continues along its way. A botch on the summoning roll calls up a spirit hostile to the
Gift user.

Call Earth Spirit II


Source: Past Lives.
This Gift is another of those that draws on the ancient alliance with Turtle, summoning an
earth-spirit to rampage forth and crush things or people at the werewolf’s bidding. The Garou must
have some earth at hand to invoke the earth-spirit, although a handful of dirt or a smallish rock will
suffice.
System: The player spends one Gnosis and rolls Manipulation + Occult, difficulty 8. The
spirit cuts a path of destruction in a straight line for up to 30 yards, inflicting 10 dice of lethal
damage to anything in its path. Botching the summoning roll calls forth an earth-spirit of some sort
that is hostile to its summoner.

Call Earth Spirits III


Source: Croatan Song.
The Croatan can call on his ancient alliance with Turtle, summoning an Earth-spirit to
rampage forth and crush things or people for him. The Garou must have some earth at hand to
invoke the Earth-spirit, although a handful of dirt or a smallish rock will suffice. This Gift is taught
by an earth elemental.
System: The player spends one Gnosis and rolls Manipulation + Occult, difficulty 8. The
spirit cuts a path of destruction in a straight line for up to 30 yards, inflicting 10 dice of

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nonaggravated damage to anything in its path. Botching the summoning roll calls forth an Earth-
spirit of some sort that is hostile to its summoner.

Call Elemental I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou is able to call one of the four classical elementals (air, earth, water, fire) of his
choice to him. This Gift is taught by an elemental spirit.
System: The Garou spends one Gnosis point and rolls Gnosis (difficulty of the area’s
Gauntlet) to summon the elemental. He must then roll Manipulation + Occult (difficulty 7) to cause
the elemental to look favorably upon him. At the end of the scene, the elemental will return from
whence it came.

Call Elemental II
Source: Book of the Wyrm 2nd Edition.
As the Uktena Gift; however, the Dancer’s call is always answered by a Wyrm elemental,
such as a Furmling or Hogling.

Call Elemental III


Source: Werewolf: the Apocalypse Revised.
The Garou is able to call one of the four classic elementals to his aid (earth, air, fire or water).
An elemental teaches this Gift.
System: The player spends one Gnosis point and rolls Gnosis (difficulty of the area’s
Gauntlet). She must then roll Manipulation + Occult (difficulty 7) to make the elemental look
favorably upon the Garou. The elemental vanishes at the end of the scene.

Call Flame Spirit


Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may summon a spirit of fire to perform one task for her. She must have a fire
source for this Gift, even if it is only a cigarette lighter. The fire spirit will ignite flammable objects
or hurl itself at her foe, blasting it in a great explosion as it departs the material world. This Gift is
taught by a fire elemental.
System: The Garou spends one Gnosis point and rolls Manipulation + Occult (difficulty 8). A
spirit’s explosion inflicts two dice of aggravated damage plus another dice for each success rolled.
A botch on the summoning roll calls a hostile spirit.

Call for Vengeance I


Source: Werewolf Dark Ages.
When a person’s crimes against Gaia have been too great, a Galliard may use this Gift to stir
her brethren against him. As the Galliard howls the name of her enemy to the heavens, her cry
resounds through the land. Any werewolves who hear the cry know that a great offender has just
been named, and must be punished. This Gift is taught by an Ancestor-spirit.
System: The player rolls Stamina + Performance, difficulty 7. The howl echoes for a twenty-
mile radius per success. Any Garou who hear the howl is not obligated to attack the victim named,
but if they decide to join the crusade, their Willpower is effectively increased by three for the
duration of their hunt (to a maximum of 10). In addition, if the target can hear the howl from his
current location, his Willpower is effectively reduced by two points for the next week – giving the
Garou ample encouragement to hunt him down quickly. The Galliard cannot invoke another Call

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for Vengeance until the target of the first has been justly punished in the eyes of Gaia; the
Storyteller decides what constitutes just punishment, and will let the player know via messenger
spirits when the deed is done.

Call for Vengeance II


Source: Dark Ages: Werewolf.
When a crime against Gaia is too great to go unpunished, the character uses this Gift to bring
the fury of the Garou down on the offender. He howls the name of the criminal and the crime to the
heavens, and both worlds echo the Call. An ancestor-spirit teaches this Gift.
System: The player rolls Stamina + Performance (difficulty 7). The howl echoes for a 20-
mile-per-success radius. Garou who hear are not obligated to join the hunt, but those who do have
their Willpower rating increased by three (to a maximum of 10) for the duration. In addition, if the
criminal can hear the howl, her Willpower is effectively reduced by two points for the next week.
The character can not use this Gift again until the offender is caught and brought to Gaia’s justice.
(Appropriate justice is left to the Storyteller’s discretion). Without doubt, the children of the full
moon are the fiercest of Gaia’s warriors. The very sight of Luna in the sky fills them with Rage.
Luna’s gifts to them temper that rage, forging it into a terrible weapon or improving their ability to
lead their fellows in the fray.

Call Forth the Wyld


Source: Uktena Tribebook.
Using this Gift, a Garou can summon the Wyld in its raw essence to disrupt manifestations of
the Weaver. This energy must be concentrated to interfere with the working of machinery or
technological items to be effective. Unlike the Homid Gift: Jam Technology, Call Forth the Wyld
permanently disrupts the devices it affects. Barring costly repairs and replacements of fizzled parts,
the item will never work properly again. Not that items cease to function; they just work in an odd
and unforeseen manner. Rather than merely creating a glitch, this Gift actually disrupts Weaver
energy by overpowering it with the chaos of the Wyld. Devices may function in reverse of normal
(clocks run backward, cars only drive in reverse, computers print out information upside down) or
may function in some totally random fashion (guns explode when used; missiles reprogram
themselves to hit a random target after initiating their own countdown and firing sequence; cars
only function underwater). Creative anarchy should reign. Obviously, this Gift can be highly
dangerous. Wyld Children use it with glee and teach it to any one who asks who is not too tainted
with Weaver or Wyrm energy.
System: The player must roll Manipulation + Repair (difficulty 6) and spend a Gnosis point
to use the Gift. One success is sufficient to discombobulate most small technological targets.
Storytellers may require more successes or higher difficulties to affect larger or more complex
targets.

Call Great Fenris I


Source: Get of Fenris Tribebook.
The Get may summon a spirit avatar of Fenris Wolf. The avatar will assist in combat, slaying
all who are not Get of Fenris or under their protection. There is always a sacrifice demanded in
return, traditionally the right hand of the summoner. Once Fenris has claimed the hand, it does not
regenerate. If there is not a good reason for calling the avatar, the summoner will be devoured
whole. This Gift is taught by a wolf spirit.
System: The Garou spends one Gnosis point and rolls Stamina + Occult (difficulty 6). The
summoner permanently loses one Health Level as his right hand is bitten off by Fenris in return for
daring to summon him. See the sidebar for the Fenris avatar’s Traits.

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The Spirit Avatar of Fenris Wolf
The avatar of Great Fenris appears as an enormous wolf, 10 feet tall at the shoulder. His eyes
burn with rage and his jaws drip with the blood of countless enemies. His fur is brown with red and
black markings. The avatar of Fenris can run at up to 100 miles per hour, and never seems to tire.
Willpower 10, Rage 10, Gnosis 8, Power 75
Charms: Airt Sense, Materialize (Power cost 40; Strength 10, Dexterity 7, Stamina 10, Brawl
5, Dodge 3, Claws: Strength + 3, Fangs: Strength + 4, Health 15), Reform, Tracking.

Call Great Fenris II


Source: Get of Fenris Tribebook Revised.
As the ultimate expression of the pact between the tribe and totem, the greatest Get heroes
may summon the war-avatar of their tribal totem to aid them in their hour of need. The avatar joins
in combat, slaying all that are not Get of Fenris or under their protection. However, Great Fenris
demands a sacrifice for his intervention – usually the left hand of the summoner. It’s said that if the
war-avatar is called for no good reason, it will devour the summoner entirely before departing – but
there are no concrete tales of any Get of Fenris wise and mighty enough to attain this Gift yet
foolish enough to abuse it. This Gift is taught by a wolf-spirit.
System: The player spends one Gnosis point and rolls Stamina + Occult (difficulty 6).
Success summons the war-avatar of Great Fenris, who will fight at the Fenrir’s side for the duration
of the scene. At the combat’s end, the summoner automatically gains the Battle Scar: Maimed Limb
(Werewolf, pg. 190) as the war-avatar claims Fenris’ due; even if the Garou already possessed that
Battle Scar, he gains it a second time as Fenris devours another limb.
MET: Spend a Gnosis Trait and make a Physical Challenge (retest with Occult). Success
summons the avatar of Fenris. At the end of combat, the avatar devours the summoner’s left hand in
payment (or devours a second limb if the Garou’s left hand is already maimed), and the Garou gains
a Battle Scar.

Fenris’ War Avatar


Few spirits short of Incarna themselves are as frightening and dangerous as the war-avatar of
Great Fenris. The avatar of Fenris Wolf appears as an enormous wolf, 10 feet tall at the shoulder.
His eyes burn with rage and his jaws drip with the blood of countless enemies. His coat is a deep
gray that seems to shimmer from black to red and even to white as the light shifts across it. The
war-avatar of Fenris is not as powerful as the Incarna himself would be, but it still defies the usual
limitations of spirits, and has Traits even more powerful than Nexus Crawlers.
Willpower 15, Rage 20, Gnosis 10, Essence 80
Charms: Airt Sense, Armor, Blast (thunderbolt), Dreadful Presence*, Materialize, Re-form,
Savage*, Swift Running (as Swift Flight), Tracking.
* See Get of Fenris Tribebook Revised.

Call of Hunt
Source: Werewolf: the Apocalypse 2nd Edition.
This Gift may only be used once per month, and there must be an overwhelming evil in the
area. The Garou may call the Wild Hunt of Celtic mythology down from the sky to harry and slay
the evil. This Gift is taught by the Huntsman himself.
System: The Garou must chant and concentrate for a full hour. Afterward, he spends on
Gnosis point and rolls Charisma + Occult (difficulty 8). The Huntsman and a single hound are
always summoned; another hound will come for each extra Gnosis or Rage point expended. If the
roll to summon is botched, if the threat is not deemed appropriate for the summons, or if the Garou
fails to join in the Hunt, the Wild Hunt turns on the summoner.

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Call of the Cave Bear
Source: Players Guide to the Changing Breeds.
Similar to the lupus Gift: Song of the Great Beast, this Gift summons a prehistoric cave bear
from the spirit world to aid her.
System: The player spends a point of Gnosis and rolls Charisma + Primal-Urge. The animal
has the maximum statistics for a Gurahl in Bjornen form (Strength 9, Dexterity 3, and Stamina 9)
and remains for one scene.

Call of the Dead I


Source: Hengeyokai: Shifters of the East.
The Kitsune’s attunement to Yin enables them to interfere with a being’s vital energies.
Exposure to the negative forces of the darker Umbra causes chills, injury, confusion, and even
serious damage in living creatures (among other things). Rare Water- and Cold-spirits teach this
Gift; it is uncommon.
System: The player spends 1 Rage and 1 Gnosis and rolls Stamina + Occult (difficulty 8).
Animals (such as humans), halfway creatures (hengeyokai, changelings, etc.) and Yang-Realm
spirits suffer damage as per the chart below; the victim loses Health Levels to the given point,
regardless of Stamina. Yin creatures and spirits take no harm from the Gift and (at the Storyteller’s
discretion) may be strengthened or even healed by its effects. Kindred of Humanity 6 or higher and
Kuei-jin aspected to Yang take damage; their darker-souled cousins do not.

Successes Difficulty
1 The victim is functional but in pain from head-ache, chills and aching joints. He may
find it difficult to concentrate. (A Willpower roll is necessary to continue any complex
mental or intense physical activities successfully.)
2 The victim is Injured, experiencing fever, sprains and cramps.
3 The victim is Wounded. At this level, convulsions wrack his body and the damage is
inflicted by his own muscles tearing him apart.
4 The victim is Crippled. Hypothermia and seizures set in, and humans will probably die
by end-of-scene if left unaided. Sturdier victims are only Wounded, but the damage is
aggravated.
5 The victim is Crippled with aggravated damage. Humans die instantly.

Call of the Dead II


Source: Players Guide to the Changing Breeds.
The Kitsune's attunement to Yin allows them to disrupt the vital energies of the living with
just a touch. This exposure to the Dark Umbra causes chills, confusion and possible damage to
living beings. Water and cold spirits teach this uncommon Gift.
System: The player spends one Rage and one Gnosis point and rolls Stamina + Occult
(difficulty 8). Animals (including humans), halfway creatures like hengeyokai and changelings, and
Yang Realm spirits suffer damage as charted below. The victim loses health levels to the extreme
reached on the chart regardless of their Stamina; the effects are lethal damage, but become
aggravated at higher levels. Yin creatures and spirits are not harmed; they may even be strengthened
or healed. Kindred of Humanity 6 or higher and Yang aspected Kuei-jin take damage. Yin aspected
Kuei-jin does not.

Successes Effect
1 Victim is functional, but may have head-aches, joint pain, chills and difficulty

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concentrating (Willpower roll to continue any complex mental or difficult physical
activities successfully).
2 Victim is Injured, experiencing fevers, sprains and cramps.
3 Victim is Wounded. Convulsions wrack his body as his muscles tear his body apart.
4 Victim is Crippled. Hypothermia and seizures occur. Humans will likely die at the end
of this time if left unaided. Sturdier creatures such as vampires and Garou are only
Wounded, but the damage is aggravated.
5 Victim is Crippled with aggravated damage. Humans die instantly.

Call of the Wyld I


Source: Werewolf: the Apocalypse 2nd Edition.
The Garou can summon others by howling; Garou far beyond the range of hearing will sense
the Call and may come to aid. This Gift can enhance the effect of any of the normal Garou howls
(see Howls, p. 37). This howl can also be sounded to summon specific Garou for a moot. Finally,
Call of the Wyld is often used at the beginning of revels and other events, to invigorate the Garou.
This Gift is taught by a Wolf- spirit.
System: The Garou rolls Stamina + Empathy (difficulty 6). The number of successes
determines how far away the Call can be heard and how stirring it is to those who hear it. The actual
effects are determined by the Storyteller, but they should be linked to the type of howl made and the
intent of the Garou. Some examples are: every two successes gives those at a revel extra dice to
their Pools; Wyrm agents are distracted by the call and their difficulties are temporarily raised; all
Garou in the area do not hesitate to respond to the Garou’s Call to Succor.

Call of the Wyld II


Source: Werewolf: the Apocalypse Revised.
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 sept, or to call for aid in times of peril. A wolf-spirit teaches this Gift.
System: The player rolls Stamina + Empathy; the number of successes determines how far
away the Call can be heard and how stirring it is to those who hear it. This Gift can be used in
concert with any of the standard Garou howls (see pp. 45-46). The Storyteller determines the actual
effects, but they should be linked to the type of howl made and the intent of the Garou. Some
examples are: every two successes gives those at a revel an extra die to their dice pools; Wyrm
agents are distracted by the call and their difficulties rise temporarily; all Garou in the area do not
hesitate to respond to the Garou’s Call for Succor.

Call of the Wyld III


Source: Dark Ages: Werewolf.
This Gift allows the Garou to send her howl beyond the normal range of hearing and imbues
that howl with great emotion, stirring the souls of werewolves and sending a chill through all others.
The Garou might use this gift to signal the beginning of the revel, to rally their fellows for battle or
to send a potent call for help. A wolf-spirit teaches this Gift.
System: The player rolls Stamina + Empathy; the number of successes determines how far
away the Call can be heard and how stirring it is to those who hear it. This Gift should be used in
combination with one of the Garou howls (see p. 30). The Storyteller must determine the effects,
keeping in mind the howl used and the character’s intent. Perhaps award the revel participants a
bonus die to their pools for every two successes, reward an exceptional battlefield howl with a point
of Rage or Willpower for those who have emptied their pools, and allow a successful Call for

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Succor to bring every single Garou within its range running to help. Because of the bonds shared
among members of a pack, a distant packmate may hear a howl that eludes the ears of those around
him.

Call of the Wyrm I


Source: Werewolf: the Apocalypse 2nd Edition.
This dangerous Gift actually attracts creatures of the Wyrm. This Gift is usually used to create
an ambush or to flush prey from hiding. This Gift is taught by any spirit servant of Gaia.
System: The Garou makes a resisted roll of Manipulation + Performance vs. the Wyrm
creature’s Willpower (both rolls are difficulty 7). If the Wyrm creature loses the contest, it must
come to the caller.

Call of the Wyrm II


Source: Werewolf: the Apocalypse Revised.
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 makes a resisted roll of Manipulation + Performance against the
Wyrm creature’s Willpower (both rolls are difficulty 7). If the Wyrm creature loses the contest, it
must come to the source of the Call.

Call of the Wyrm III


Source: Dark Ages: Werewolf.
This dangerous Gift spurs the minions of the Wyrm into action, driving them toward the
Garou who voiced the Call. This brave soul is the bait in an ambush or the one beating the bushes to
drive the enemy into the open. Any spirit servant of Gaia can teach this Gift.
System: The player makes a resisted Manipulation + Performance roll against the Wyrm
creature’s Willpower (both difficulty 7). If the Wyrm creature loses the contest, it must come to the
source of the Call. (In encounters with large numbers of Wyrm beasts, the Storyteller might wish to
simply test once for all creatures with a Willpower of 2, then those with 3, and so on.)

Call Spirits I
Source: Bastet Breed Book.
By speaking the ancient language of The-World-That-Was, a Bastet may communicate with
nearby spirits as if they normally speak her language. This Gift weaves between the Gauntlet and
the material world, and carries words both ways.
System: The player rolls Gnosis against the local Gauntlet. If she’s standing inside the
Penumbra already, no roll is necessary. Once she learns this Gift, the werecat understands spirit-
speech for the rest of her life, although some truly alien spirits might be beyond normal
comprehension.

Call Spirits II
Source: Werewolf: Wild West – The Wild West Companion.
Using a language from the days when matter and spirit ware one, a werecat’s words can
penetrate the Gauntlet and allow the user to communicate with any nearby spirits. This Gift is
taught by any spirit.
System: The player rolls Gnosis against the local Gauntlet. If the werecat is already in the
Storm umbra, no roll is required. Once the user learns this Gift, he can understand spirit-speech for

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the rest of his life, though the spirits spawned by the Storm Umbra are probably incomprehensible
even to individuals who possess this Gift.

Call the Breeze I


Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may summon a strong (20 mph), chill breeze and direct it at whim. The breeze will
disperse clouds of vapors or insects, and will chill anyone not prepared for the cold. This Gift is
taught by a spirit servant of Wendigo.
System: The Garou may call this breeze merely by whistling. Anyone relying at all on
hearing will have one fewer die of any Perception roll related to that sense.

Call the Breeze II


Source: Werewolf: the Apocalypse Revised.
The Garou calls up a strong (20 mph), cold breeze and direct it at whim. This breeze chills
anyone not prepared for it, and it disperses (or redirects) clouds of vapor (including tear gas or
airborne toxins) or swarms of insects. A wind-spirit teaches this Gift.
System: The Garou simply whistles to call the breeze. Anyone caught in it loses one die from
Perception rolls as long as the breeze lasts.

Call the Cannibal Spirit I


Source: Werewolf: the Apocalypse 2nd Edition.
The Garou must chant and dance for a full hour under the night sky to invoke this Gift. If the
summons is successful, a Wendigo avatar will answer the summons. The avatar will track down a
victim of the Garou’s choosing (the Garou must have an article or part of the victim) to eat his
heart. Great Wendigo sends an avatar to his most worth Children to teach them this Gift.
System: The Garou spends a Gnosis point and one Rage point. She then rolls Charisma +
Occult (difficulty 8). If the roll botches, or the Wendigo avatar is thwarted in its mission, it will
return to kill the summoner.

Call the Cannibal Spirit II


Source: Werewolf: the Apocalypse Revised.
By dancing under the night sky, the werewolf can summon an avatar of Great Wendigo to
hunt down a target of the Garou’s choice. The Garou must possess a piece of his target whose heart
the Wendigo devours.
System: The Garou must dance for three full turns. The player spends one Rage point and one
Gnosis point, then rolls Charisma + Occult (difficulty 8). If the roll botches, or if the Wendigo is
somehow prevented from killing its target, it will return to kill the summoner.

Call the Cave Bear


Source: Gurahl Breed Book.
Similar to the Garou Lupus Gift: Song of the Great Beast, this Gift enables the Gurahl to
summon her prehistoric (and extinct) ancestor, the cave bear, to come to her aid. The creature
arrives from the spirit world and returns to its place of origin when its task is done. This Gift only
works if the Gurahl is in a secluded wilderness area.
System: The player rolls Charisma + Primal-Urge and spends a point of Gnosis. The cave
bear who answers the summons remains for one scene. Only one such creature will come at any one

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time. While materialized, the cave bear has the statistics of a Bjornen Gurahl with maximum
statistics (Strength 9, Dexterity 3, and Stamina 9).

Call the City’s Wolves


Source: Book of the City.
The city is a rich and complex ecosystem, and humans, animals and machines fill the roles
that natural creatures fill in the wilderness. The Glass Walkers cannot often get wild wolves to aid
them, but the city has its own predators. With this Gift, the Glass Walker can make a phone call,
send an email or fax and expect some sort of backup; some master Theurges simply knock on the
nearest door and wait to see who emerges. A City Father or Mother teaches this Gift.
System: The player spends a Rage point and rolls Wits + Leadership. The number of
successes equals the number of city predators who will emerge: the figures who control and cull the
human herd. These may be gang kids, members of citizen vigilante groups, vicious cops, or even
wild, diseased dogs. The spiritually summoned backup arrives a scene later, although the Garou can
convert extra successes to speed the arrival of assistance rather than adding to the numbers. (One
success spent in this fashion brings the help in ten turns; two successes halve the wait to five turns,
while three brings backup on the next turn.) The "wolves" will be disposed to cooperate with the
Glass Walkers, but won’t blindly charge into battle for him. The effects last for one scene.

Call the Flood


Source: Hengeyokai: Shifters of the East.
The wereserpent may call on the River itself to rise up and take action against those who
abuse it. This Gift is used infrequently in modern times, but legends tell of entire villages that where
erased after offending the Nagah.
System: The player spends three Gnosis points and rolls Gnosis. The Nagah causes the water
to rise rapidly for miles around (one mile radius per success), causing all manner of havoc.

Call the Four Brothers


Source: Werewolf: The Wild West.
As the Gift: Call Elemental.

Call the Hunt


Source: Werewolf: the Apocalypse Revised.
The werewolf may use this Gift only once per month and only if there is an overwhelming
need for it (such as discovering that a truly great evil infests an area). This Gift calls the Huntsman
of Celtic mythology to harry and slay the evil. The Huntsman himself teaches this Gift.
System: The Garou must chant and concentrate for one full hour. The player then spends one
Gnosis point and rolls Charisma + Occult (difficulty 8). The Huntsman appears with a single hound,
plus one hound for each extra Rage or Gnosis point the player wishes to expend. If the roll is
botched, the evil is not worthy of the Huntsman’s attention. If the summoner does not join the hunt,
the Huntsman instead leads the hunt against the Garou.

Call the Ice


Source: Croatan Song.
The Garou may summon the spirits of the ice to cause a great fissure to form underneath the
feet of her enemy, engulfing and encasing the target in a prison of ice from which he has little

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chance of escaping. This Gift may also cause the ice on frozen lake to crack, dumping the target
into the frigid water. Ice-spirits teach this Gift.
System: This Gift is at most effective on the polar ice, but is usable anywhere the ground has
at least a layer of frost upon it. The player spends one Gnosis point and rolls Willpower (difficulty
7) to exert enough influence upon the Ice-spirits in a single area of up to 10 square feet. A single
success causes the desired effect, with additional successes adding to the depth of the crack or size
of the fissure.

Call the Pride


Source: Bastet Breed Book.
By moaning or crying out, the Bastet may summon the local cats (domestic, wild or big cats,
depending on where she is) to her aid. Although the Gift isn’t a life-or-death command, the
summoned cats will help the Bastet if they can. Some Bastet can summon other creatures as their
“prides;” Bubasti often keep jackals nearby. Qualmi summon birds, and Pumonca have been known
to summon hawks, owls and alligators to their defense.
System: Roll Charisma + Animal Ken (difficulty 7). For each success, four normal cats or
one large predator (if any are nearby) respond at their own speed. The Gift can reach up to a mile;
cats more distant that that won’t be much help, anyhow. The Pride remains until it has performed
one service, and then departs. Variant creatures must be approved by the Storyteller and work just
as cats do (four small or one large per success).

Call the Rain


Source: Mokolé Breed Book.
A power that has been responsible for more than one crocodile cult, this Gift allows the
Mokolé to summon rain from a clear sky. It is taught by Rainbird or Rain-spirits.
System: The player rolls Expression + Rituals, difficulty 6. One success brings a spatter.
Three bring a steady drizzle. Five or more bring rain. If rain is already falling when the Mokolé uses
this Gift, it becomes a downpour. If a heavy rain is already falling, the result is a catastrophic flood.

Call the Rust I


Source: Werewolf Dark Ages.
By whistling softly through his teeth, the Bone Gnawer can summon a sudden and destructive
rust onto metal in his vicinity. Spearheads crumble, swords corrode and mail falls apart at the
werewolf’s command. Some Gnawers use this trick to protect their Kin from armed men in a
humane fashion, but others prefer to inflict little poetic justices - such as attending the latest bear-
baiting and corroding the chain holding the bear in question. This Gift is taught by a Water-spirit.
System: The player spends a point of Gnosis and rolls Wits + Crafts. Each success allows the
Gnawer to corrode one ferrous metal object into fragile uselessness, although detailed works such
as a chain hauberk count as two objects. The Garou need not be touching the object at the time, but
he must be able to see it and be within conversational earshot.

Call the Rust II


Source: Dark Ages: Werewolf.
By whistling softly through his teeth, the character can summon sudden and destructive rust
onto any metal within his immediate vicinity. Spearheads crumble, swords corrode, and armor falls
to pieces at the werewolf’s command. Some Bone Gnawers use this trick to protect their Kinfolk
from armed thugs, while others prefer poetic justice — such as attending the nearest circus and

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causing the bars confining abused animals to suddenly turn to powder. This Gift is taught by a water
elemental.
System: The player spends a point of Gnosis and rolls Wits + Crafts, difficulty dependent on
the amount of metal being affected by the Gift (Storyteller’s discretion). Each success allows the
werewolf to corrode one ferrous metal object into fragile uselessness, although detailed metalwork
such as a chain hauberk should count as at least two objects. The character need not be touching the
object at the time, but he must be able to see the object.

Call the Storm


Source: Shadow Lords Tribebook Revised.
As the Wendigo Gift: Invoke the Spirits of the Storm, save that only thunderstorms may be
called and an avatar of Grandfather Thunder teaches it.
MET: As the Wendigo Gift, Invoke the Spirits of the Storm (see Laws of the Wild). Only
thunderstorms may be called.

Call the Tides I


Source: Mokolé Breed Book.
This Gift makes the Mokolé able to bend the tides to his will. The Gift is taught by
Tidekeeper.
System: The Mokolé must be in sight of a tidal body of water (ocean, sea, river estuary). The
player then makes a Gnosis roll, difficulty of 8. The number of successes determines the result:

Successes Effect
1 The tides come in or go out twice as fast as usual.
2 Tides can be reversed, and will come in instead of go out or vice versa.
3 High tide or low tide can be brought in one scene.
4 Unusual tides (spring tide or neap tide) can be brought in one scene.
5 Freakish tides (i.e. 30’ tides in Florida) can occur in one scene.

Call the Tides II


Source: Nagah Breed Book.
In Indian myth, the snake-shifters were credited with the ability to cause floods or droughts.
This Gift grants the wereserpent control over the rise and fall of the tides.
System: The Nagah must be in sight of a tidal body of water (ocean, sea, river estuary). The
player then makes a Gnosis roll, difficulty 8. The number of successes determines the result:

Successes Effects
1 Tides come in or go twice as fast as usual.
2 Tides can be reversed, coming in when they should be going out and vice versa.
3 High or low tide can be brought in one scene.
4 Unusual tides (spring tide or neap tide) can be brought in one scene.
5+ Freakish tides (heavy waves, for example) can occur in one scene.

Call to Allies I
Source: Hengeyokai: Shifters of the East.
Asia is crisscrossed with supernatural allegiances and rivalries, old scores and old debts. Parts
of this web on like “sides” can call on each other in times of danger or crisis. This Gift is the
Kitsune’s ultimate distress call. Her Batsu, Clan, and sentai will certainly hear and feel it, but it will

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also affect unknown allies and friendly neutrals in the area. (It’s even possible for a Fox to Call to
Allies and brings down a horde of Kuei-jin vampires upon the enemy, strange as that would seem to
her Garou cousins). Local spirits, shen and tuned-in mortals sense the Fox’s distress or pain and
hear her voice, grow, scream (or death rattle) for an instant. The imperiled Fox’s location is clear to
them, and the beacon of her fear and Rage will become brighter the closer the rescuer approaches.
What each entity receiving the call does is entirely up to them – spirits that are tied to a location
may do what they can from where they are, neutrals who wish to retain so will, and hengeyokai who
choose to ignore can. However, because the shen you rescue today may save you tomorrow, most
who do hear will act. The situation must be very grave indeed for the Kitsune to make such a
request; false alarms anger spirits and shen alike. This Gift is taught by an Ancestor-spirit.
System: Call to Allies costs nothing and the Kitsune need not roll; the player declares the Call
and the Fox suffers the consequences.

Call to Allies II
Source: Players Guide to the Changing Breeds.
Rivalries, debts and friendships inform the Kitsune's network of acquaintances. They may call
on them when needed. This Gift is the Fox's ultimate distress call. Her Batsu, clan and sentai will
hear it, but it also affects friendly neutrals and unknown allies in the area (which might call forces
as diverse as a Hakken, a Kuei-jin and a number of other shen, strange as that might seem to
Garou). Local spirits, shen and particularly sensitive mortals hear the growl, scream or cry of the
Kitsune for a moment. The Fox's location becomes apparent, with her fear or rage acting as a
locational beacon that brightens the closer rescuers approach. There is no compulsion to act, but
because they may someday need the Kitsune in turn, most respond. The situation must be dire for
the Kitsune to make the call as false alarms lead to the grave displeasure of those summoned for
trivial reasons. The Gift is taught by an ancestor-spirit.
System: This costs nothing and no roll is made. The Fox calls and must accept whatever
result comes of the call.

Call to Arms
Source: Werewolf: The Wild West.
The Garou can summon low-powered spirits of a certain type — animal, air, water — and
may give them one and only one command. Once the spirits have fulfilled this request, they depart.
This Gift is taught by an Incarna avatar.
System: The player spends one Gnosis point and rolls Charisma + Leadership (difficulty is
the spirits’ highest Willpower) for the character to summon low-powered spirits of the specified
type. The Storyteller decides what spirits respond and what they are capable of doing.

Call to Battle
Source: Players Guide to the Changing Breeds.
As the Ahroun Gift: Strength of Will.

Call to Duty I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou can summon spirits if she knows their names, and may give them one command.
Only one command may be given; after it is carried out, the spirits will depart. Spirit names can be
discovered either through personal acquaintance or the Gift: Name the Spirit (Lupus and Theurge).
This Gift is taught by an Incarna avatar.

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System: The Garou rolls Charisma + Leadership (difficulty of the spirit’s Willpower). If the
Garou spends a Gnosis point, she can summon all spirits within one mile to protect or assist her,
even if she does not know their names.

Call to Duty II
Source: Silent Strider Tribebook Revised.
As the Philodox Gift. Wayfarers are quite prone to negotiating terms with spirits, as well as
asking for the names of particular spirits as payment for their services.

Call to Duty III


Source: Werewolf: the Apocalypse Revised.
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 Charisma + Leadership
(difficulty of the spirit’s Willpower). If the player spends two Gnosis points, the werewolf can
summon all Gaian spirits within one mile to protect or assist her, even if she does not know their
names.

Call to Duty IV
Source: Dark Ages: Werewolf.
Names hold great power, especially in the spirit world. The Garou may summon and
command any spirit she knows by name. Only one command may be given, and the spirit departs
immediately after fulfilling it. Alternatively, all spirits in the area may be called in times of great
need. An Incarna avatar teaches this Gift.
System: The Garou must know the name of the spirit she wishes to summon, whether through
personal acquaintance, from the tales told by a mentor, or use of the Gift: Name the Spirit. The
player rolls Charisma + Leadership (difficulty of the spirit’s Willpower). The second mode of this
Gift simply requires the player to expend two Gnosis points to summon all Gaian spirits within a
one-mile radius. If the character has abused this Gift in the past (which is up to the Storyteller’s
discretion), however, the spirits might refuse the call.

Call Water Spirit


Source: Mokolé Breed Book.
As the Uktena Gift: Call Fire Spirit, save that a Water-spirit is called. The Mokolé must have
a water source. The water spirit will move water, dampen a foe, or short out a power system at the
Mokolé’s command.

Calm I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou can quell the anger in others. This Gift is taught by a Unicorn spirit.
System: The Garou spends one Gnosis point and rolls Charisma + Empathy (difficulty of the
target’s Willpower). Each success removes one of the target’s Rage points, although lost Rage can
be regained normally.

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Calm II
Source: Mokolé Breed Book.
As the Children of Gaia Gift. This Gift is taught by a Tuatara-spirit.

Calm III
Source: Werewolf: the Apocalypse Revised.
This Gift imparts the secret of quelling the anger in others. A unicorn-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Charisma + Empathy (difficulty of the
target’s Willpower). Each success removes one of the target’s Rage points, which may be regained
normally. If used on a creature that has the capacity to frenzy but does not possess Rage (vampires,
some fomori), the Gift cancels the frenzy if the player scores more successes that the target’s
Willpower.

Calm Before the Storm


Source: Players Guide to the Garou.
The Black Furies are at heart a tribe of contradiction, they both represent the harmony and
beauty of the Wyld, but also the spectacular savagery and brutality of the same. Sometimes, they
even bring the two forces together, such as with this Gift. It lays a sense of peace and quiet over an
area, not an uncomfortable silence but a serene sense of security. It is, naturally, used to prepare an
ambush. The moment this peace breaks, these spirits of calm depart quickly and are replaced by
spirits of anger, storm, and pain. Few subjected to this Gift survive the assault that follows. This
Gift is taught by a cat-spirit.
System: The Black Fury spends one Gnosis and rolls Charisma + Primal-Urge, difficulty 7. A
simple success projects a sense of utter safety on a group of no more than ten people. If they expect
an ambush, they may roll Perception + Empathy (difficulty 8) in order to sense the sudden change
of emotion within their own group. If they obtain more successes than the Black Fury on her
Primal-Urge roll, they can sense the impending assault and run. Otherwise, the Gift works and the
resulting chaos causes the targets to lose one die on each of their rolls for every success the Black
Fury initially rolled.

Calm the Flock


Source: Werewolf: the Apocalypse 2nd Edition.
With this power, the Garou may walk among humans without accidentally evoking the Curse
or the Delirium. This allows her to live among humans and maintain a family. The effects, however,
do not last for long. This Gift is taught by a homid Ancestor spirit.
System: The Garou rolls Manipulation + Subterfuge (difficulty 7). The number of successes
indicates the number of hours that the effect lasts.

Calm the Savage Beast


Source: Dark Ages: Werewolf.
Even the most callous and heartless of homids can sympathize with their fellow Garou during
times of need. This Gift allows for the werewolf to "lend" a frenzying Garou the will to loose the
hold that her Rage has on her. This Gift is taught by a unicorn-spirit.
System: The player spends a Willpower point and rolls Manipulation + Primal-Urge
(difficulty 8). If successful, the temporary Willpower point is "transferred" to the target Garou via
touch, canceling the frenzy. This Gift may be used only when the target is in frenzy. At the
Storyteller’s discretion, this Gift might work on a frenzied vampire.

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Camera Eye
Source: Players Guide 1st Edition.
The Garou can "film" events simply by looking at them. They will be recorded onto the retina
of the werewolf who uses this Gift and can be later transferred onto video tape or still film. Any
sight that the Garou witnesses can be captured with the expenditure of a Gnosis point and a roll of
Perception + Alertness (difficulty 5). To transfer the image to a viewable medium (video, photos,
etc.), the Garou must stare at the object (tape, film roll, etc.), and spend a Willpower point. If the
Garou wishes to take pictures or shots that can pass as art, Performance is a complementary skill.

Camouflage I
Source: Werewolf: the Apocalypse 2nd Edition.
When in the wilderness, the Garou is extremely hard to see, for she can blend into the woods.
This Gift is taught by a Deer spirit.
System: The difficulties of all rolls to spot the Garou are increased by three, provided the
Garou is in the wilderness.

Camouflage II
Source: Werewolf: the Apocalypse Revised.
The Wendigo blends in with the surrounding wilderness, which makes him very difficult to
see. A deer-spirit teaches this Gift.
System: The difficulties to spot the Garou increase by three, provided that he is in the woods.
The werewolf invokes the effects at whim.

Camouflage III
Source: Ananasi Breed Book.
Through the use of this Gift, the Ananasi is able to blend any one object or small group of
objects into the surrounding area, coating them in a web-like substance that takes on the color and
texture of the things around it. Any character not actively searching the area overlooks the item as a
natural part of the surroundings.
System: The character must expend one Gnosis point, and make a successful Manipulation +
Subterfuge roll (difficulty 6). The number of successes equals the number of successes that an
active searcher must exceed to notice the item.

Caper
Source: Bastet Breed Book.
By dancing around, a Bastet can charm bystanders into a semi-trance. This works in any form,
so long as the werecat invokes the Gift and dances at least a turn. Violence breaks the spell, but
subtle actions like sneaking away remain unnoticed until the trance ends.
System: A roll of Manipulation + Expression (or Dancing) and a spent Gnosis point set the
charm in motion. Anyone watching the werecat dance must roll his Willpower against a difficulty 9
or be lulled into a genial daze. Storytellers may simply make a single roll against difficulty 7 to
reflect a large group of normal humans. The trance last one turn per success, unless someone starts
a fight or obviously steals something, in which case it ends immediately.

Carapace I
Source: Ananasi Breed Book.

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The Ananasi generates a thick carapace of armor over her natural exoskeleton. This armor
allows for substantial additional protection, and regenerates if it is injured.
System: The Ananasi gains +4 Stamina for the purpose of soaking damage. The armor
regenerates itself along with the werespider’s body and lasts for one scene. Though no roll is
required, the character must spend one Gnosis point to activate the Gift.

Carapace II
Source: Players Guide to the Changing Breeds.
The Ananasi acquires an armored carapace over her exoskeleton that provides additional
protection and can regenerate damage.
System: The character spends one Gnosis point to gain +4 Stamina for the purpose of soaking
damage. The Gift lasts for one scene.

Cardboard Mansion I
Source: Players Guide 2nd Edition.
A Bone Gnawer with this Gift can create a perfectly functional shelter for herself. The Garou
can fashion any ordinary cardboard box into a waterproof, noise-resistant and insulated home.
Despite conditions outside the box, the mansion remains dry, warm and quiet. A Home or Hearth-
spirit can teach this Gift.
System: The Bone Gnawer needs only a box of suitable size. A large enough box can sleep
more than one — as long as everybody is friendly. The Gnawer spends a Gnosis point and crawls in
for an evening’s nap.

Cardboard Mansion II
Source: Players Guide to the Garou.
When it rains, it pours. Thankfully, Bone Gnawers with this Gift don’t need to worry about
that. The Gift turns any appropriately sized box into a windproof, waterproof, soundproof home that
is always warm and dry, regardless of what it’s like outside. If large enough, the box may house
more than one person as long as everyone is friendly toward each other. The Bone Gnawer may also
set up a house for someone else, but that person must accept a gesture of affection (a handshake is
sufficient) from the Bone Gnawer first. The Gift is taught by a hearth-spirit.
System: After finding an appropriate box, all the Bone Gnawer needs to do is spend one
Gnosis point; the box gains no real resistance to actual physical damage, but is otherwise
comfortable and resilient. Sleep tight.

Carried on the Wind


Source: Werewolf: The Wild West.
This Gift garbles communication between anyone within the Ragabash’s vicinity, whether by
the sound of the wind, ringing echoes or otherwise overwhelming background noises. Messages
carried by wolf or Garou howls, even messages sent on telegraph lines are made incomprehensible.
This Gift is taught by a Wind-spirit.
System: The player rolls Manipulation + Expression (difficulty depends on activity
surrounding the conversation). Attempts at verbal communication are useless for the duration of the
scene or until the Ragabash leaves the area. Visual communication is still possible, as is
communication through scent. Conveying a message by means other than talking or writing requires
a successful Intelligence + Expression roll (difficulty depends on the complexity of the message;
“go over there” is 4, “take this gun and wait for my signal” is 6).

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Carrion Clothes I
Source: Hengeyokai: Shifters of the East.
Wild foxes sometimes catch birds by pretending to be dead; wild Foxes catch larger prey in
like manner. This Gift cloaks the Kitsune completely in the trappings of death – no aura, no breath,
no pulse, no telltale movement; the faint smell of first rot emanates from a roko thus disguised, and
a conviction that the body is dead creeps into the minds of those affected. Even those with
magically sharpened senses may be mistakes – possibly for the last time. This Gift is taught by the
spirits of flies, flesh-grubs and other insects in the recycling trade.
System: The player spends a Gnosis point and makes a Stamina + Stealth roll (difficulty 7).
The Gift will hide small motions only; visible attacks, creeping corpses and Gifts that involve
gestures or speech will break the spell. Mortals and inexperienced shen may be slow to realize what
they’re dealing with, however – the first thought may be that the body is undead, rather than living.
Shen with special senses may roll Perception + Occult (difficult 9) to realize the spirit remains.

Carrion Clothes II
Source: Players Guide to the Changing Breeds.
Wild foxes may catch birds by pretending to be dead; fox-changers may catch larger prey this
way as well. This Gift clothes the Kitsune in the likeness of death. The user betrays no aura, breath,
pulse or movement. A faint smell of rot surrounds him and the Gift affects the minds of those being
lured by creating the certainty in their minds that the Fox is indeed dead. Even magical senses may
be fooled. The Gift is taught by insect spirits such as flies and flesh grubs.
System: The player spends a Gnosis point and makes a Stamina + Stealth roll (difficulty 7).
The Gift hides only small motions. Visible attacks, creeping about or gesturing (such as when
utilizing Gifts) breaks the spell. Mortals and inexperienced shen may not realize the ruse if
movement occurs. They may believe the body is undead. Shen with special senses may roll
Perception + Occult (difficulty 9) to tell that the spirit still dwells within.

Carrion’s Call
Source: Corax Breed Book
As much as their other functions obscure the fact, the Corax still feed on — and are intimately
linked to — death and the dead. Furthermore, the Corax have a nigh-sacred duty relating to the
corpses of the slain that demands that Raven’s children be able to find the freshly slaughtered. This
Gift tells a Corax when a fresh corpse is nearby, and inexorably leads the wereraven to the site
where the body rests. This has its ups and downs — clever fomor are more than happy to murder
innocents to attract the attention of Corax with this Gift. After all, once Carrion’s Call has been
issued, the Corax has no choice but to eventually, somehow, respond. Carrion’s Call is taught by a
Vulture-spirit.
System: A Corax can hear Carrion’s Call by rolling Perception + Empathy (difficulty 6) and
spending a point of Gnosis. The Gift’s range is up to a mile, and in case of extreme success, even
further.
While a Corax does not need to respond to Carrion’s Call immediately, he has no more than
24 hours in which to do so or else Raven himself will punish the Corax for dereliction of duty. This
punishment takes the form of stripping the Corax of one permanent Honor Renown, as the
transgressor has clearly ignored honor’s demands by refusing to heed the call.

Castigate
Source: Book of Auspices.

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The Theurge calls upon the spirits to revoke their favor from another Garou; she must
verbally state the target’s offenses against the spirit worlds, and the target must be present; if
successful, the target loses both Renown and spiritual Gifts. A hyena-spirit teaches this Gift.
System: The player spends a point of Gnosis and rolls Charisma + Intimidation against a
difficulty equal to the target’s Gnosis + 3. Each success causes the target to lose one point of
temporary Renown for good. In addition, the target loses access to one Gift of the Theurge player’s
choice for the remainder of the story, of a maximum level equal to the successes rolled.

Cat Claws
Source: Players Guide to the Changing Breeds.
By calling on her heritage, a Bastet in Homid or Sokto form can unsheathe her claws and
attack as if she were in beast-form.
System: A simple Stamina + Primal-Urge roll (difficulty 7) brings out the Bastet's claws.
They remain out as long as she cares to keep them, but they look peculiar and are painful to use (+ 1
to all combat or Dexterity difficulties). Once resheathed, the Bastet must invoke the Gift again to
call them forth.

Cat Fear
Source: Bastet Breed Book.
Garou aren’t the only ones who command primal fear. By bristling and spitting, a werecat can
scare hell out of everyone nearby. Unfortunates suffering from ailurophobia (fear of cats) often go
catatonic with fear when confronted this way.
System: A successful Manipulation + Primal-Urge roll (difficulty 7) and a point of Gnosis
can send everyone within 10 feet per success into a panic. Supernatural creatures can resist with
their Willpower (difficulty 7), but humans and animals flee or fall into shock for one turn per
success. Ailurophobes lapse into a coma for one day per success. This Gift cannot be used in Homid
or Sokto forms.

Cat Sight
Source: Bastet Breed Book.
As the Level Three Metis Gift: Eyes of the Cat.

Catch The Wind


Source: Ananasi Breed Book.
This Gift gives the Ananasi the ability to ride on the winds, gliding from place to place with
apparent ease. The character appears to be surrounded by an ethereal envelope, looking something
like a ghost floating in the air.
System: The character spends one blood point and makes a Stamina roll to become
enshrouded with remarkably fine, non-adhesive webbing. The character cannot hide this effect, as it
is the means for the Gift to take hold. The Ananasi has only limited control over the direction and
speed that she travels; her maximum speed is equal to the current wind speed, and her minimum is
about half the current wind speed. The character can only rise fifty feet above her starting elevation.
The duration of the Gift is five minutes per success. Traveling against the wind requires the
character to tack into it much as a sailboat would, greatly slowing her progress.

Catfeet I
Source: Werewolf: the Apocalypse 2nd Edition.

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This Gift gives the Garou 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 the
difficulties of all combat actions involving body slams and grappling are reduced by two. This Gift
is taught by a Cat-spirit.
System: The Garou does not need to expend points or roll for this ability; it becomes innate to
those who learn the Gift.

Catfeet II
Source: Werewolf: the Apocalypse Revised.
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
the difficulties of all combat actions involving body slams and grappling decrease by two. Cat-
spirits teach this Gift.
System: This ability becomes innate to those who learn the Gift.

Catgut
Source: Ratkin Breed Book.
This is one of the fouler secrets possessed by Plague Lords. By carefully curing the skin or
internal organs of other Changing Breeds, the Lord can weave a highly durable skein. With a bit of
work, this can be crafted into form-fitting armor. Catgut armor, unfortunately, really pisses off other
shapechangers. Bastet have been known to frenzy at the very sight of a Plague Lord wearing a
leopard-skin coat or cat ears. (And yet, other wererats have been known to fall to the ground
laughing.)
System: Preparing catgut armor requires a dead shapechanger, an hour of work, and the
expenditure of a point of Gnosis. Roll Intelligence + Repair; if the roll succeeds, the pelt that’s
skinned bestows three extra dice for soaking damage. Shapechangers of the same Changing Breed
as the victim of this Gift must make frenzy checks the first time they see it, or whenever they enter
battle against a Ratkin wearing it. This Gift cannot be used on Ratkin.

Centipede's Beckoning
Source: Players Guide to the Changing Breeds.
As the Galliard Gift: Call of the Wyrm.

Ceridwen’s Blood
Source: Fianna Tribebook.
Blood has a power within it. With this Gift, a Fianna can tap the life-force within her own
blood to restore a fallen ally. However, by doing so, she must suffer the wounds she heals. This Gift
is taught by spirits allied to Stag.
System: The Garou can heal an injured target by spilling her own blood (a small cut will do)
and rolling Stamina + Medicine against a difficulty of 8. One wound level is healed per success.
However, the Gift-user suffers a number of wounds equal to the amount healed — she cannot soak
this damage. The Fianna can heal aggravated wounds by spending a Gnosis point, although she will
only take non-aggravated wounds in exchange.

Challenge of Single Combat


Source: Rage across the Heavens.

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By invoking the name of the Ice Warrior and issuing a direct challenge to an enemy, the
Garou can force her opponent to fight one-on-one according to the tacit rules of fair play. The
opponent can launch no surprise attacks, employ dirty tricks or accept extra help from comrades or
pack mates. However, the Garou using this Gift accepts the same restrictions – neither combatant
can break off from the fight until one participant either concedes victory to the other or dies.
System: After the character has issued the challenge, the player spends a point of Rage and
rolls Manipulation + Leadership (dif. Target’s Willpower). A single success forces the target to
forego any unfair tactics and meet the Garou in single combat as described above. No success
means the Gift fails while botch inspires the target to launch an immediate attack on the character –
usually with the help of the opponent’s friends.

Chameleon
Source: Werewolf: Wild West – The Wild West Companion.
Like the Gift’s reptilian namesake, the Garou can blend with her natural surroundings. Unlike
the lizard, however, the Gift user shifts fluidly with changing backgrounds, thus allowing the Garou
to move about and even attack. A Chameleon-spirit teaches this Gift.
System: The player spends one Gnosis point to activate the Gift. Anyone trying to see the
Garou, even in open ground, must make Perception rolls (difficulty equals to the Garou’s Wits +
Stealth). Failure indicates that the Garou remains undetected. Once the Garou attacks, the difficulty
drops by three. Note that the Gift affects only visual senses, and it provides no camouflage for
sound or scent.

Channeling
Source: Stargazers Tribebook Revised.
Rage is both a boon and a bane to the Garou, and the Stargazers feel this doubly so. Rage,
while certainly a vital resource is also a dangerous element. Many Stargazers seek new ways to
harness and direct their Rage, and those with this Gift have at least one more option. A Garou using
this Gift can channel her Rage into a single action, helping her perform that one action as best as
she is able. This Gift is taught by a fire-spirit.
System: Once per game session, the player may spend up to three of the Garou’s temporary
Rage on a single action. Each point spent in this manner gives the Garou an extra die for that roll.
MET: Basic Gift. Once per session, the Stargazer may spend a Rage Trait to gain a retest on a
single action; what’s more, on this retest the Stargazer is considered to be up a number of Traits
equal to her current Rage rating. While the inner balance taught by this Gift makes it appropriate to
use in just about any situation, not just physical tasks or combat, the Narrator may well require a
frenzy test for using this Gift to perform particularly intense or physically demanding tasks.

Chant of Morpheus
Source: Players Guide 2nd Edition (1st Edition).
The user of this Gift can induce a long, restful slumber in the target. Although the Gift will
not stop a frenzied werewolf, it can ward off a frenzy before one take place. The Gift disinclines
any hostile activity after the peaceful rest. Also, the waking victim is able to think much more
clearly. An Opossum spirit teaches this Gift to individuals with patience and a lot of time.
System: The number of successes on a Charisma + Enigmas roll (difficulty equal to the
opponent’s Willpower) determines the number of hours that the target sleeps. One Gnosis point
activates this power. For one hour after waking, the target must spend a Willpower point to take any
hostile action against the user of this Gift. Any attacks directed at the sleeper awaken her
immediately and end the effects of the Gift.

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Chaos Mechanics
Source: Werewolf: the Apocalypse Revised.
Werewolves pulse with the Wyld’s energy, of course, but all creatures with form and nature
have something of the Weaver in them, or so the Glass Walkers argue. Upon learning this Gift, the
Glass Walker reconciles these two sides of his being, and he can summon primal energy and
mystical form at the same time.
System: A Garou with this Gift may use Rage and Gnosis in the same turn with no penalty.
Doing so allows the Garou to use Rage actions to activate fetishes and use Gifts requiring Gnosis
(provided that said Gift does not take a full turn to enact). What’s more important is that it allows
the Garou to take Rage actions in the same turn that he steps sideways, provided that the player rolls
enough successes to get to or from the Umbra instantly. This Gift’s effects are permanent.

Chariot of Lions
Source: Bastet Breed Book.
This less-than-subtle Gift lets a Ceilican conjure a chariot drawn by huge cats. Like she craft
of the goddess Freyja, this chariot is made of coarse-cut wood and covered with Nordic designs.
The two huge cats that pull it run as fast as the average car, and can, in pinch, carry the Ceilican and
one passenger into the air for a few moments. Only the Mistress of Catkind teaches this Gift;
learning it without her blessings is a grave insult.
System: The player rolls Gnosis against difficulty 8 and spends three Gnosis points. The
chariot appears from thin air and lasts for one scene, or for an hour – long enough to make a quick
getaway, but not long enough to use as regular transportation. By spending a Willpower point, the
Bastet’s player may urge the chariot into the air for two turns; each additional turn costs another
Willpower point.

Charismatic Presence
Source: Gurahl Breed Book.
The Gurahl exudes a compelling aura of attraction to humans. In the first days, the werebears
sometimes used this Gift to place themselves at the center of tribal bear-cults in Europe, Asia and
North America. They were thus able to form strong ties between Gaia and their human Kinfolk.
System: The player rolls Charisma + Empathy (difficulty 8). The number of successes
indicates the size of her following according to the following table. Affected humans (who must be
within sight of the Gurahl as she uses the Gift) will not take any hostile action toward the Gurahl
unless the Gurahl somehow breaks their trust, and they are willing to listen to whatever she has to
say (-3 difficulty to any Social rolls).

Number of Successes Size of following


1 5 individuals
2 10 individuals
3 20 individuals
4 50 individuals
5+ 100+ individuals

Cheese It!
Source: Ratkin Breed Book.
With this Gift, the Tunnel Runner can help his entire pack bolt from danger, although using it
tends to be risky.
System: First, the Tunnel Runner calls out a brief phrase to signify the use of this Gift (e.g.,
"Everyone out!") Every wererat who wants to take advantage of this opportunity spends one point

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of Rage; the Tunnel Runner spends three. (The Tunnel Runner can only help a number of wererats
equal to the total of her permanent Rage and permanent Gnosis.) All of the players representing the
fleeing rats then play a quick hand of Rock, Paper, and Scissors. (On the count of three, everyone
throws down the hand signal for rock, paper or scissors.) The Storyteller plays, too.
Everyone who made the same choice as the Storyteller is lucky; their Ratkin bolt to a place of
hiding within line of sight, even nearby rooftops. Any Ratkin who chose the most popular choice
can bolt to the nearest hiding place, even if they didn’t make the same choice as the Storyteller.
Every other rat stays right where they are; the Gift does not work for them. If the Tunnel Runner
doesn’t make the same choice as the Storyteller, he can try this Gift again next round.

Cheshire Prank
Source: Bastet Breed Book.
Why should Lewis Carroll have all the fun? It took a while, but enterprising Bastet finally
discovered the secret to disappearing from plain sight. Today, it remains a valuable but popular
trick.
System: By putting on a wide grin, spending a Gnosis point, and rolling Charisma +
Subterfuge (difficulty 7), a Bastet may fade from view. The Prank takes three turns to complete.
This invisibility lasts for the scene’s duration and foils even magical perceptions. The Gift won’t
dampen sounds, but any werecat who can’t move silently by this rank is in big trouble, anyway.
This Gift only works in Feline and Chatro forms and changing forms ends the invisibility.

Chi Sense I
Source: Hengeyokai: Shifters of the East.
The Kitsune can open herself to flow of Yin and Yang, carefully feeling the flow of Chi in the
world around her. A Kitsune can make good use of this Gift to become an accomplished fang shih
(a practitioner of feng shui). This Gift is taught by any spirit of the Middle Kingdom.
System: The player rolls perception + Occult; the difficulty and information received depend
on the local distribution of Chi. For instance, being able to tell that a graveyard is high in Yin would
be about difficulty 3 or 4 (if not common sense), while discerning surreptitious sabotage of a
laboratory’s Chi flow might be difficulty 8 or 9.

Chi Sense II
Source: Players Guide to the Changing Breeds.
The Kitsune may sense Yin and Yang, feeling the flow of Chi. They may make use of the Gift
to practice feng shui. The Gift is taught by any spirit of the Middle Kingdom.
System: The player rolls Perception + Occult, with the difficulty and information received
dependent on the local distribution of Chi. Discerning the Yin of a graveyard might be a difficulty 3
task, while noticing the surreptitious sabotage of a lab's Chi flow could take a roll of 8 or 9.

Chi’ih Ming I
Source: Hengeyokai: Shifters of the East.
Chi’ih Ming is an old word meaning gasbag, and with this Gift, a Zhong Lung may walk on
air at a normal pace. A Bird-spirit teaches this Gift.
System: The player spends a Gnosis point and rolls Stamina + Athletics, difficulty 6. The
Zhong Lung may move at normal pace while walking in the air, but cannot run.

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Chi'ih Ming II
Source: Players Guide to the Changing Breeds.
This Gift enables the Zhong Lung to walk on air as if on land. A bird-spirit teaches this Gift.
System: The player rolls Stamina + Athletics and spends a Gnosis point. This Gift does not
allow the Zhong Lung to run on air, merely walk normally for one turn per success.

Child of Storms
Source: Nagah Breed Book.
Through this powerful Gift, the Nagah reclaims his place as the spiritual child of the Wani.
The wereserpent surrenders his physical form and becomes the storm itself, directing the wind and
waters where he chooses.
System: The player spends three points of each of Gnosis, Rage and Willpower to effect the
transformation. In this form, the Nagah has no physical body; he effectively becomes a force of
wind and rain. While in his weather-form, the ahi can direct winds of up to 50 mph, rain, hail or
snow. The Nagah may also lash out with lightning once every three turns; he requires Gnosis roll to
hit a target, who takes 10 dice of aggravated damage. Only weather-controlling powers can avert
the Nagah-turned-storm, and they may in fact damage him depending on their strength. The Gift’s
effects last for five turns per point of the ahi’s permanent Rage, Gnosis or Willpower, whichever is
lower.

Chill
Source: Rokea Breed Book.
The Darkwater may summon up a brief moment of the numbing depths and saturate his
immediate area with it. This has the effect of not only chilling the water (or air) around him but also
of unnerving anyone in the area. A servant of Sea teaches this Gift.
System: The player rolls Charisma + Occult (difficulty 6). The temperature in her immediate
area drops significantly (as though under heavy air-conditioning on land, or just past the sunlit zone
in water) for one turn per success. Also, if the player scores more successes than a character’s
Willpower rating, that character suffers a +1 to all non-physical difficulties for the next scene as the
mystical chill distracts him.

Chill of Early Frost I


Source: Werewolf: the Apocalypse 2nd Edition.
The Garou invokes the spirits of winter in a great ritual, summoning biting winds that whistle
and shriek through the area. The chill is as much mystical as it is physical, sent from the domain of
great Wendigo himself.
System: The Garou chants for an hour and spends one Gnosis point. She then rolls
Intelligence + Occult against a difficulty depending on the temperature (4 if it is already winter, 6
on a 20°C spring day, 9 in the midst of a summer heat wave). Success drops the temperature in a
five-mile radius to below freezing (or even further if it was already winter). Anyone without a
natural fur coating subtracts two from all Dice Pools and may suffer damage from the bitter cold.
The effect lasts for one hour per success.

Chill of Early Frost II


Source: Werewolf: the Apocalypse Revised.
The werewolf calls down a mystical chill from Great Wendigo himself, freezing the
surrounding lands and anyone in it. A spirit servant of Great Wendigo teaches this Gift.

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System: The player spends one Gnosis point and rolls Intelligence + Occult (difficulty varies:
4 if it is already winter, 6 for spring, 9 for summer). Success drops the temperature to a bit below
freezing in a five-mile radius, or even further below zero if it was already winter. All creatures
without a natural coat of fur lose two dice from all pools. This Gift wreaks pure havoc in urban
environments, as pipes burst and roads freeze. This Gift lasts for one hour per success.

Chimerical Form
Source: Dark Ages: Werewolf.
The great tricksters of legends are all masters of changing shape, and the Ragabash who has
mastered this Gift is no exception. Using it, he can change his form into that of any animal between
the sizes of a tiny finch and a massive walrus. The Garou gains all of the natural abilities of the
animal: winged flight, underwater breathing with gills, venom, exceptional senses and so on. He
may not take the form of a Wyrm-beast, but it is possible (though difficult) to attain the form of a
mythic creature like a unicorn or griffin, provided the beast remains within the same size limitations
as those for mundane animals. This Gift is taught by a Chimerling, a dream-spirit associated with
change.
System: The player spends a point of Gnosis and rolls Intelligence + Animal Ken (difficulty
6). One success allows the character to assume the shape of any normal animal. For the duration of
the scene, he may make additional transformation rolls without spending additional Gnosis,
provided he only takes the shape of normal animals. To allow the character to take on a mythical
form, the player must spend a point of Gnosis and succeed against a difficulty of 10. The light of
the crescent moon grants insight to the Theurges, displaying the secrets of the spirit world to those
who know how to see. Luna’s Gifts to her most magical children give power over spirits and
influence over the minds of others.

Chitter
Source: Ratkin Breed Book.
As the Get of Fenris Gift: Snarl of the Predator. By chittering at an almost subsonic level, the
Ratkin can unnerve his foes.

Circular Attack
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou can battle multiple opponents, not only avoiding their attacks, but actually
channeling them into other foes (or causing a foe to strike himself if the Garou is fighting only one
foe). This Gift is taught by a Wind spirit.
System: The Garou spends one Willpower point and rolls Wits + Dodge (difficulty of the
highest Wits + 3 amongst the opponents faced). The Garou must be in melee combat, or must be
attacked in a firefight by two or more foes. Each success enables the Garou to avoid and redirect
one attack. Example: If the Garou had a Wits of 4, a Dodge of 4, and was fighting six foes, each
with a Wits of 2, the Garou would roll eight dice against a difficulty of 5. If he rolled a 6, 10, 1, 9,
2, 5, 7, and 3, he would avoid four attackers (the botch cancels one success), who would all roll to
hit each other or another of the Garou’s foes. Two of the foes would strike normally, but could still
be dodged by the Garou.

Claim of Authority
Source: Players Guide to the Garou.
There are times when a Silver Fang cannot be present at important moots or meetings, and
must send another Garou in her place. To make sure that any advantages to be gained aren’t

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neglected, a Silver Fang with this Gift can grant her messenger some of her own natural authority. It
is taught by an ancestor-spirit.
System: The Silver Fang spends one point of Gnosis and one point of Willpower before
selecting a Garou as her representative. For a week thereafter, the representative is considered to
possess the same level of Pure Breed as the Silver Fang, so long as she notes the name of the Silver
Fang she speaks for. This Gift may not be used on an unwilling target.

Clan Loyalty
Source: Players Guide to the Changing Breeds.
As the Bone Gnawer Gift: Friend In Need.

Clap of Thunder I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may clap her hands together, sending forth a shockwave that can stun all before
her. This Gift is taught by a Stormcrow.
System: The Garou spends one Gnosis point. All those within 10 feet, friend and foe alike,
must score at least one success on a Willpower roll (difficulty 8) or be stunned an unable to act for
one turn; on a botch they are stunned for the duration of the scene. The Garou must be in Homid,
Glabro or Crinos form to employ this power.

Clap of Thunder II
Source: Hengeyokai: Shifters of the East.
As the Shadow Lord Gift. The Great Dragons are revered as bringers of rain and thunder, and
the Middle Dragons share their power.

Clap of Thunder III


Source: Werewolf: the Apocalypse Revised.
The Garou slams her hands together and creates a mighty thunderclap that stuns those who
hear it. A Stormcrow teaches this Gift.
System: The player spends one Gnosis point. All characters within 10 feet, friend or foe, must
succeed in a Willpower roll (difficulty 8) or be stunned and unable to act for one turn. On a botch,
the effect lasts for one scene. The Garou must be in Homid, Glabro or Crinos form to use this Gift.

Clap of Thunder IV
Source: Dark Ages: Werewolf.
The Shadow Lord may clap his hands together, generating a Shockwave that stuns unwary
foes. A Stormcrow teaches this Gift.
System: The player spends one Gnosis point. Everyone within 10 feet of the Garou, friend
and foe alike, must score at least one success on a Willpower roll (difficulty 8) or be stunned and
unable to act for one turn. A botch on this roll renders the target stunned for the duration of the
scene. The Shadow Lord must be in Homid, Glabro or Crinos form to employ this power.

Clarity
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou is able to see through fog, pitch darkness and even recognize illusions or
invisibility. The Gift is taught by a Wind spirit.

135
System: The Garou rolls Perception + Enigmas (difficulty 7). If the Stargazer attempts to see
through someone else’s illusion, the number of successes must match or beat that which was
achieved when establishing the illusion.

Claw to Thumb
Source: Wendigo Tribebook Revised.
So that the gap of purpose and harmony between the Wendigo and the Kinfolk that follow
them may not widen further over the years, all those lupus who come to the Sacred Hoop camp can
be taught to understand the human mindset. Those who were raised with humans and are intimate
with homid thought processes can teach Garou how to accurately sense what a human desires, and
can equate it to its lupine equivalent, if there is one. A dog-spirit teaches this Gift, as she is able to
feel the needs and languages of both human and wolf.
System: This Gift works as the Silver Fangs Gift: Empathy, except that the Wendigo learns to
better observe and understand the wishes and emotions of humans and Kinfolk, not of other Garou.

Claws of Frozen Death


Source: Croatan Song.
By breathing on his claws, the Wendigo can change them into ice-like shards, as cold and
hard as they are sharp. This Gift is taught by one of Wendigo’s brood.
System: The Wendigo must spend one Rage point and breathe on his claws; this counts as an
action, but he may take another actions in the same turn by spending more Rage (but not by
splitting dice pools). For the duration of the scene, his icy claws do two additional dice of damage
due to frostbite and exceptional sharpness.

Claws of the Glassblower


Source: Dark Ages: Werewolf.
When using this Gift, the werewolf can change his claws into razor-sharp glass. Upon clawing
an opponent, the glass claws tear through leather, flesh and bone, breaking off in a target’s wounds.
The Garou is incapable of using the Gift or making a claw attack in the following turn, for his claws
must actually regenerate. A sand- or lightning-spirit teaches this Gift.
System: The player spends one Gnosis point. If the Garou using this Gift damages her target
with a claw attack, his claws break off, leaving large, thick shards of glass in the open wounds. The
glass causes an additional aggravated health level of damage for every round that the shards remain
in the wound. The glass can be removed, but removal takes the entirety of a turn, and the victim
cannot be engaged in combat or any other action other than removing the glass.

Clawstorm
Source: Players Guide to the Changing Breeds.
Any cat is at his most terrifying when cornered. This Gift allows him to become the
proverbial shredding machine.
System: By spending one point each of Rage and Gnosis, the Bastet gains three extra attacks
that turn) to a maximum of four, total - he cannot spend Rage for extra actions while using
Clawstorm). Only slashing attacks apply — he can't perform elaborate maneuvers, shoot guns, or
travel more than 10 feet, although he could use edged melee weapons. A Bastet may use Clawstorm
as many times in a single combat as he has dots in Stamina.

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Cleansing Flame
Source: Rage across the Heavens.
The Garou can pinpoint an area (or an individual) and set the target ablaze with an intense and
purifying flame that rages for 60 seconds and then dies out completely. The fire can burn out all
Wyrm-taint or human-made pollution from an area or cleanse an individual (provided the victim
survives) of Wyrm-taint. The fire does not spread beyond the target area or person and can not be
quenched by normal means. For instance, if the Garou targets a house occupied by a Pentex official,
the fire blazes through the house destroying any vestige of the Wyrm’s corruption and leaving
untouched anything not tainted by the Wyrm.
System: The player sacrifices a permanent point of Rage and rolls her Willpower. The
difficulty is 8 to affect an area; the area cannot be larger than a large house. To target an individual,
the difficulty of the Willpower roll equals the victim’s Willpower. Living or undead creatures set on
fire must roll their Stamina (difficulty 9) or die from the shock. The flame destroys fomori utterly;
Black Spiral Dancers who survive the Stamina roll must make Gnosis rolls, difficulty 9, or lose
their Wyrm-taint and its accompanying Derangement. Such purified Garou are stripped of all Rank
and Gifts; they may well fall again to corruption, but they are given a second chance.
A failure on the Willpower roll indicates that the Garou fails to activate the Gift, while a
botch inflicts one unsoakable health level of aggravated damage on the wielder.

Cleansing Tusks
Source: Past Lives.
Although not chosen to be Gaia’s warriors, the Grondr were still bound by duty to oppose
those who tainted their lands. This Gift was one of their battle-magics, focusing their skills at
purification into a martial application. When this Gift is in effect, the teeth of the user become
purest white, so bright they almost shine with inner light. Wyrm-taint boils away at the touch of the
Cleansing Tusks, much to the detriment of the fundamentally tainted.
System: The player spends one Rage and one Gnosis. If the Gift user bites (or gores, in the
case of the original Grondr) a target who suffers from light Wyrm-taint and inflicts at least one
health level of damage, the target is freed from the taint, as if targeted by a Rite of Cleansing.
Creatures whose Wyrm-taint is a fundamental portion of their being (such as Banes, fomori,
demons or vampires) are not freed from their taint, although the Gift user gains an additional die of
damage against such creatures. Wounds bestowed on Wyrm-creatures by this Gift always scar
visibly.

Clear Mind I
Source: Mokolé Breed Book.
This Gift allows fair judgment, no matter what the distractions. A Crow-spirit teaches this
Gift.
System: The Mokolé may spend as many Willpower point as she likes; each point spent adds
a die to the Mental dice pool of her choice. The effects last for the duration of the scene.

Clear Mind II
Source: Players Guide to the Changing Breeds.
This Gift encourages clarity of thought, no matter what the distractions; it is taught by a crow-
spirit.
System: The player spends one or more Willpower points, then chooses a Mental dice pool
(such as Intelligence + Enigmas); each Willpower point spent adds one die to that dice pool for the
remainder of the scene.

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Clear the Mind
Source: Players Guide to the Changing Breeds.
As the Children of Gaia Gift: Calm.

Clearwater Passage
Source: Bastet Breed Book.
By turning himself into liquid, a Swara can pass through barriers without fully passing into
the Umbra. Like water, she trickles through cracks, seeps around obstacles and soaks through
materials. Once she reaches the other side, the cheetah reforms into a solid shape and continues on
her way. It’s said that Shi’a the Water Ghost taught this Gift to the Swara elder Nyolo in return for a
kiss. He nearly drowned, but survived her embrace long enough to pass the Gift to his friends
before joining his love beneath the waves.
System: The player spends a Gnosis point and rolls Stamina + Enigmas (difficulty 7) to turn
her Bastet into water, and the cat remains in that state for two turns per success. While liquid, she
cannot be harmed by any physical attack except fire (from which she takes the usual aggravated
damage). She may reform at any time, but must use the Gift again to turn into liquid again. If she’s
been “absorbed” while in watery state, the Swara bursts out the material when she turns back into
solid form.

Clenched Jaw
Source: Werewolf: the Apocalypse Revised.
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. For each successive turn she opts to maintain her grip, she makes a bite attack roll
(difficulty 3). While foes can make a resisted Strength roll to break the grip (suffering an additional
health level of damage in the process of tearing free), the Garou may add half her Willpower to her
dice pool.

Cliché Curse
Source: Players Guide to the Garou.
From Roger Ebert’s Little Bigger Movie Glossary, "Clichéphobia. Condition affecting people
raised on movies. Symptoms occur when real life situations echo movie clichés, and the sufferers
must take action to avoid what would be the inevitable denouement in a movie."
What is a humorous anecdote in the hands of humans becomes a deadly weapon in the claws
of a Bone Gnawer. Most often employed with an appropriately dramatic curse (although this isn’t
necessary), the target of this Gift becomes certain to suffer an unfavorable fate in a cliché-related
way. Anyone reaching for something high in a cupboard will inevitably have the entire contents fall
on top of him. Riding a bicycle on a sunny day invites being hit by a truck. While it is possible to
avoid the affects of this curse, doing so requires virtually shutting yourself off from the world, and
not in a dark room, either. It is taught by a dog-spirit.
System: The player spends one point of Gnosis and names the victim, who must be within
hearing distance and line of sight. For twenty-four hours, the victim risks disaster. Once that
disaster occurs, however, the curse is ended.

Climate Control I
Source: Gurahl Breed Book.

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This Gift enables the Gurahl to alter the temperature in her immediate vicinity from five to 25
degrees in either direction, thus enabling her to make a circle of relative warmth or coolness around
her that can encompass up to five human-sized individuals. In certain situations, the use of this Gift
can mean the difference between hypothermia and heatstroke.
System: The player rolls Manipulation + Primal-Urge. A single success enables the Gurahl to
alter the temperature by five degrees, while additional successes allow her to either increase the
amount of change in temperature (in five degree increments) or expand the area to include
additional creatures (one more per success).

Climate Control II
Source: Players Guide to the Changing Breeds.
The Gurahl can alter the temperature around her by 5-25 degrees and can sometimes include
additional creatures in the effect's area.
System: The player rolls Manipulation + Primal-Urge. One success allows the Gurahl to raise
or lower the temperature around her by 5 degrees. Each additional success gives her another 5-
degree increment or allows her to encompass one additional person or creature within the affected
area. (The target can roll Willpower (difficulty 8) to resist.

Climb Like an Ape


Source: Book of the City.
Garou with this Gift find that moving vertically is just as easy as moving horizontally;
whether they are walking along a sidewalk, climbing stairs, or scaling the side of a building, their
pace doesn’t change in the slightest, nor do they tire out more rapidly. This Gift doesn’t make it any
easier or less dangerous to climb in precarious circumstances - a ten-story fall is still a ten-story fall,
and a sheer surface remains sheer - but the Gift does make sure that the character can climb as
quickly as he walks.
System: The player spends a point of Rage. For the next scene the Garou’s movement rate is
unchanged whether he is climbing or walking; he moves at Dexterity +5 meters per turn, period.
This Gift does not decrease the difficulty for Athletics rolls used to climb, but it does allow the
Garou to run, or make an Athletics roll to improve his speed, just as he could while moving across
an empty plain. This Gift is taught by a monkey-spirit.

Cling
Source: Ananasi Breed Book.
The use of this Gift allows the Ananasi to walk about on any solid surface, in any form, much
the same as a small spider walks on walls. On the wall, the character can perform any action that
would normally be possible for him. Due to the nature of this Gift, the character is not disoriented
by walking on a wall or hanging upside down.
System: The Ananasi must spend one blood point to activate this Gift. The strength of the
surface the character wishes to climb is not an issue; otherwise the paint would flake off walls if the
character tried wall-crawling in any form other than Crawlerling. The character is able to use his
full Strength, but the strength of the surface does become relevant if the Ananasi chooses to carry
anything with him — the Gift allows for only the Ananasi’s weight. The effects last for a scene.

Cloak of Darkest Night I


Source: Hengeyokai: Shifters of the East.
Darkness is the greatest ally of an assassin. A Nezumi can call upon his totem’s strength to
aid a swarm of rodens or pack of homids. Along the path of the invasion route, light sources are

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extinguished by small gusts of wind and electrical systems may short out. This makes the use of
certain other Gifts (such as Cloak of Shadows) somewhat easier.
System: Underground or indoors, this Gift requires an Intelligence + Stealth roll and the use
of three points of Gnosis. The effect lowers the difficulty of any Stealth rolls for Stealth-based and
Subterfuge-based Gifts by 1. For five points of Gnosis, the Rat Totem can draw clouds across a
clear blue sky to achieve the same effect outdoors. The result last one minute for each success.

Cloak of Darkest Night II


Source: Players Guide to the Changing Breeds.
The Nezumi calls upon her totem to aid a rodens-swarm or a homid-pack on a mission,
extinguishing light sources along their route and making other darkness-related Gifts easier.
System: The player must spend three Gnosis points and roll Intelligence + Stealth to invoke
this Gift indoors or underground. Stealth rolls for Stealth or Subterfuge related Gifts receive a -1 to
their difficulty. By spending five points of Gnosis, the Nezumi can cause a clear daytime sky to
cloud over, achieving the same results. The Gift lasts for one minute per success.

Cloak of Shadows I
Source: Ratkin Breed Book.
The Ratkin can cloak himself, and anything he is touching, in shadows. This Gift is taught by
a Night-spirit, which may demand secrets in exchange for its sacred knowledge.
System: The player spends a Gnosis point and rolls Manipulation + Stealth. If a witness is
present, the difficulty of this roll is the Perception + Alertness of that witness; if several are present,
use the one who would present the highest difficulty. The area cloaked depends on the number of
successes, as listed below. If the Ratkin gets less successes than he thought he did, her reputation
for treachery will increase — she might be the only one hidden!

Successes Area Cloaked


One the Ratkin
Two ... and one other human-sized person or object
Three ... and three other human-sized people, or an object as big a small car
Four ... and eight or more humans, or an object as big as a small van
Five+ ... and 12 or more humans, or an object as big a tractor-trailer truck

Cloak of Shadows II
Source: Players Guide to the Changing Breeds.
The Ratkin can hide himself and anyone he's touching in shadows. A night-spirit teaches this
Gift.
System: The player spends one Gnosis and rolls Manipulation + Stealth; if there's a witness,
the difficulty equals its Perception + Awareness dice pool. (If there are multiple witnesses, use the
highest value.) The area cloaked depends on the number of successes.

Successes Cloaks the Ratkin...


One and no one else
Two and one other human-sized person or object
Three and three other human-sized people, or an object as big as a car
Four and eight or more human-sized creatures, or an object as big as a van or SUV
Five and 12 or more human-sized creatures, or an object as big as a tractor-trailer truck

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Cloud of Night
Source: Werewolf: The Wild West.
As the Gift: Shroud.

Coal Breath
Source: Werewolf: Wild West – The Wild West Companion.
Living in tunnels beneath the earth exposes the Black Spirals to many natural hazards. Rather
than succumbing to these deadly toxins, the Dancers learn to use their environment. With this Gift,
the user exhales the deadly gasses she inhaled in the tunnels below. This poisonous cloud envelops
the Dancer’s enemies and chokes them to death. A Coal-spirit teaches this Gift.
System: The Storyteller spends one Gnosis point and rolls the character’s Stamina + Survival
(difficulty 6). Each success creates one five-cubic-foot cloud of billowing poisonous gas. Anyone
caught in the cloud must make a Stamina roll (difficulty 7) or fall unconscious. Characters cannot
protect themselves from the effects by holding their breath. Remaining within the cloud eventually
proves to be fatal as every additional round of exposure causes one aggravated wound. The Gift
user is immune to the cloud.

Cobra’s Dance
Source: Bastet Breed Book.
Long ago, a panther named Tola entered into negotiations with King Snake. After weeks of
discussion and debate, the two came to an understanding of sorts. No one knows what secrets Tola
offered King Snake, but he learned this Gift as part of the exchange. The Dance allows a cat to
freeze a prey with a glance. Some old Bagheera claim to know other secrets of the serpent folk, but
if any other Gift has survived, they’re not well known.
System: To begin the Dance, a panther sways in place; the player rolls Manipulation +
Expression and spends a Gnosis point. This requires at least one turn spent dancing, and the effect
lasts one turn per success. The roll’s depends on the target: hypnotizing most animals is easy (5),
while freezing a hostile vampire is anything but (10). To break the spell, the target must win a
Willpower contest with the cat (difficulty 8). Otherwise, he’s held stunned and helpless until the
Gift wears off. Once the Dance takes hold, the cat can do whatever she likes – such as leaving,
talking or mauling the target.

Cocoon I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou causes a thick, opaque epidermis to surround him. The Garou is immune to fire,
starvation, gas, et al. This Gift is taught by an Insect- or Weaver-spirit.
System: The Garou spends one Gnosis point. While in the cocoon, attacks must do an amount
of damage equal to the Garou’s Stamina + Rituals to affect him at all. The cocoon lasts for one
scene. Extra time may be gained by spending more Gnosis points, allowing Garou to stay protected
for days. How long a Garou can ultimately spend in the cocoon is up to the Storyteller.

Cocoon II
Source: Mokolé Breed Book.
As the Homid Garou Gift. Mokolé adepts often use the Cocoon to protect them when sleeping
the Sleep of the Dragon.

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Cocoon III
Source: Werewolf: the Apocalypse Revised.
The werewolf can wrap 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- or Weaver-spirit teaches this Gift.
System: The Garou spends one Gnosis point. While in the cocoon, the werewolf ignores any
attacks which fail to do damage at least equal to her Stamina + Rituals, but attacks that pierce the
cocoon destroy it. The cocoon lasts for one scene, after which it dissolves rapidly and evaporates.
The player may extend the duration of the Gift spending more Gnosis points. Spending days in the
cocoon is entirely possible, but the maximum duration is up to the Storyteller.

Coils of the Serpent I


Source: Uktena Tribebook.
The Garou may summon serpentine ropes of darkness, mist or fog to grasp enemies and
render them immobile. Each coil is four feet long and has the Strength, Dexterity and Brawl ratings
as the Garou who summons it. A Snake-spirit teaches this Gift.
System: The player rolls Dexterity + Occult (difficulty 7). Each success beings forth one coil
from the prevailing element (darkness, shadow, mist, fog, dust). The Garou must direct the coils’
attacks if she wishes to target multiple opponents; otherwise, the coils focus on the person or
creature closest to their manifestation. The coils may only grasp to immobilize; they aren’t capable
of greater manipulation.

Coils of the Serpent II


Source: Uktena Tribebook Revised.
Using this Gift, an Uktena can call forth dark tentacles of mist or fog that wrap around
enemies and hold them in a viselike grip. Each coil is four feet long and possesses the same
Physical characteristics as the werewolf who summons the coils. Any snake-spirit can teach this
Gift.
System: The player rolls Dexterity + Occult, difficulty 7. Each success causes a single coil to
come forth from the surrounding air. The coils focus on a single target, unless the player makes
attack rolls against multiple targets, with the normal penalties to the rolls for multiple actions. The
coils only bind; they can't inflict damage. To break free, the victim must make a Strength roll,
difficulty 7. If his successes exceed the number of coils, he's free. If not, he's still a prisoner. The
tentacles last until the end of the scene or until the summoner decides to send them away.
MET: Basic Gift. Once per scene, an Uktena with this Gift can summon tentacles of fog to
bind and slow opponents. One tentacle is summoned per level of Occult the Uktena possesses, plus
an additional tentacle per Physical Trait the user wishes to spend when activating the Gift. A
Physical test (retest Occult) is necessary to ensnare a target with this Gift; the Uktena is considered
a number of Traits up on this test equal to the number of tentacles attacking the target. The Uktena
may also choose to have summoned tentacles focus on multiple targets, up to a maximum number
of separate targets equal to their Occult rating. Treat use against multiple targets like a standard
group challenge. Those successfully ensnared by tentacles can defend themselves normally, but
cannot attack or move from their current location until they break free, which requires a Physical
test against a difficulty equal to twice the Uktena's Occult rating plus the number of tentacles
currently grappling them. These tentacles do not inflict damage, and last until the end of the scene,
the target frees himself or the caster dismisses them.

Cold Blood
Source: Nagah Breed Book.

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Nagah use this odd Gift to make their Balaram form cold-blooded. This has several effects:
the Nagah doesn’t show up on infrared scanners, he more readily passes for a vampire, and he’s
capable of functioning in unusually hot environments without suffering from heat stroke.
System: The player spends one Gnosis point and rolls Stamina + Primal-Urge. Even one
success allows the wereserpent to make the change. The effect lasts for a scene, or until the Nagah
shifts form.

Cold Voice of Reason I


Source: Shadow Lords Tribebook.
A cunning Shadow Lord can talk his way out of just about anything. If a Lord is attacked by
another Garou, the Shadow Lord may invent a clever remark that will detain his attacker for at least
one round. This gift is taught by a Crow-spirit.
System: The Garou spends a Gnosis point and rolls Manipulation + Subterfuge (difficulty 8).
The attacker is detained one round for each success as long as he, in turn, is not attacked. If the
target is assaulted, the effect of the oratory wears off, and the victim may resume his attack. A botch
with this Gift will cause the attacker to go into Frenzy.

Cold Voice of Reason II


Source: Shadow Lords Tribebook Revised.
Shadow Lords are skilled manipulators, and are renowned for their ability to both stall for
time and talk their opponents into going about their business. This Gift gives that character trait
supernatural force, holding assailants at bay while the Lord himself either escapes or calls on others
for support. It must be used strategically to be effective, but it can be powerful when used in this
fashion. This Gift is taught by a crow-spirit.
System: When the Lord is attacked in combat, or even merely threatened, the player may
spend a Gnosis point and roll Manipulation + Subterfuge (difficulty 8) as a reflexive action. The
Lord must be able to speak in a language his opponent can understand, although he needn’t express
concepts more difficult than "Are you sure you want to do that?" or the like. The attacker may not
initiate hostile action against the Lord for one turn per success, provided the Lord and his allies do
not, in turn, engage in hostilities against the attacker. If the victim is herself attacked, even by
someone other than the Lord, the effects of the Gift end and she may resume her attack. A botch
with this Gift drives the attacker into frenzy.
MET: If you are attacked in combat or threatened, you may spend a Gnosis Trait and make a
Social Challenge (retest with Subterfuge). You must speak in a language your opponent can
understand, but it need not be much more than "You’re starting something you’re going to regret..."
For the next three turns, your attacker cannot initiate hostile actions against you, provided you and
your allies don’t initiate hostilities against your attacker. If your target is attacked by anyone, the
effects wear off and he may resume his first course of action.

Combat Healing I
Source: Players Guide 2nd Edition (1st Edition).
The Ahroun are famous for their ability to fight — it’s their purpose in life. This Gift allows a
Garou to heal wounds during combat without hesitation or even a moment’s pause. Wolverine
spirits teach this Gift, although they usually have to be bested in combat first.
System: The player spends two Rage points to activate this Gift. The Garou no longer need
pause for a turn to heal a Health Level or roll Stamina to heal during combat. Every round the
Ahroun heals one nonaggravated Health Level, regardless of her actions.

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Combat Healing II
Source: Players Guide to the Garou.
If you don’t get hit, you can’t get hurt. But when you’re fighting fourteen fomori and a Black
Spiral pack, that’s usually not an option. Thankfully for Ahroun in such situations, this Gift exists,
allowing them to heal even as a fight continues. Elemental spirits teach this Gift, and usually
learning it requires besting one in combat first.
System: By spending two Rage points, the Ahroun no longer needs to pause or roll stamina to
heal during combat, and automatically regenerates one non-aggravated health level every round.

Come Hither
Source: Werewolf: The Wild West.
As the Gift: Eye of the Cobra.

Command Attention
Source: Bastet Breed Book.
A werecat can call on his feline presence to draw attention the instant he steps into a room.
Everyone in a given space (a room, a clearing, whatever) will immediately stop what they’re doing
to notice the Bastet’s entrance. Their reaction from that point on will depend on what the character
does and upon their feelings about him; an attractive Homid will get a different reaction than an
angry Crinos-panther would.
System: the player rolls Manipulation + Expression (difficult 7) to get everyone’s attention
for one turn. This gift also reduces the difficulty of the next social roll by 1 for every success he
rolls for the gift. This bonus only applies once, upon entering the place.

Command Metis
Source: Ratkin Breed Book.
Ratkin metis act as lackeys to the rodens who dominate colony politics. Should one become
disobedient, a high-ranking Ratkin can force him to obey his will.
System: Spend one Gnosis and roll Charisma + Leadership (the difficulty is the metis’
Willpower); the number of words in your command must equal the number of successes. Your
command must be a complete sentence (including imperatives); one success means your command
is one verb. By the way, this ability cannot be used on a Ratkin metis who is of a higher rank than
you are, or on a metis in frenzy! The effects last for one scene; if the action strongly goes against
the metis’ character, the Storyteller may allow a Willpower roll (difficulty 9) to modify the
command. This cannot, however, override the metis’ survival instincts.

Command Snakes
Source: Nagah Breed Book.
Vasuki use this Gift to summon the aid of their serpent cousins. The type of snakes that
answer the call varies from region to region. Most are not venomous, although there are certain
places – notably India, Australia, the tropical oceans and the American West and southwest – where
a large number of venomous snakes will respond. Obviously, this Gift does not work in places
where there are no active snakes, including Ireland.
The vasuki cannot communicate with the summoned serpents, although they will react
aggressively to any target that the Nagah is threatening. Most snakes cover ground relatively
slowly, so unless the wereserpent knows that he’s near a nest of snakes, he’d do well to do his
summoning a little ahead of when he needs assistance.

144
System: The player spends a point of Gnosis and rolls Charisma + Animal Ken. One success
indicates that only a few animals show up. With three successes the Nagah has summoned around
thirty snakes of different varieties. With five successes, the Nagah has summoned a slithering
swarm of snakes, many of which are probably venomous. The snakes remain for the scene, or until
the vasuki wills the Gift to end, at which point they return to their own territories.

Command Spirit I
Source: Werewolf: the Apocalypse 2nd Edition.
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).

Command Spirit II
Source: Werewolf: the Apocalypse Revised.
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. It enables the user only to coerce
them to obey. Any Incarna avatar can teach this Gift.
System: The player 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.
Doing so requires the Level Three Theurge Gift: Exorcism.

Command Spirit III


Source: Dark Ages: Werewolf.
The Garou can give commands to spirits she encounters and expect them to obey. As always
in dealings with the spirit world, it is essential for the commands to be precisely clear, as an
unwilling spirit may twist an ambiguous wording to suit its liking. This Gift does not grant the
ability to summon spirits. Any Incarna avatar can teach this Gift.
System: The player spends a Willpower point and rolls Charisma + Leadership (difficulty is
the spirit’s Gnosis). A botch on this roll indicates that some slight has been given, and the spirit
becomes immediately hostile and might attack. The character can issue successive commands once
the spirit is under her control; each additional command requires that the player expend an
additional Willpower point. Note that the spirit cannot be ordered to leave a place or object to which
it is bound. That is the province of the Level-Three Gift: Expel Spirit.

Command the Blaze I


Source: Werewolf Dark Ages.
Just as a wood actually needs the occasional forest fire to cleanse away the dead underbrush,
cities too are said to require the occasional blaze to sweep away the filth and allow new life to grow.
However, the cities of the Dark Medieval world are often tarred, thatched firetraps. This Gift allows
a Warder to direct the inevitable fire, urging it towards areas that can suffer the burning and guiding
it away from valuable territory (such as libraries or the homes of Kin). Needless to say, it can prove
quite useful when hunting vampires as well. This Gift is taught by a fire elemental of great strength.

145
System: The player must spend a Gnosis point and roll Willpower, difficulty 7. The Warder’s
area of control originates around her person; the more successes, the farther her area of control
stretches.

Successes Radius of Control


One Arm’s reach
Two The entire room
Three A medium, sized building, such as an inn
Four A city block or small keep
Five Three city blocks; a castle
Six+ An entire city

The Warder’s consciousness extends wherever the fire is within her area of control; however,
it must be a single great blaze in origin (no bidding torches and lamps across the city to leap from
their sources and run wild). She must remain still with eyes closed and concentrate to maintain
control; if attacked or otherwise distracted, the control is lost (but can be regained by invoking the
Gift again). The fire cannot travel underwater or across bare stone, but can otherwise leap and twist
in unnatural fashion - the flames can extend up to fifteen feet away from their fuel. Needless to say,
a vampire confronted with writhing tendrils of flame that seem to intelligently seek him out will
probably fly into immediate Rötschreck - it would certainly seem as though God Himself were
reaching out to strike the damned creature down.

Command the Blaze II


Source: Dark Ages: Werewolf.
Just as wood actually needs the occasional forest fire to cleanse away the dead underbrush,
cities too are said to require the occasional blaze to sweep away the filth and allow new life to grow.
The cities of the Dark Medieval, however, are often tarred, thatched firetraps. This Gift allows a
Warder to direct the inevitable fire, urging it toward areas that can suffer the burning and guiding it
away from valuable territory (such as libraries or the homes of Kinfolk). This Gift is taught by a fire
elemental.
System: The player must spend a Gnosis point and roll Willpower (difficulty 7). The
character’s area of control originates around him. The more successes the roll achieves, the further
the character’s area of control stretches.

Successes Radius of Control


One Arm’s reach
Two One room
Three A medium-sized building, such as an inn
Four A city block or a small keep
Five Three city blocks; a castle
Six+ An entire city

The Warder’s consciousness extends with the fire within his area of control. It must be one
single blaze, however, rather than a number of separate fires. The Warder must remain still with
eyes closed and concentrate to maintain control. If he is attacked or otherwise distracted, the control
is lost and the Gift must be initiated again to regain control of the fire. The fire cannot travel
underwater or across bare stone, but it can otherwise leap and twist in an unnatural fashion. The
flames can extend up to 15 feet away from their fuel sources.

146
Command the Heart of Rage
Source: Werewolf: Wild West – The Wild West Companion.
The Silver Fang can reach into the heart of another Garou and stifle her opponent’s Rage.
Even a frenzied Garou must obey the Fang’s command. An avatar of Falcon teaches this Gift.
System: The player spends one Willpower point and selects a target. The Fang and the victim
make resisted Willpower rolls. If the Silver Fang wins, she can dictate when and how much Rage
the victim spends. This Gift works on frenzied Garou as well.

Command the Multitude


Source: Bastet Breed Book.
Like the Level One Gift: Submit, except that it affects everyone in a 200-foot radius and
requires a Gnosis point. To make things easy, the Storyteller may simply have the player roll three
successes with Willpower (difficulty 9) to dominate a strong-willed crowd. Lesser foes, like normal
humans or animals, reduce the difficulty to 6.

Command the Prey


Source: Bastet Breed Book.
By chittering slightly, a Bastet may, with this Gift, make her prey come to her. So long as she
stands still and chants, the victim will wander slightly dazed until he’s close enough to grab. Once
the cat moves, the trance is broken. Naturally, this Gift can be used for all kinds of hunting…
System: The Bastet player rolls Manipulation + Primal-Urge (difficulty 7) to command her
target to approach. Unless he can resist with a Willpower roll (difficulty 8), any human or animal
will obey. Supernatural opponents with a mind-empowering supernatural ability (if active when the
Gift’s influence began) or more than five points of Rage resist at difficulty 6. Otherwise, they’re
attracted as usual. This only works against victims who are unaware of the Bastet’s presence
beforehand – as far as they know, they want to wander over that way. Once the prey is close, the
werecat can move in however she prefers; a leap, a distraction or an opening line all work equally
well once the target’s in place. This Gift does not work in combat.

Command Water Spirit


Source: Nagah Breed Book.
As the Uktena Gift: Call Elemental, save that only water-spirits may be called. The Nagah
must have a natural water source such as a river or a lake. The water-spirit (invariably a servant of
the Wani) will move water, dampen a foe or short out a power system at the wereserpent’s
command.

Command Water Spirit


Source: Players Guide to the Changing Breeds.
As the Uktena Gift: Call Elemental, but only water spirits can be called.

Commanding Voice
Source: Werewolf: The Wild West.
The Garou’s presence and tone of speech are so powerful that when he tells people what to
do, they listen and take action. The Garou must speak loud enough to be heard by the targets. This
Gift is taught by an Ancestor-spirit.
System: The Garou rolls Charisma + Subterfuge (difficulty 6). If successful, the difficulties
of all Social rolls are reduced by one for the remainder of the scene.

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Common Foe I
Source: Rokea Breed Book.
When battle lines are drawn, Dimwaters see two sides: theirs and the enemy. The eldest
Dimwaters remember when the most common enemies were the servants and children of Qyrl, and
can call other beings into service against such creatures, no matter their usual allegiance. This Gift
is taught by a spirit-servant of Kun.
System: The player spends one Willpower point and rolls Charisma + Leadership (difficulty
6). The character emits either a Sending or a low growl. For the remainder of the scene, any non-
corrupted supernatural beings (Changing Breeds, most mages, even changelings) cannot attack one
another so long as a common threat is present (usually a monstrous Wyrm-beast of some kind).
Anyone who tries such an attack immediately suffers wound and movement penalties as though
Crippled. The Gift: Resist Pain provides no relief against this agony. Common Foe lasts until the
end of the scene or until the threat is vanquished. It only works to rally non-Wyrmish beings against
minions of the Wyrm. It does not work to force a betweener’s non- Rokea allies (should any exist)
to attack him.

Common Foe II
Source: Players Guide to the Changing Breeds.
The Dimwaters believe that all creatures should know and stay in their places, but Qyrl
routinely upsets the natural order. Therefore, the eldest of the auspice can rally any being not
corrupted by Qyrl to fight against her, regardless of their usual inclinations towards the other parties
on the battlefield. A spirit-servant of Kun teaches this Gift.
System: The player spends one Willpower point and rolls Charisma + Leadership (difficulty
6). The character emits a Sending or, if on land, needs to attract the attention of those nearby with a
shout or growl. If the roll succeeds, any supernatural beings in the area (including Garou or other
Fera, mages, and imbued hunters) cannot attack one another if a common threat is present.
"Common threat" typically means a servant of Qyrl; willing servants of Qyrl (in any of her
incarnations) are not affected by this Gift. Any affected party who attempts to attack someone other
than the common threat suffers wound penalties as though Crippled (supernatural means of
mitigating this pain do not function). Common Foe lasts for one scene or until the common threat is
vanquished.

Compel Truth I
Source: Gurahl Breed Book.
By using the force of his presence, a Gurahl may force a targeted individual to speak only the
truth as she perceives it. A Falcon-spirit teaches this Gift.
System: The player spends a point of Gnosis and rolls Wits + Empathy (difficulty of the
target’s Willpower). The target must refrain from lying for one minute for each success gained.
Failure means that the Gift has no effect, while a botch only seems to work.

Compel Truth II
Source: Players Guide to the Changing Breeds.
The Gurahl compels an individual to speak the truth.
System: The player rolls Wits + Empathy (difficulty of the subject's Willpower) and spends a
point of Gnosis. Each success means that the target cannot lie for one minute.

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Consume Taint
Source: Rokea Breed Book.
Marine garbage dumps often attract sharks looking for easy meals, but they also attract angry
Rokea. With this Gift, the wereshark can eat refuse, be it waste oil, garbage, or even barrels full of
chemicals, thus rendering them harmless to Sea. This Gift is taught by a tiger shark-spirit.
System: The player rolls Stamina + Survival (difficulty 7). Each success allows the wereshark
to eat one pound of waste without harm. It is possible to consume nuclear waste or even Wyrm
toxins with this Gift, but the difficulty is increased by two. A botch on this roll inflicts three levels
of unsoakable aggravated damage.

Control Complex Machines I


Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may bargain with the strange spirit life of the electronic world, thereby controlling
cars, calculators, computers, video games, et al. The Gift is taught by a Net-Spider (the knowledge
is sometimes stolen from the spirit, much as a cracker copies protected files).
System: The Garou spends one Willpower point and rolls Manipulation + an appropriate skill
(Computer, Science, Electronics) against a difficulty ascertained by the Storyteller (usually 8). This
control lasts for the duration of the scene.

Control Complex Machines II


Source: Ratkin Breed Book.
As the Glass Walker Gift. This Gift allows control of complicated objects like computers, cars
and ATMs.

Control Complex Machine III


Source: Werewolf: the Apocalypse Revised.
Similar to Control Simple Machine, the Garou may now converse with and command the
spirits of electronic devices such as computers, video games and cars. One learns (or steals) this
Gift from a Net-Spider.
System: The player spends one Willpower point and rolls Manipulation + Science (or
Computer). The Storyteller sets the difficulty based on how complex the machine actually is
(usually 8). The Garou’s control lasts for one scene.

Control Simple Machine I


Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may speak to the primal urban spirits in the simplest mechanical devices (no
electronics, at all), causing them to operate or shut down as he sees fit. Levers flip, pulleys roll,
screws unscrew, doors unbolt, etc This Gift is taught by any technological spirit.
System: The Garou spends a Willpower point and rolls Manipulation + Repair (difficulty 7).
The Glass Walker’s control lasts for the duration of the scene.

Control Simple Machine II


Source: Ratkin Breed Book.
As the Glass Walker Gift. Using this Gift while in the Umbra increases the difficulty by 1.

Control Simple Machine III


Source: Werewolf: the Apocalypse Revised.

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The Garou may command the spirits of the simplest machines, causing levers to flip, doors to
unbolt, pulleys to roll and son. Any technological spirit can teach this Gift.
System: The player spends a Willpower point and rolls Manipulation + Crafts (difficulty 7).
The Garou’s control lasts until the end of the scene.

Conundrum
Source: Players Guide 2nd Edition.
A Stargazer with this Gift can introduce an unsolvable problem into a victim’s mind.
Depending on the effectiveness, the target could be completely immobilized by her new, fascinating
train of thought. The effect varies with every individual, but it usually derives from the target’s
personality: A computer hacking Glass Walker might try to discover the last digit of pi, while a
Bone Gnawer might try to reason why, indeed, did the chicken cross the road. An avatar of the
Chimera teaches this Gift, but the Garou must first solve her instructor’s puzzle.
System: The Stargazer rolls her Manipulation + Subterfuge (difficulty of the opponents Wits
+ Enigmas). The number of successes indicates the complexity of the problem and the extent to
which the target is distracted. Each success also subtracts one die from the target’s Dice Pools for
an equal number of rounds. Each Willpower point the target spends reduces the effectiveness of this
Gift by 1.

Cookery
Source: Dark Ages: Werewolf.
The Garou can take any small, easily destroyed item that is available to him — bark, moss,
bones and even leather will suffice — and stir it into a water-filled pot. Upon activation, the stirring
transmutes the refuse into a foul-tasting, but edible, stew. The character must have a small pot and
ladle or spoon for this Gift. This Gift is taught by a raccoon-spirit.
System: The player rolls Wits + Survival. The difficulty of the roll depends on the ingredients
used — 6 for inedible but otherwise harmless materials, and up to 10 for hot cinders or rusted iron.

Cookfire
Source: Croatan Song.
The Garou can turn raw, unprocessed food into a cooked meal without need of fire. In
addition, the meal tastes first class. This Gift is taught by Earth-spirits allied to Corn Maiden.
System: The player must make a Gnosis roll, difficulty 7; the more successes, the more
elaborate the final meal. This Gift cannot add any food that isn’t already present — it cannot spice
food if the Garou has no spices handy, for instance — but it can turn unripe corn on the cob into
cakes, or a fish that hasn’t been cleaned into a neatly scaled, gutted, boned and cooked meal.

Cooking I
Source: Werewolf: the Apocalypse 2nd Edition.
The Bone Gnawer must have a small pot and ladle for this Gift. The Garou may take any
small, easily destroyed item he can find — bark, beer cans, plastic wrap, whatever — and stir it into
the pot, turning it into a foul-tasting but edible mush. This Gift is taught by a Raccoon or Rat spirit.
System: The Garou rolls Wits + Survival. The difficulty depends on the objects used — 6 for
inedible but otherwise harmless material, up to 10 for cyanide and the like.

Cooking II
Source: Werewolf: the Apocalypse Revised.

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The Garou must have small pot (a coffee can will do) and a ladle or spoon to use this Gift. He
places whatever he can find into the pot — trash, beer cans, old newspapers, etc. — adds water (spit
counts) and stirs. The result is a pasty, bland-taking mush that is nevertheless edible and filling.
System: The player rolls Wits + Survival. The difficulty depends on the items "cooked."
Inedible but harmless material is difficulty 6, while actively toxic substances are difficulty 10.

Cool Mind
Source: Glass Walkers Tribebook Revised.
Too many Garou are afraid of advancing beyond the limits of their bodies. To counter this,
the Cyber Dogs have a Gift that banishes fear, anxiety or any other emotion. People targeted by this
Gift lose their emotion temporarily, able to think perfectly logically. A Pattern Spider teaches this
Gift.
System: The Cyber Dog spends one Willpower and rolls Intelligence + Investigation
(difficulty 7) in a resisted roll against the target’s Wits + Primal-Urge (difficulty 7). The target can
choose not to resist, and you may target yourself. If successful, the target becomes cold and
impersonal for as many turns as successes achieved, thinking entirely with intellect and ignoring
emotion. Emotions do still exist as abstract concepts; a target can still think, "I love this man, so it
would not be to my benefit to harm him." This Gift cannot counter the effects of the Delirium.
Garou under this Gift’s effects suffer +2 difficulty to Rage rolls, though frenzy will disrupt the Gift.
MET: Spend a Willpower Trait and make a Static Mental Challenge (difficulty is the target’s
Primal-Urge plus two, or seven Traits if the target does not possess Primal* Urge). The target can
choose not to resist (which forgoes the need for a challenge), or you can use this Gift on yourself.
With success, the target is not affected by emotions, thinking and making decisions purely with
intellect. Supernatural powers that affect the emotions (such as the vampiric Discipline of Presence)
do not disturb Cool Mind. This Gift does not counter the Delirium. Cool Mind bestows a two-Trait
difficulty to Rage challenges, but once frenzy is entered, the Gift is disrupted. This Gift lasts for
three turns.

Cooling System
Source: Glass Walkers Tribebook Revised.
As per the Wendigo Level Four Gift "Chill of the Early Frost". This Gift was originally
copied from the Wendigo by the Iron Riders, who employed it to preserve food by freezing it, and
was rediscovered by the Random Interrupts, who use it both in combat and to keep server rooms
cool. The Random Interrupts often favor spending a point of Willpower in addition to the point of
Gnosis to control the temperate and keep it just above freezing. Since Great Wendigo would usually
rather murder a Glass Walker than teach them, a Penguin spirit or a Pattern Spider teaches this Gift.
MET: As the Wendigo Gift Chill of the Early Frost (see Laws of the Wild). Spend a
Willpower Trait to adjust the temperature.

Cooter’s Revenge
Source: Bone Gnawers Tribebook Revised.
Any Bone Gnawer who watches too much television knows about Cooter. He’s got a tow
truck parked down the street from the Dukes of Hazzard, and he always has the right tool for the
right job. Followers of the tribe’s automotive totem (described under "Totems") train extensively
with automotive tools, and wouldn’t be caught dead without them. This Gift not only makes proper
repairs much easier, but can also save your life if you’re caught unaware while changing a tire by
the side of the freeway.

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System: This Gift requires a heavy, automotive tool at least as big as a large crescent wrench
(anything smaller than a half-inch crescent wrench won’t do). If you voluntarily lend out any of
your tools, you can’t use this Gift until you get them back.
For one Gnosis, this Gift reduces the difficulty of any automotive repair roll to 4, (but only if
you’re using the right tool). For one Rage, the Gift can make the tool a deadlier weapon. Whether
you prefer a tire iron or power drill, you can use your chosen tools to inflict Strength + 3 lethal
damage for one scene. As an added bonus, you can do the same damage with all four hubcaps, the
four wheel wells, and the spare tire of a car as ranged weapons.
MET: You gain an automatic retest on any Repair Challenge at a cost of one Gnosis Trait. If
you burn one Rage Trait, you can also wield any tool larger than a half-inch crescent wrench as a
weapon with three bonus Traits. (Use an index card to represent it, please.) The weapon can be
concealed under a jacket, has the Negative Trait: Dangerous, and inflicts lethal damage. After all,
when you attack people with power tools, accidents happen.

Corner Shot I
Source: Players Guide 1st Edition.
This Gift allows gunfire to wrap around corners and hit targets out of sight. Roll Perception +
Firearms, difficulty 9, and spend a Gnosis point. The range is the range of the weapon. Only single
shots can be fired with this Gift — auto fire will not work. Glass Walkers goodfellas are feared
because of this Gift.

Corner Shot II
Source: Glass Walkers Tribebook Revised.
A feared Gift, this allows the Wise Guy to shoot around corners. Packs were fond of timing
this Gift with multiple guns, creating hails of gunfire through open doorways before entering a
room. A bird spirit (again, never a pigeon) teaches the Gift.
System: The player spends one Gnosis point and rolls Perception + Firearms, difficulty 9.
Only one success is needed. Only single shots may be fired with this Gift, never auto fire.
MET: Spend a Gnosis Trait and make a Mental Challenge (retest with Firearms). Success
allows for a single shot around a corner. This Gift does not work with auto-fire.

Cornered Rat I
Source: Werewolf: The Wild West.
When a Garou is backed into a corner with nowhere to run to, she can either give up or fight.
This Gift allows the Garou to focus her Rage and lash out at her opponents.
System: The player spends one Rage point and rolls Strength + Intimidation (difficulty 8).
Each success grants her an additional die to her Brawl Dice Pools. When using this Gift, the
werewolf automatically enters into a Berserk frenzy. This Gift lasts until combat is over or the
frenzy ends.

Cornered Rat II
Source: Dark Ages: Werewolf.
When a Garou is backed into a corner with nowhere to run, he can both surrender and beg
mercy, or he can fight. This Gift allows the Garou to focus his Rage and lash out in dire situation. A
rat- or badger-spirit teaches this Gift.
System: The character spends one Rage point and rolls Rage (difficulty 8). Each success
grants the character an additional die to his Brawl pool. When using this Gift, the werewolf
automatically enters into berserk frenzy. This Gift lasts for the duration of combat.

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Corrupt I
Source: Ananasi Breed Book.
With this Gift, the Ananasi can make an object weaker. The Ananasi cannot destroy the
object, only accentuate the natural flaws, bringing out the entropy of the item and causing it to
become more unstable and more easily destroyed. This Gift is only effective against inanimate
objects.
System: The Ananasi must make a Gnosis roll as if it were a damage roll. If he successfully
"wounds" the object, the object loses one soak die or health level (Storyteller’s
option) for the scene.

Corrupt II
Source: Players Guide to the Changing Breeds.
The Hatar can weaken an object with this Gift, bringing natural flaws to the fore so that it can
be more easily destroyed.
System: The player rolls Gnosis. Each success causes the targeted object to lose one soak die.
This Gift does not affect living creatures, only inanimate objects.

Counting Coup I
Source: Players Guide 1st Edition.
The Garou can take Renown from someone by hitting him. The Garou makes a normal attack
maneuver (punch, kick, club, etc), and spends a Gnosis point, but must do no damage; roll damage
as normal, but if any gets through the target’s soak, this Gift will not work. The Garou can declare
that he is pulling his blow and do no damage, but his attack difficulty is one higher. For every
success (as long as no damage was done) the target loses 25 Glory Renown. This can only be
performed on a single target once per scene. Every time this Gift is used against a Wyrm creature,
the Garou gains 25 Glory Renown for every success on his roll., for being so bold as to strike a
Wyrm creature but do not damage (he can hit it again afterwards and do damage if he wants). This
can only be done once per battle with Wyrm forces.

Counting Coup II
Source: Werewolf: The Wild West.
By touching an opponent in combat, a Stargazer can break the combatant’s will and drive him
from the fray or force him to surrender. This Gift was learned from the Pure Ones, who no longer
have time or patience for such gentle tactics, and is taught by a Pure One Ancestor-spirit.
System: The character touches his opponent in combat. The player makes a normal Dexterity
+ Brawl (or Melee) roll and spends one point of Gnosis. No damage is inflicted in the "attack," but
if the successes rolled to hit exceed the victim’s current Willpower score, the opponent loses his
fighting spirit. As long as he is not attacked further, he leaves the field or resigns his fate to the
Stargazer who counted coup against him. The victim cannot spend any Willpower to act against or
defy the will of the Stargazer for the remainder of the scene. This Gift can even be used to break
another Garou from frenzy or to deny a Garou any actions purchased with Rage points that he has
yet to take in a turn. It obviously can’t affect mindless foes.
The Stargazer can continue to strike at an opponent for as many turns as he has permanent
Willpower points. If the target is riot hit in that time, the potential of the Gift wears off and must be
conjured up again (another Gnosis point must be spent). Only one target can be affected by each use
of this Gift.

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Coup De Grace I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou studies her foe, seeking the best place to land a blow, and then sets herself up to
deliver a devastating attack the following turn. This Gift is taught by an Owl spirit.
System: The Garou spends one Willpower point and rolls Perception + Medicine (difficulty
of the target’s Stamina + Dodge). If successful, the Garou doubles the damage dice on her next
blow, assuming it hits.

Coup de Grace II
Source: Werewolf: the Apocalypse Revised.
The Garou studies her foe, looking for the best place to strike. In doing so, she sets herself up
to land this devastating attack. An owl-spirit teaches this Gift.
System: The player spends one Willpower point and rolls Perception + Brawl (difficulty of
the target’s Stamina + Dodge). If successful, the player doubles her damage dice on the Garou’s
next successful attack.

Coup de Grace III


Source: Dark Ages: Werewolf.
The Fury carefully studies her foe for a fleeting moment, searching for the most prudent spot
to deliver this devastating attack. An owl-spirit teaches this Gift.
System: The player spends one Willpower point and rolls Perception + Brawl. The target
rolls Perception + Subterfuge. If the player rolls more successes than the target, the player doubles
the damage dice rolled on the next successful attack on the target.

Courtly Speech I
Source: Hengeyokai: Shifters of the East.
When acting as an envoy, hengeyokai find it only polite to speak in the tongue of one’s host.
This Gift allows a hengeyokai to speak in any of the Changing Breed tongues as if he were a native.
The nuances of a Hakken growl, the pherormonal cues of the Kumo, even the electrical speech of
the Same-Bito - this Gift grants mastery of all. However, it does not grant knowledge of written
symbols, nor does it work on human language. The Gift is taught by a Crane-spirit.
System: The player rolls Charisma + Linguistics, difficulty 7; only one success is required for
fluency in the desired tongue. The fluency lasts for a scene.

Courtly Speech II
Source: Players Guide to the Changing Breeds.
This Gift enables a hengeyokai to speak any of the Changing Breed languages — the strange
animal tongues equivalent to the Garou High Tongue — as fluently as if it were his own. This does
not give knowledge of writing nor does it affect human speech. A Crane-spirit teaches this Gift.
System: The player rolls Charisma + Linguistics (difficulty 7). The Gift lasts for one scene.

Cousin’s Coat
Source: Frontier Secrets.
Garou with this Gift can blend in with their natural surroundings easier than others of their
kind. The Gift, taught by a Wolf-spirit, allows the werewolf to appear as the appropriate type and
breed of wolf indigenous to the area.

154
System: This Gift only works in Lupus form. The player rolls Manipulation + Survival
(difficulty 7). Only one success is required, but additional successes will handicap special senses or
Gifts (Scent of the True Form, vampiric senses, etc.) from detecting the ruse. If the Gift succeeds,
the werewolf’s Lupus form shifts to match the indigenous wolves of the area. Garou using this Gift
in a city or town usually resemble large dogs, a very unappealing concept to most.

Coyote’s Howl I
Source: Nuwisha Breed Book.
Just as Coyote is the Creator, he is also the Destroyer. In time, he will erase all that exists, for
that is his duty. Coyote’s Howl allows the Nuwisha to summon a small portion of Coyote’s
destructive power and unleash that energy on a person or area. When used, Coyote’s Howl shakes
all of nature and bends it into an engine of annihilation. This power might come as a tornado or as a
tidal wave. It might be an earthquake or lightning storm. Whatever the case, there is little that can
stand against the power of Coyote’s Howl. This Gift is one of the most powerful known to the
Nuwisha, and is taught by Coyote to those he finds worthy.
System: The player rolls Intelligence + Occult, difficulty 5, and spends five Gnosis points.
The resulting energies released will destroy anything in their path, with rare exceptions at the
Storyteller’s discretion. This Gift is only usable by the most powerful Nuwisha, and will not work if
the enemy faced is not a true threat to all that the Nuwisha stand for.

Coyote Howl II
Source: Werewolf: Wild West – The Wild West Companion.
Throughout the long, lonely night, the Galliard howls without rest. This Gift alters the sound
of her howl to resemble that of a coyote. The Coyote Howl disturbs the sleep of all those who hear
it, making them edgy the next day. A Coyote-spirit teaches this Gift.
System: No roll is required, but the Galliard must stay awake all night howling. All who hear
the howl lose one die from all Mental rolls for the entire next day. The Gift refreshes the Galliard in
the morning but does nothing for her packmates.

Coyote's Mask
Source: Players Guide to the Changing Breeds.
In one Kwakiutl Indian legend, Coyote dons masks of various animals and then allows the
animals to die for him, thus saving his life. The most powerful Nuwisha may accomplish a similar
feat, using their Gift as a shield against death. Only Coyote teaches this Gift.
System: In order to learn this Gift, the Nuwisha must first learn a Gift that changes his shape,
including Sheep's Clothing, Trickster's Skin, or the Ragabash Gift: Thousand Forms. If the
character wishes to invoke this Gift, he must spend a full turn in concentration after first using the
chosen shape-changing Gift. The player then spends one Gnosis point and rolls Willpower
(difficulty 8). If successful, the Nuwisha may "die" once while wearing something or someone
else's form. If the Nuwisha drops below Incapacitated from lethal or aggravated damage while
wearing Coyote's Mask, the Nuwisha immediately appears in breed form not more than 10 feet
away, and all that is left of the "corpse" is a small scrap of coyote fur. The Nuwisha is considered to
be at full health.

Coyote’s Tongue
Source: Frontier Secrets.
The Trickster has a way with words. No matter how outrageous his claims might be, people
tend to believe them. With this Gift, a cougar can borrow this glib talent- anything he says while the

155
magic’s in motion will sound convincing to anyone who hears. It’s exceedingly dishonorable to use
this Gift on fellow Native Americans. The white men, however, are such liars that Coyote’s Tongue
is simple justice.
System: The player rolls the Bastet’s Wits + Manipulation against difficulty 6. For the rest of
the scene, everything the cat says will sound like Gospel Truth. A suspicious listener might be able
to shake the Gift’s effects (Willpower roll, difficulty 8) if the Pumonca’s statements are too
outrageous to believe; otherwise, his words seem completely convincing.

Craft of the Maker


Source: Players Guide to the Changing Breeds.
As the Garou homid Gift: Reshape Object.

Crane's Wisdom
Source: Players Guide to the Changing Breeds.
As the Philodox Gift: Truth of Gaia.

Crawling Chaos I
Source: Ratkin Breed Book.
As the Ragabash Gift: Fly Feet. Rats are remarkable climbers; they can dexterously grasp tiny
surfaces using their curled paws and claws. With this Gift, their ability takes on supernatural
proportions. Performing this in rat form is unnerving, doing this in human form is similarly nasty,
and the sight of a Crinos Ratkin crawling along a sheer vertical surface can be terrifying.
System: Roll Dexterity + Athletics. The user can cling to vertical surfaces or even catch on to
them while falling; the difficulty of the roll depends on the surface (5 for wood or stone; 9 for glass
or ice). Defying gravity increases the difficulty by 1. Ratkin have been known to scurry up the sides
of stone buildings in moonlight just for the sheer joy of it.

Crawling Chaos II
Source: Players Guide to the Changing Breeds.
The Ratkin can skitter across vertical surfaces with preternatural ability.
System: The roll to climb a surface is Dexterity + Athletics; the difficulty depends on the
surface, from 5 for rough wood or stone to 9 for glass or ice. The difficulty increases by one if the
Ratkin is defying gravity.

Crawling Poison I
Source: Book of the Wyrm 1st Edition.
This Gift coats the Black Spiral’s fangs and claws with a viscous toxin that inhibits the
Garou’ s regenerative powers when it is injected into them via claw or bite; the effects last one hour
for each success the Black Spiral scores on a Gnosis roll against the victim’s Stamina + 4.

Crawling Poison II
Source: Werewolf: the Apocalypse Revised.
When the Dancer calls upon this Gift, his fangs turn black with venom, and his breath grows
more foul than is normal. The venom kills humans and animals slowly, and, the victim suffers
terrible agony as the venom spreads through his body. A Garou’s regeneration will protect her from
the pain and eventual death, but only at the cost of her normal rapid healing.

156
System: After making a successful bite attack that inflicts damage after soak, roll the
Dancer’s Gnosis (difficulty is the victim’s Stamina, or Stamina + 2 if the victim has Resist Toxin).
Each success inhibits the victim’s regeneration for one hour. When used on humans or animals, the
poison subtracts one from all Physical Attributes each hour. If Strength or Dexterity reach zero, the
victim may not move without assistance. If Stamina reaches zero, the victim dies a painful and
messy death. The toxin may be stopped only by supernatural means. Mother’s Touch (difficulty as
normal) can negate it on a one-for-one success ratio, but the Garou using it must spend one Gnosis
point per success.

Create Element I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou can create a small amount of one of the four Basic elements — fire, air, earth or
water. In this way, a Garou can replenish the air supply in an airtight room, make a rock to throw at
someone, create a fire without matches or wood, or fill a bathtub without any faucet or pipes.
Precious metals (especially silver) cannot be created, nor can lethal gases or acid. This Gift is taught
by an elemental.
System: The Garou spends one Gnosis point and rolls Gnosis (difficulty 6). One cubic foot of
the desired element is created per success, to a maximum weight of 100lbs. The element is now
permanent until used up (breathed in the case of air or burned up in the case of fire without any fuel
to keep it going).

Create Element II
Source: Bastet Breed Book.
As the Garou Metis Gift. Most Bastet favor the five Oriental elements (fire, wood, metal,
earth and water), but those born in the Western Hemisphere often know them as earth, air, fire and
water. An Eastern Bastet may create raw ore and wood, but cannot conjure air. Neither version can
create precious metals, refined ores, gasses or poison.

Create Element III


Source: Hengeyokai: Shifters of the East.
As the Metis Gift. Hengeyokai in tune with the appropriate elements (see page 57) can
summon "moon" as an element; this manifests as pure moonlight, providing illumination and often
some measure of comfort.

Create Element IV
Source: Werewolf: the Apocalypse Revised.
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 are beyond his reach. This Gift creates only natural air, earth, fire and
water. Elementals teach this Gift.
System: The werewolf’s player spends one Gnosis point and rolls Gnosis. Each success
allows the character to create approximately one cubic foot of the desired element, to a maximum
weight of 10 lbs., anywhere he can se 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, but they are no substitute for a flame-thrower. They
inflict one health level of damage per success, to a maximum of three health levels of damage.

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Crescent Moon’s Awareness
Source: Silver Fangs Tribebook Revised
This Gift allows the character to make others around her more aware of the spirits of the
place. Garou catch glimpses and hear incomprehensible whispers of the spirits in the Penumbra,
while Kinfolk and other humans feel an unsettling awareness of an alien world that they are
normally oblivious to and have no means of understanding. This teaches them the power of the
Crescent Moon. To learn this Gift, the Fang must track down any one of Falcon’s brood and
perform one, simple service for him.
System: The player spends a point of Gnosis and rolls Gnosis (difficulty 7). If the roll
succeeds, all creatures in her immediate area (20 yards or so) become aware of the Penumbra at the
edge of their senses. Garou may then step sideways or communicate with spirits at -1 difficulty.
Humans, Kinfolk and animals find the effect profoundly disconcerting and lose one die from all
their rolls while the Gift is in effect. Crescent Moon Awareness lasts for one turn per success rolled.
The effects are doubled when a Theurge uses this Gift.
MET: Basic Gift. By spending a Gnosis Trait and engaging all those in the area in a test of
her Gnosis rating against their Willpower, the Garou may cause those affected to become more
intimately aware of the spirit world, for better or worse. Garou and other changers find this
connection invigorating, and are considered one Trait up on all attempts to step sideways or
communicate with spirits. Kinfolk, animals, ordinary humans and most other supernatural beings
find this perception highly disturbing instead, and are considered on Trait down on all tests. This
Gift lasts for a number of turns or minutes equal to the Garou’s permanent Gnosis rating, though if
the Garou using the Gift is a Theurge, both duration and effect are doubled.

Crescent Moon Fata I


Source: Silver Fangs Tribebook.
Garou with this Gift can examine the tapestry of fate itself, carefully discerning individual
threads to learn something of an object’s past or destiny.
System: To learn this Gift, a Garou must best a potent spider or firefly Jaggling of Moira (a
moon Incarna). The challenge is usually a contest of arcane game-craft (Wits + Occult or Enigmas;
difficulty 9; 7 for Theurges). If the roll is botched, the Jaggling becomes offended and leaves,
stealing three temporary Gnosis in the process.
The player must make a Perception + Enigmas roll (difficulty 5) and spend a point of Gnosis
to activate this Gift. The Garou sees one "thread" per success. The Storyteller should be inventive,
though somewhat cryptic, in relating visions of fate. The Garou may see the fate of a given person,
place or thing. (A Garou with four successes could apply one thread to four separate targets, or all
four threads to one target). The Garou may see into the past or future (character’s choice); to see
into both, two threads must be applied to the same target. A thread grows indistinct the further it
stretches into the past or future. How far the Garou sees depends on how many successes are
applied in either direction. One success allows him to see several hours into the past or a few
minutes into the future. Five successes applied in a single direction may allow the Garou to see
several days into the future or hundreds or years into the past.

Crescent Moon Fata II


Source: Silver Fangs Tribebook Revised.
This Gift allows a Garou to perceive the very threads of fate and destiny that direct the world.
By studying a person or object, she can learn a little about its past, or its possible future. To learn
this Gift, the werewolf must find a spider or firefly Jaggling of Moira, one of Luna’s Incarna, and
challenge it to a contest of gamecraft. Should the Garou win, the Jaggling opens her eye to the play

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of fate upon the world. Thus, she makes the spiritual awareness of the Crescent Moon part of
herself.
System: To win the gamecraft contest, the player rolls Wits + Enigmas (difficulty 9, 7 if the
character is a Theurge). Should the roll be botched, the Jaggling takes umbrage at the character’s
clumsy mind and takes three temporary Gnosis from the character as payment for its wasted time.
To activate the Gift, the player makes a Perception + Empathy roll (difficulty 5, 4 if the
character is a Theurge). The character sees one thread of fate per success. The player may choose to
spend multiple threads on one target, or to spread them amongst several. Each thread allows a single
glimpse into the future or past. Multiple threads allocated in the same direction on the same target
will allow the character to see further into the past or future. The Storyteller determines exactly
what she sees, but should be both inventive and somewhat cryptic in the description. The workings
of fate are strange and not easily understood by even the most aware of Theurges. However, it is
much easier to see the past than the future. As a rule of thumb, each success will add hours into the
past or minutes into the future.
MET: Intermediate Gift. To learn this Gift, the Garou must defeat a suitable spirit in a contest
of gamecraft — once again, this should be roleplayed out as much as possible, though if need be it
can made into a Mental test (retest Enigmas) to determine the winner. Theurges win all ties on this
test, regardless of who has more Traits. Should the Garou fail, they immediately lose three Gnosis
Traits and must wait a month to attempt to learn this Gift again. Once learned, the Garou may
attempt to glimpse the future or the past by spending at least ten minutes in uninterrupted
meditation — usually a good time to send for a Storyteller — and then making a number of Mental
tests (retest Empathy) equal to the character’s permanent levels of the Empathy Ability, against a
difficulty of nine Traits (seven for a Theurge). For each successful test, the Garou may view one
"thread" or brief glimpse into the past or future of a particular subject — in the case of multiple
successes she may choose to spread these threads around to learn about several different subjects, or
she may choose to focus on one individual, as she desires. Each thread grants one minute of
viewing into the future or one hour in the past. The Storyteller should feel free to be as cryptic and
creative as he likes in presenting these visions, though as a rule the past is much more
straightforward than the future.

Cricket Leap
Source: Players Guide to the Changing Breeds.
As the lupus Gift: Hare's Leap.

Crocodile’s Cunning
Source: Past Lives.
The Bunyip passed into the lore of humans as an aquatic monster, due in part to this Gift.
Although of limited utility in the greater Australian desert, this Gift allowed the Bunyip to defend
their waterholes, swamps and rivers with clever ambushes, or simply to evade pursuers. As the Gift
name implies, the Bunyip originally learned this Gift from crocodile-spirits.
System: The player spends one Gnosis. The character may hold her breath for up to one hour,
and gains two dice to any Stealth rolls made while submerged in water or mud.

Crush I
Source: Gurahl Breed Book.
This Gift delivers the devastating damage of a bear-hug at a distance. This attack can break
bones and crush internal organs. At the very least, it forces the air from the victim’s lungs,
rendering him unconscious. A Gaffling of Mangi teaches this Gift.

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System: The player rolls Strength + Brawl (difficulty of the victim’s Dexterity + Dodge). The
attack lands as a normal claw strike, and inflicts aggravated damage. Additional successes add to
the Gurahl’s roll for damage on a one-for-one basis. The victim can attempt to soak damage
normally; however, if he has taken at least three Health Levels of damage after soaking, he
temporarily loses consciousness from having the wind forced from his lungs.

Crush II
Source: Players Guide to the Changing Breeds.
This Gift delivers a "bear-hug" from a distance, causing damage enough to crush or kill a
victim without touching him.
System: The player rolls Strength + Brawl (difficulty of the target's Dexterity + Dodge). The
attack inflicts aggravated damage as a claw strike; each additional success adds to the Gurahl's
damage on a one-for one basis. Creatures capable of soaking may do so, but three unsoaked levels
causes the victim to fall unconscious as the breath is squeezed from his lungs.

Crushing Depths I
Source: Rokea Breed Book.
This Gift allows the Rokea to inflict the pressure of the deeps on a target. The wereshark must
lock eyes with this target, after which the target cannot move and can only stand still and fight to
breathe. The wereshark, meanwhile, usually slowly closes the distance between herself and the
target. This Gift is taught by a deep-sea fish spirit.
System: The Rokea must make eye contact with her victim. The player spends one Willpower
point and rolls Charisma + Intimidation (difficulty of the target’s Willpower). The player must
make this roll each turn, and can take no other action except moving slowly (usually towards her
victim). The target, on the other hand, can do nothing at all. The only way to escape the effects of
this Gift is to frenzy, if the target is capable of doing so.

Crushing Depths II
Source: Players Guide to the Changing Breeds.
The Rokea can inflict the pressure of the ocean depths upon a target, simply by making eye
contact. The target cannot move while this power is in effect, and can barely muster the strength to
breathe. The wereshark can act normally, but breaking eye contact disrupts the Gift, and so the
Dimwater's usual action is to slowly move toward her victim. Any deep-sea fish-spirit can teach this
Gift.
System: The character must make and hold eye contact with the target. The player spends one
Willpower point and rolls Charisma + Intimidation (difficulty of the target's Willpower) each turn.
As long as the player achieves one success on these rolls, the target cannot take any action at all.
The only way to escape this Gift is by entering frenzy (provided the target is capable of doing so).

Crushing Jaws I
Source: Bastet Breedbook.
By invoking this Gift and the spirit of Mother Siracca teaches this Gift to her remaining
children, who consider it a necessary birthright. By using this Gift.
System: The hyena makes a Strength + Brawl roll (difficulty 6) to get a firm grip, then spends
a point of Willpower, Each turn, the herself; her grip places her within easy reach (reducing his
Dexterity + Brawl difficulty by 2), but prevents him from escaping.

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Crushing Jaws II
Source: Players Guide to the Changing Breeds.
By invoking this Gift and snapping her jaws shut on prey, the Ajaba gets a solid hold that
lasts until either the bone shatters or the hyena lets go (or dies). By using this Gift together as a
group, several Ajaba can shred even the mightiest opponent.
System: The player makes a Strength + Brawl roll (difficulty 6) to get a firm grip, then
spends a point of Willpower. Each turn, the Ajaba inflicts an additional health level of aggravated
damage as her teeth mash the bone to marrow and splinters; the added damage is cumulative. The
target cannot escape this grip unless he kills the hyena; her grip makes her an easy target (reducing
his Dexterity + Brawl difficulty by 2), but prevents him from escaping.

Crushing the Centipede


Source: Hengeyokai: Shifters of the East.
As often as the Khan are called to battle the venomous spawn of the Yomi Worlds, it’s no
wonder that they developed this Gift. By calling on the purity of Heaven, the Khan may make his
hands or paws almost impervious to damage, enabling him to strike spiny or acidic enemies without
fear. The Gift is taught by an Elephant-spirit.
System: The player spends one Gnosis and rolls Stamina + Medicine, difficulty 6; for each
success, the Gift’s effects last one turn. While the Gift lasts, the Khan receives five extra soak dice
against damage applied to his hands or paws. This Gift is most commonly used to smite foes who
are harmful to the touch, although it also has some practical uses outside of combat (snatching an
object from a roaring furnace, for instance).

Cry of the Killer


Source: Werewolf: The Wild West.
As the Gift: Snarl of the Predator.

Cub’s Lesson
Source: Red Talons Tribebook Revised.
Lupus Garou often have difficulty when waling among humans, even as a part of a pack.
Those few Red Talons that are intrigued rather than enraged by human behavior have even bigger
problems, as they cannot expect instruction from the tribe in human ways. This Gift allows a lupus
werewolf to learn from a mistake and gain a better understand of human devices and customs, albeit
temporarily. Weaver-spirits and (strangely enough) some ancestor-spirits teach this Gift.
System: This Gift, once learned, is always active. Any time the player attempts a roll using an
Ability that the character does not possess and fails the roll, she may spend a point of Gnosis and
make the roll again, adding one die. This does not replace the original roll, so any consequences of
failure must still be faced. Note that since a character that has no dots in a Knowledge cannot
normally use that Knowledge at all, a character with this Gift must use it to make such an attempt at
all.
For example, Eyes-like-Hornets, a Red Talon Ragabash, gets into a conversation with a
human woman and attempts to tell her a joke. The werewolf doesn’t have any dots in Expression,
however, and fails the Charisma + Expression roll to get the woman to laugh. The player spends a
Gnosis point and makes another roll, adding a die. This time, it succeeds. Eyes-like-Hornets
recognizes that his first attempt at humor didn’t go over as he’d hoped, and covers it up. If Eyes-
like-Hornets didn’t have any dots in Linguistics and was trying to simply communicate with the
woman, his player would have to spend a point of Gnosis for each attempt to do, as he cannot
attempt to use a Knowledge he doesn’t have.

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If the original roll is a botch, the player may still spend a Gnosis point to make another
attempt, but the difficulty increases by one.
MET: This Gift is always active once learned. Any time you cannot attempt a retest with an
Ability because you do not possess the Ability, spend a Gnosis Trait and make the retest by bidding
two Traits. If you succeed, the original results are not negated, so any first-time flops must still be
dealt with. Abilities such as Academics, Linguistics, Occult, and Science (anything related to “book
learning”) must have the Gnosis Trait spent and two Traits used in bidding before you can even
attempt the challenge.

Cull the Herd


Source: Players Guide 2nd Edition.
A Red Talon using this Gift measures the vitality of her prey to plan her attack strategy
effectively. During the Impergium, Red Talons used this Gift to pick the weakest of the humans and
destroy them. Occasionally, the Red Talons killed the strongest of the humans to remove them from
the breeding pool. Today, the Gift continues to help Red Talons hunt and kill their prey. An Avatar
of wolf teaches his children how to detect the easiest prey.
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.

Culling the Weak I


Source: Bastet Breedbook.
By studying a foe or a group of prey, a hyena can tell which one of them is most ready to die.
The Gift reveals states of sickness of the mind, body and verge of Harano is more likely to be
spotted than an elderly wolf with a healthy heart. Even so, the sight’s accurate, and provides
disturbing insights that a target may nor even be aware of...
System: The Ajaba’s player tolls her Perception + Awareness of the subject’s illness, or on
the number of subjects nearby. Spotting a man with a bad liver is easy if he’s alone (difficulty 5),
harder if he’s in a crowd (Difficulty 7), and harder still if he’s healthy but emotionally unbalanced
(difficulty 8). If more than one person in range is unhealthy, the magic picks out the sickest one.
This disease may be physical, mental or emotional, but should be significant. A minor case of the
flu doesn’t qualify, though pneumonia would. This Gift lasts one scene; its results, while accurate,
depend on the circumstances of the story and its characters.

Culling the Weak II


Source: Players Guide to the Changing Breeds.
By studying a foe or a group of prey, a hyena can tell which one of them is most ready to die.
The Gift reveals states of sickness of the mind, body, and soul and helps a hyena choose her next
victim. This vision can be fairly abstract and open to interpretation; a young Garou on the verge of
Harano is more likely to be spotted than an elderly wolf with a healthy heart. Even so, the sight is
accurate, and provides disturbing insights that a target may not even recognize in himself.
System: The player rolls Perception + Awareness and spends a Gnosis point. The difficulty
depends on the severity of the subject's illness, or on the number of subjects nearby. Spotting a man
with a bad liver is easy if he's alone (difficulty 5), harder if he's in a crowd (difficulty 7), and harder
still if he's healthy but emotionally unbalanced (difficulty 8). If more than one person in range is
unhealthy, the magic picks out the sickest one. This disease may be physical, mental, or emotional,
but should be significant. A minor case of the flu doesn't qualify, though pneumonia would. This

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Gift lasts one scene; its results, while accurate, depend on the circumstances of the story and its
characters.

Cunning Koan
Source: Stargazers Tribebook.
The character can cut through any falsity, illusion or bullshit with a few choice words. The
words cannot be profane and must come in the form of a short haiku poem or koan. This Gift is
taught by a Crow-spirit or a Chimerling.
System: The player rolls Wits + Expression and spends one Gnosis point. Any illusion
designed to fool others is revealed as such — even Bastet Den-Realms can be discovered with this
Gift. In addition, anyone attempting to He at that moment is revealed as a liar— his words instead
speak his true intent.

Curse of Aeolus I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou summons an eerie, chilling fog to shroud the landscape, unnerving her enemies.
The Garou can see through the fog, but others will have trouble navigating the mists. This Gift is
taught by a spirit servant of Aeolus, a totem spirit.
System: The Garou rolls Gnosis against a variable difficulty (4 near the sea, 5 near open
water, 6 normally, 9 in a desert). The Garou’s vision is unhindered by the mist, but all others halve
their Perception rolls. Additionally, the mist is creepy and unnerving to enemies; -1 to all
Willpower rolls.

Curse of Aeolus II
Source: Werewolf: the Apocalypse Revised.
The Fury calls up a thick, eerie fog that obscures vision and unnerves her opponents. The
Fury can see through the fog, but all others have trouble navigating by sight. A spirit in service to
Aeolus, the fog totem, teaches this Gift.
System: The player makes a Gnosis roll. The difficulty varies according to the surrounding
terrain and humidity: 4 near the sea, 6 under normal circumstances, 9 in a desert. The Black Fury
can see normally, but others caught in this fog halve their Perception scores (with regards to sight
only). The fog is quite unnerving, and everyone except the Fury and her packmates loses a die from
al Willpower dice pools.

Curse of Aeolus III


Source: Dark Ages: Werewolf.
The Fury summons a thick, eerie fog that obscures vision and causes those who are enveloped
by it to feel unnerved. Only the Fury can see clearly through the fog. A spirit in service to Aeolus,
the fog totem, teaches this Gift.
System: The player makes a Gnosis roll. The difficulty varies with surrounding terrain and
humidity: 4 near a body of water, 6 in a temperate climate and 9 in a desert. Those other than the
Fury who are enveloped in the fog lose half of their dice on all Perception rolls (rounded up).
Within the fog, the Fury and her packmates are immune to the unnerving effect. All others lose one
die from all Willpower rolls.

Curse of Corruption I
Source: Players Guide 2nd Edition.

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The Shadow Lords, never a tribe to play fair, designed this Gift to discredit their rivals.
Victims of this curse find themselves doubted by even their staunchest allies. Despite a target’s
most noble exertions, no one believes anything he has to say until the curse fades. A Jackal-spirit
teaches this Gift.
System: The Shadow Lord rolls her Gnosis against a difficulty equal to the target’s Gnosis.
The number of successes indicates the number of turns the victim suffers from the curse. Until it
fades, everything the victim says sounds dishonest. The Shadow Lord must spend a Willpower
point to activate this Gift.

Curse of Corruption II
Source: Uktena Tribebook.
This Gift allows a Bane Tender to take part of the taint from the Bane he is tending and infuse
the one cursed with it. This takes the form of some physical loss or mental instability that makes
functioning much more difficult; it may whither limbs, inflict the target with a permanent nausea,
make her bones brittle and likely to shatter or cause paralysis. It can also cause unstable personality
quirks (foolish risk-taking, being insulting to those of greater rank, refusing to obey orders or
cooperate with one’s pack, complete unreasoning cowardice) or reduce the target to idiocy. Effects
last for one full lunar cycle from the time the curse is inflicted. This Gift is taught by an Incarna
avatar.
System: The Garou must choose to afflict her target either mentally or physically. She then
spends two points of Gnosis and rolls Manipulation + Intimidation (versus a difficulty equal to her
target’s Gnosis). One success inflicts a minor effect, or one that only functions sporadically, while
more successes cause more serious afflictions or ones that constantly affect the target throughout
the length of the curse. Storytellers should be creative, but fair, when assigning curses.

Curse of Dionysis
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may transform any human or Garou into a normal wolf. Garou will stay in this
form for the duration of the scene; against humans, this effect is permanent. This Gift is taught by a
Wolf spirit.
System: The Garou spends one Gnosis point and then rolls Gnosis against a difficulty of the
opponent’s Willpower.

Curse of Harano
Source: Players Guide to the Garou.
Perhaps the most serious and deeply wounded tribe in the Garou nation, the Wendigo are
prone to suffering debilitating Harano, and few tribes know the secrets of this insanity better than
they. By pushing the pain, anger and sorrow at the heart of the Wendigo toward another Garou, the
Wendigo can cause his target to feel the deep depression of Harano. The Gift is taught by a wind-
spirit.
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 Chapter Five for more information on Harano.)

Curse of Hatred I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may verbalize the hatred in her heart, disheartening opponents with the intensity of
her emotion. This Gift is taught by a spirit of Hate.

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System: The Garou spends one Gnosis point and rolls Manipulation + Expression (difficulty
of the opponent’s Willpower). If the Garou succeeds, her opponent lose two Willpower points and
two Rage points. This may only be used on an opponent once per scene.

Curse of Hatred II
Source: Werewolf: the Apocalypse Revised.
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 one Gnosis point and rolls Manipulation + Expression (difficulty
of the opponent’s Willpower). If she succeeds, her opponent loses two Willpower points and two
Rage points. This Gift may be used on an opponent only once per scene.

Curse of Lycaon
Source: Werewolf: the Apocalypse Revised.
In the ultimate twist, this Gift allows a Red Talon to transform a human being into a wolf.
This Gift also works on Garou, forcing them into Lupus form. A wolf-spirit teaches this Gift.
System: The player spends one point of Gnosis and rolls Gnosis (difficulty of the target’s
Willpower). Only one success is necessary. Werewolves are forced into Lupus form for the duration
of the scene. When used on humans, the effect of the Gift is permanent. The person remains a
normal wolf in body and mind for the rest of his life.

Curse of the Berserker


Source: Werewolf: Wild West – The Wild West Companion.
Although the tribe is known for its ferocity, this Gift allows a Get to throw off her frenzy and
retain control. This Gift comes with a price, however, as the Garou must choose another to suffer.
That victim then endures the Get’s frenzy instead. A Wolverine-spirit teaches this Gift.
System: The player rolls her Willpower in a resisted action versus her target’s Willpower
when a frenzy is imminent (difficulty equals the opponent’s Willpower). The loser of the resisted
action enters a frenzy and the victor remains in control of his wits.

Curse of the Great Web I


Source: Ananasi Breed Book.
The Viskr using this Gift can make the way into and out of the Umbra more difficult for one
target, by adding invisible spirit-fibers that catch onto the Gauntlet and make passage more difficult.
System: The Viskr touches his target and rolls Wits + Occult, difficulty 6. Success increases
the effective Gauntlet for that target by one for the duration of the scene.

Curse of the Great Web II


Source: Players Guide to the Changing Breeds.
The Viskr may make the process of entering the Umbra more difficult for a single individual.
System: The Ananasi touches her target and rolls Wits + Occult (difficulty 6) in order to
increase the Gauntlet by 1 for the victim. The effects last for a scene.

Curse the Betrayer


Source: Werewolf: Wild West – The Wild West Companion.

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Anyone who cheats the Philodox pays for his dishonesty. After entering a pact with the
Garou, bad luck follows anyone who violates the agreement (including the user).
System: The Garou must enter a pact with someone. To seal the bargain and make the Gift
active, the participants must shake hands, share a smoke or make a toast to seal the arrangement.
Should either individual break the bargain, double every 1 he rolls for the rest of the story when
calculating botches. An Honor-spirit teaches this Gift.

Custom Built
Source: Glass Walkers Tribebook Revised.
Initially a Random Interrupt invention but now spread throughout the tribe, this Gift is both
revered and reviled. Treating spirits as data, the Glass Walker can manipulate the spirit of a tool to
turn it into any other tool. The actual object doesn’t change, but its properties and use does. A PDA
can become razor sharp, or a knife could be tapped on to hack into a system. Once the object has
been used once, though, the spirit dies and the object breaks beyond repair. A Pattern Spider can
teach this Gift, but they never do so willingly and must be coerced. More commonly, other Garou
teach it.
System: A Glass Walker using this Gift spends one Gnosis and rolls Manipulation + Science.
Difficulty depends upon the degree of change. Turning a tool into another of much the same
purpose is difficulty 5, (turning a sword into a pistol), changing a tool in to another of different
purpose but similar complexity is difficulty 7, (turning a sword into a frying pan), while turning a
tool into another of vastly varying complexity is difficulty 9 (turning a sword into a laptop
computer). This tool can be used exactly once; one bullet may be fired, one egg may be fried, one
password may be cracked. After that, the object falls apart.
Many Glass Walkers consider this Gift heinous murder, and if it is used in anything short of a
dire emergency the user will lose Honor and Wisdom. (Storyteller’s discretion.) Simply knowing
the Gift is enough to be shunned by some. Ironically, this attitude is most common among the
Random Interrupts, and almost none know the Gift.
MET: Spend a Gnosis Trait and make a Static Social Challenge (retest with Science),
difficulty based on the similarities of the items being changed. Items that are of similar purpose is
four Traits, items that are of similar complexity are six Traits and items that are wildly different in
complexity or purpose is eight Traits. The item can be used once before it falls apart and the spirit
within dies.

Cutting Wind I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may summon a painfully bitter blast of wind, which he may direct at foes. This
Gift is taught by a spirit servitor of Wendigo.
System: The Garou spends one Willpower point. To direct the wind in combat, he rolls
Dexterity + Occult (difficulty 6). Anyone hit by the wind loses two dice from all actions taken that
turn and has one fewer die on actions the next turn. The wind might also knock foes off ledges, into
pits, etc. The wind lasts for a scene. The range is calculated according to the modifiers for firearms.
The medium range is 20 yards. Targets within a yard of the Garou are considered point-blank
(difficulty 4).

Cutting Wind II
Source: Werewolf: the Apocalypse Revised.
The Garou conjures up a bitterly cold blast of wind and directs it at will. The wind can knock
opponents off their feet, as well as chill them to the bone. A spirit servant of Great Wendigo itself
teaches this Gift.

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System: The player spends one Willpower point. Directing the gust requires a Dexterity +
Occult roll. Anyone hit by the wind loses two dice from all dice pools that turn, and one the next
turn. The wind can also knock foes off ledges, into traffic or into pits. The wind’s medium range is
20 yards, and it is modified as per the rules on firearms (seep. 208). The wind lasts for a number of
turns equal to the number of successes rolled.

Cybersenses I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou, through studying his own senses and the tools of science, may alter his sensory
perceptions to those of a machine. Thus, he can change his hearing to detect radar, change his eyes
to detect UV emissions or radiation, etc. This Gift is taught by any technological spirit.
System: The Garou spends one Gnosis point per sense affected. Thereafter, he substitutes a
Perception + Science roll for any Perception rolls involving the new sense(s). The effect lasts for a
scene

Cybersenses II
Source: Werewolf: the Apocalypse Revised.
By studying both his natural senses and the sensory capabilities of machines, the Garou may
exchange the former for the latter. He may choose to exchange normal hearing for radar, or ordinary
sight for infrared or UV sight. Any technological spirit can teach this Gift.
System: The player spends one Gnosis point per sense affected, and he rolls Perception +
Science thereafter to activate the Garou’s new senses. This Gift lasts for one scene.

Dagger of the Mind


Source: Book of the Wyrm 2nd Edition.
The Black Spiral can command a Bane to seed a particularly dark emotion in the mind of his
prey. The emotion is chosen when the Gift is learned (e.g., paranoia, despair, remorse, lust, “rage”
is not an opinion, for obvious reasons). The Black Spiral calls upon the proper Urge Wyrm; one of
its servitors then evokes the proper emotion form the victim.
Within the Shattered Labyrinth, the Dancer of Endurance tests the limits of a Dancer’s self-
control. If the initiate survives, one of the Urge Wyrms will show him how to inflict similar tortures
on his enemies. Curiously enough, Stormcrows have learned this gift; they guard their knowledge
carefully. Theurges often uses this rite to weaken their enemies before the battle; Philodox use it to
give themselves an edge in negotiations.
System: The invocation burns a point of Gnosis and requires a Gnosis roll; the victim can
resist this with a contested Willpower roll. Unless the victim can overcome his emotional struggle,
he succumbs to the desired emotion for a full hour. For an additional Willpower point, the
temporally dementia is accompanied by a brief, revelatory illusion.

Dam the Heartflood I


Source: Silent Striders Tribebook.
No tribe loathes the blight of vampires more than the Silent Striders. By using this Gift, a
Strider may block the flow of blood in a vampire’s heart, preventing him from using any
supernatural powers tied to the blood. This Gift is taught by Cobra spirits, who resent being viewed
as a symbol of Set.
System: This Gift can only be used on a supernatural creature with a Blood Pool who gains
power from that blood (vampires, ghouls, even Anasasi). The Garou spends a Gnosis point and rolls
Manipulation + Medicine (difficulty of the target’s Willpower). Each success prevents the target

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from spending any Blood Points, for whatever purpose, for a full turn. A Garou may only use this
Gift once per scene against a given target, but multiple Garou may use this Gift on a target once
each. Strider packs armed with this Gift are amongst the fiercest Leech-slayers known to the Garou

Dam the Heartflood II


Source: Silent Strider Tribebook Revised.
No other tribe among the Garou has as much hatred for vampires, for as just a cause, as the
Silent Striders. It is no surprise then that the Striders sought out this Gift, searching long through the
spirit world and the physical world for the secret to incapacitating a vampire. They found an answer
from the spirit children of Cobra, who taught them a spirit-poison usable against the vampires who
defiled Cobra’s name.
System: This Gift can only be used on supernatural creatures that use a blood pool to power
their abilities (vampires, ghouls and the spider shapechanger Ananasi). The player spends a Gnosis
point and rolls Manipulation + Medicine (difficulty of the target’s Willpower). Each success
renders the target unable to tap the power of her blood for one turn - she may not use any blood-
related powers or spend blood points to heal wounds, activate Disciplines or Gifts, or for any other
reason. A Garou may only use this Gift once per scene per target, but multiple werewolves can
envenom the same target.
MET: This Gift can only be used on characters with Blood Traits. Expend one Gnosis Trait
and make a Mental Challenge. If the Garou wins, the target cannot use any Blood Traits for one turn
per Mental Trait that the Garou expended during the challenge. This Gift can only be used by the
Garou once per scene per target, although multiple Garou could use it on the same target.

Dam the Heartflood III


Source: Dark Ages: Werewolf.
The teeming numbers of Leeches in Dark Medieval Europe are an affront to the Striders. This
Gift is a powerful weapon in their arsenal against the vampires. When used, it allows them to block
the flow of blood in a Cainite’s withered veins, thus preventing the Leech from using blood-related
powers and leaving him vulnerable. This Gift is taught by a cobra-spirit.
System: This Gift works on all supernatural beings who have a blood pool trait including
vampires, ghouls and Ananasi. The player spends a Gnosis point and rolls Manipulation + Medicine
(difficulty of the target’s Willpower). Each success prevents the target from accessing his blood-
related powers for a full turn. Additionally, this Gift also inhibits the target’s ability to use blood
points to increase Attributes, heal, et cetera while the Gift is in effect.

Dance of Abandon
Source: Nuwisha Breed Book.
The Nuwisha can compel an opponent to forget everything but the need to celebrate. Where
anger and hatred dwelled a moment earlier, suddenly the target of this power is filled with joy and a
need to express that joy. This is used for defensive purposes primarily, as the Gift is too powerful to
allow anything but celebration. There are some cases, however, where this Gift can backfire on the
Nuwisha. Certain Garou, such as the Get of Fenris, tend to celebrate very violently. This Gift is
taught by a Gaffling in service to Loki.
System: The player makes a Willpower roll against a difficulty equal to the opponent’s
Willpower. Two or more successes are necessary to activate this Gift. Dance of Abandon may only
be used against one opponent at a time.

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Dance of Dionysis
Source: Nuwisha Breed Book.
The target of this Gift becomes uncoordinated and extremely dizzy. His vision blurs, his ears
ring, and bystanders may think he is drunk. Speech is unaffected and reasoning is possible, but all
physical difficulties are increased by three. This Gift is taught by a Coyote-spirit.
System: The Nuwisha must touch her target, while the player spends one Gnosis and one
Willpower point. This Gift lasts for one turn.

Dance of Shiva
Source: Nagah Breed Book.
Lord Shiva, the destroyer, is frequently called Shiva Nataraja: Shiva Lord of the Dance. When
the time comes for the world to end, Shiva will dance and flame will consume everything, preparing
the world for the next cycle. This Gift grants the world a small taste of that destruction.
System: This Gift is usable only in Balaram form. As the Nagah begins the dance of
destruction, the player rolls Dexterity + Performance; the number of successes determines the
destructive power and duration of the flames called forth by the dance. On the first turn, the flames
spread out ten yards from the character in all direction (save up or down) and inflict four dice of
aggravated damage on anything they touch. For each successive turn that the Nagah continues to
dance (provided that he earned enough successes), the radius of the circle of flame doubles and the
fire damage increases by a die. If the Nagah stops the dance for any reason, the fires are
immediately doused.
The flames called forth by the dancer of Shiva are, oddly enough, unable to harm anyone or
anything that is "truly pure of heart". However, supernatural denizens of the World of Darkness
who fit that description are rarer than hen’s teeth; not even the gentlest Gurahl is likely to count as
truly pure, much less the most virtuous of vampires.

Dance of the Chaya I


Source: Bastet Breed Book.
One of the greatest favors a Bastet can offer a spirit is the chance to ride in his skin for a
while. Although most cats would never consider such a “loan”, many Swara see voluntary
possession as a service, not a chore. This Gift, which begins with a frenzied dance, allows a chaya
to enter the werecat and “take control” for a while. The spirit gets a body to ride, and the werecat
gets certain… benefits. The Dance is seen more as an act of love or affection than of servitude – a
sentiment few Bastet would ever understand.
System: A smart cheetah performs a spirit calling before he starts the Gift, and scans the
Umbra to see who responds before opening himself to the possession. More often than not, the cat
will be familiar with the ghost or spirit before he offers it a ride. Once the Dance has begun, the
player rolls Charisma + Enigmas, difficulty 7. The Gift lasts about two turns per success, and allows
the Swara to do things that would usually be impossible – wild contortions, great feats of strength,
flight, etc. The exact effects of the Dance will depend on the spirit, the Bastet, their circumstances,
and the relationship between the three, but should emphasize drama over game systems.

Dance of the Chaya II


Source: Players Guide to the Changing Breeds.
One of the greatest favors a Bastet can offer a spirit is the chance to ride in his skin for a
while. Although most Bastet would never consider such a "loan," many Swara see voluntary
possession as a service, not a chore. This Gift, which begins with a frenzied dance, allows a spirit to
hitch a ride in the Swara's body. The Swara, in turn, gets various side benefits tied to the type of
spirit summoned.

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System: After either checking the Umbra or using a Rite of Summoning to call a spirit to his
side, the Swara rolls Charisma + Enigmas (difficulty 7). The Gift lasts two turns per success, and
allows the Swara to do things that are normally impossible — wild contortions, great feats of
strength, flight, etc. The exact effects will depend on the spirit involved, the Bastet, their
circumstances, and the relationship between the three, but it should emphasize drama over game
systems.

Dance of the Lightning Snakes


Source: Past Lives.
The Penumbra of Australia is inhabited by, among other things, the lightning snakes - spirits
that leap to the earth and rebound to the heavens during Umbral storms, bringing lightning and rain.
This Gift allows a Garou to call on the lightning snakes to evoke a powerful storm in the Umbra,
washing away spirits and lashing foes with bolts of spirit-lightning.
System: This Gift works only in the Umbra. The player spends one Gnosis point, and rolls
Willpower, with the difficulty based on the spirit world’s existing weather (if any) - 5 if an Umbral
storm is already brewing, to 9 if the spirit world’s skies are clear. The difficulty is reduced by 1 if
the character is in Australia’s Penumbra, where lightning snakes are more plentiful. The storm
gathers in three turns; it covers the equivalent of 5 miles per success, and increases the difficulty or
Essence cost of any fire, perception or travel-related Charms by 1. The Garou may direct the
lightning snakes to strike opponents (Charisma + Occult, difficulty 7 to hit; 10 dice of aggravated
damage). The storm cannot bleed over into the physical world, although a sympathetic (and
uncontrolled) rain or storm may gather in the material world.

Dancing on Air
Source: Bastet Breed Book.
As the Level Four Metis Gift: Moon’s Gateway, except that the roll is Intelligence + Enigmas.

Danger Sense I
Source: Ratkin Breed Book.
No one lives with more danger than a Ratkin Tunnel Runner. When a wererat is prepared for
the worst, her senses become hyper attenuated, developing a sixth sense for unseen perils. As the
old wives’ tales suggest, if a ship is sinking, the rats know of it first. This Gift is generously
bestowed by a Rat-spirit.
If a Rat’s Danger Sense is working, he receives an overwhelming sensory impulse mere
moments before the disaster occurs. This impulse doesn’t have to be an image; it could be the smell
of a sulfurous explosion-to-be, the sound of a wall creaking before it gives way, or simply an
uneasy sensation surging through twitching whiskers. The player representing the Ratkin can then
declare a panicky action in anticipation of the disaster about to happen.
System: Whenever a Tunnel Runner with this Gift is near imminent danger, the Storyteller
should roll the character’s Wits + Alertness. (The difficulty is normally a 6, but unseen supernatural
dangers may increase the difficulty of the roll to 7 or 8.) If the roll gains at least three successes, the
Runner receives the sensory flash warning of the danger. The warning can be quite cryptic; it need
not be crystal-clear.

Danger Sense II
Source: Players Guide to the Changing Breeds.
When a ship is sinking, the rats leave first. Tunnel Runners act as scouts for their race, so
when danger is near, they may receive a flash of warning about a possible danger.

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System: The Storyteller may roll for the character's Wits + Alertness when danger is near;
this is normally difficulty 6, but subtle or supernatural danger may raise this to 7 or 8. The warning
doesn't have to be specific; it may just be an image affecting one sense. The player can then declare
one quick-thinking or panicky reaction for the character before the threat of danger becomes real.

Dark Aerie I
Source: Shadow Lords Tribebook.
This is the same as the Uktena Gift, Spirit of the Bird (Werewolf, page 135), save that the roll
is against Dexterity + Stealth (difficulty 7). The servant of Crow is enveloped by shadow as he
escapes.

Dark Aerie II
Source: Shadow Lords Tribebook Revised.
As per the Uktena Gift Spirit of the Bird. The Child of Crow is enveloped in shadows while
using this Gift, making her easier to spot during the day but harder to spot at night. It is taught by a
crow-spirit.
MET: As the Uktena Gift: Spirit of the Bird (see Laws of the Wild). The user is shrouded in
shadow while using the Gift, making her nearly invisible at night but easier to spot during the day.

Dark of Night I
Source: Hengeyokai: Shifters of the East.
Use of this Gift causes temporary blindness in a chosen victim; they can see nothing but inky
blackness. Using this Gift in formal duel is a grave offense, causing the wielder to lose four points
of temporary Renown in each category; he also cannot gain Renown from such a tainted duel even
if he wins. A Raven-Spirit teaches this Gift.
System: The Hakken empties a vial of ink and the player makes a Manipulation + Subterfuge
roll at a difficulty 6. For each success, the victim is blind for one hour.

Dark of Night II
Source: Players Guide to the Changing Breeds.
A Hakken can cause an opponent to become temporarily blinded. Using this Gift in a formal
duel or against an honorable opponent results in loss of Renown, so Hakken reserve this power for
use against enemies of the Emerald Mother. This Gift comes from a raven-spirit.
System: The Hakken spills a vial of ink; the player spends one Gnosis and rolls Manipulation
+ Subterfuge, resisted by the target's Gnosis (if any). Each success blinds the victim for an hour.

Dark Peering
Source: Ghost Towns.
Using this Gift allows the Silent Strider to look through the Shroud and witness events
occurring there. She may not interact with events on the other side of the Shroud, nor may she hear
any verbal exchanges or other audible occurrences. This Gift is taught by a Crow-spirit.
System: The player rolls Perception + Occult (difficulty equal to the Shroud rating +3 to a
maximum of 10). The number of successes on the roll indicates how many turns the Strider may see
into the local area of the Dark Umbra.

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Dark Truths I
Source: Corax Breed Book
This Gift allows the Corax to uncover a secret truth or character flaw of an observed subject.
As you might expect, Corax love to use this Gift. There’s even a game related to Dark Truths that
some wereravens play: One Corax uses the Gift on a mortal (in, say, a bar); the other contestants
then have to try to wheedle that same secret out of the mark without using Dark Truths. A Fly-spirit
teaches this Gift.
System: To utilize Dark Truths, the Corax spends a Gnosis point and rolls Perception +
Enigmas (difficulty 7). With a success, the Corax acquires knowledge of one of his target’s deep
dark secrets. While this Gift doesn’t turn loose the sort of secrets that are useful in combat, it does
pry loose all sorts of interesting blackmail material.

Dark Truths II
Source: Frontier Secrets.
This Gift allows the Corax to uncover a secret truth or character flaw of an observed subject.
System: To utilize Dark Truths, the player spends a Gnosis point and rolls Perception +
Enigmas (difficulty 7). With a success, the Corax acquires knowledge of one of his target’s deep
dark secrets. While this Gift doesn’t turn loose the sort of secrets that are useful in combat, it does
pry loose all sorts of interesting blackmail material.

Darksight I
Source: Mokolé Breed Book.
The Shining can draw on the ambient light of the Penumbra to see clearly in darkness. This
Gift is taught by a Moon-spirit.
System: The player spends a Willpower point; the effects last for one scene. The Mokolé can
see without penalty in all darkness save the complete absence of light, and even then he can discern
a vague outline of his surroundings.

Darksight II
Source: Players Guide to the Changing Breeds.
For the Mokolé using this talent, the ambient light of the Penumbra illuminates the physical
world, even when darkness surrounds her. A moon-spirit of some sort teaches the Gift.
System: The player spends one Willpower; the effects last for one scene. In complete
darkness, the user can see only the outlines of his surroundings. In any other lighting conditions, she
sees as though the sun was shining.

Darksight III
Source: Ratkin Breed Book.
All wererats possess a low-level "night vision" that allows them to peer into the shadowy
corners of the world. This Gift magnifies that ability. Highly perceptive Ratkin may pick up heat
signatures, see sound waves, or possibly see through various methods of supernatural obfuscation.
This Gift is taught by a Night-spirit.
System: Roll Perception + Occult (difficulty 7); each success adds one die to all Perception
rolls for the rest of the scene, up to a maximum of three extra dice. With five successes, he can
perform amazing feats like seeing sound or sensing heat signatures. As described in Chapter Two,
any Ratkin can spend a point of Gnosis to gain Night Vision for one scene; Ratkin with this Gift can
use Night Vision at any time without spending Gnosis.

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It’s also possible for a highly perceptive wererat to see through supernatural illusions, like the
Uktena Gift: Shroud or the vampire Disciplines Obtenebration, Obfuscate or Chimerstry, but the
Ratkin’s Rank must be equal or greater than the Rank of the supernatural creature. (Treat vampires
as being Rank Two in general, modified for age and puissance; mages have a Rank roughly
equivalent to their Arete -2, minimum of Rank One.) If the Ratkin’s Rank is greater, success is
automatic. If the wererat is the same equivalent Rank, he must make a resisted Perception + Occult
roll against the subject’s Stealth + Occult. If the wererat scores more successes, he sees through the
supernatural obfuscation.

Darksight IV
Source: Players Guide to the Changing Breeds.
All Ratkin have a limited degree of night vision; this Gift magnifies and extends this ability.
The Gift is taught by a night-spirit.
System: The player rolls Perception + Occult (difficulty 7); each success adds one die to all
Perception rolls for the rest of the scene (maximum of three extra dice). With five successes, the
Ratkin might even see sound or sense heat signatures. If the roll succeeds at all, the wererat's "night
vision" (as described under Traits) still costs 1 Gnosis, but lasts for eight hours.

Darting Fangs
Source: Nagah Breed Book.
Upon invoking this Gift, the Nagah grows long, sharp barbs on her arms. These barbs bear the
same venom as he Nagah’s fangs and can be launched from her body. Only two of these barbs
grow, and the wereserpent may throw them at opponents separately or simultaneously. This Gift is
normally reserved for any member of the Changing Breeds that the wereserpents feet has earned the
right to a quick, painful death.
System: The character spends two Gnosis points to generate the deadly barbs. Each poisoned
dart has a vicious hook at the end, making almost impossible to remove without causing additional
damage (it takes a full action to remove the dart without inflicting an additional unsoakable level of
aggravated damage). Each dart causes the Nagah’s Strength in aggravated damage upon impact and,
if the attack wounds the Nagah’s opponent, the barb injects enough venom to cause 7 dice of
aggravated damage. The venom of the barbs does not count against the Nagah’s usual reservoir.

Data Flow I
Source: Players Guide 2nd Edition (1st Edition).
The Glass Walkers originally developed this Gift as a "remote control" for new electronic
devices. As the computer gained importance, this Gift gained a whole new utility. Glass Walkers
now use this ability to take control of the data resources that are so important to the world’s
economy and to the world in general. By focusing her attention on a single computer, a Glass
Walker can take control of that machine from across the room. She can order it to erase its memory,
alter security clearances, transmit false data or simply print a document. An electrical spirit or the
even more complex computer spirits can teach this Gift.
System: A successful Wits + Computer roll (difficulty 7) plus the expenditure of one Gnosis
point establishes contact with the computer. As long as the Garou keeps her target in line of sight,
she can maintain contact with the machine. While this Gift allows remote access, the Garou must
still make all the appropriate rolls to manipulate the computer.

Data Flow II
Source: Players Guide to the Garou.

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Data Flow is in a way the definitive Glass Walker Gift: Just like the tribe, it has evolved.
Originally it was designed as a ‘remote control’ for electronic devices like electric lights, and was
most commonly used before an attack to put a building in blackout. As time went on and the
computer became more important, it started to be used more commonly to control computers from
anywhere within line of sight. These days, it is most commonly used as a Gift of stealth: As
detection and forensic investigation continue to improve, this Gift allows Glass Walkers to avoid
any contact whatsoever with their targets.
System: After spending one Gnosis point, the Player rolls Wits + Computer (difficulty 7) to
gain control of any electronic device. They must maintain eye contact with the device, or will lose
control of it. This Gift does not grant expertise in how to use a device. Operating a computer would
still require additional Computer rolls, they simply can be attempted without touching the computer.

Dazzle I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou can overwhelm a target with the beauty and glory of Gaia. This Gift is taught by a
Unicorn spirit.
System: The Garou rolls Charisma + Empathy (difficulty of the target’s Willpower). So long
as the target is not attacked, it will stand mutely in awe for the remainder of the scene. This Gift
may only be attempted once per target per scene.

Dazzle II
Source: Mokolé Breed Book.
As the Level Three Children of Gaia Gift; it is taught by a spirit servant of Dragon.

Dazzle III
Source: Werewolf: the Apocalypse Revised.
The Garou can flood a target’s mind with the glory and love of Gaia, rendering him harmless
for a short while. A unicorn-spirit teaches this Gift.
System: The player rolls Charisma + Empathy. The difficulty varies according to the target.

Target Difficulty
Normal human 4
Packmate 5
Gaian Garou (even frenzied) 6
Wyrm creature (including Black Spiral Dancers) 8
Alien or unemotional creatures (vampires) 9

Dazzle rarely works to pacify spirits that don’t feel emotion or that have a specific emotional
focus (like hate-spirits). Success indicates that the target sits down and stays there, contemplating
Gaia’s love quietly, for the rest of the scene. Attacking the target will disrupt the effects of this Gift.
Dazzle can be used on a given target only once per scene.

Dazzle IV
Source: Dark Ages: Werewolf.
The werewolf can flood a target’s senses with visions of Gaia’s true splendor. This Gift is
taught by a unicorn-spirit.

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System: The player rolls Charisma + Empathy, difficulty is equal to the target’s Willpower.
As long as the target is not attacked, he stands mutely in awe for the remainder of the scene. This
Gift can be attempted against a given target only once per scene.

Dead End
Source: Bone Gnawers Tribebook Revised.
Through a bit of graffiti and casual sabotage, the Garou can discourage anyone who wants to
track him, follow him, or even take interest in his affairs. The werewolf can alter a sign, spray-paint
directional information, or perhaps just simply turn street signs the wrong way to misdirect people
who find it. This Gift works far better on humans than supernatural creatures. Some urban
werewolves attempt this Gift two or three times a week to keep their stomping grounds hidden
(rather like a lesser version of the Rite of the Signpost, listed below).
System: using this Gift requires one Gnosis point and enough time to spray-paint graffiti, turn
around a signpost, or commit some other act of urban mischief. (If you need an exact number of
turns, roll Wits + Survival, difficulty 4, and subtract the number of success from 10; that’s the
number of turns you’ll need.) On any roll to track the Garou past this obstacle, increase the
difficulty by 3. The effects last for a full week.
MET: Using this Gift requires a Gnosis Trait, but the timing is important. Any test to track
you down requires an additional Mental Challenge and an additional Ability Trait appropriate for a
retest. If someone has physically tracked you, you can counter by saying “Dead End” and burn one
Gnosis – you slip away unless your pursuer burns an additional Trait for his power or Ability and
follows up with a successful Mental Challenge. For instance, if someone has tracked you down with
Ritual of the Questing Stone, you would see the prop indicating the use of that rite and respond with
the words “Dead End.” The questing Garou could then burn a Rituals Trait and issue a Mental
Challenge. If you succeed, you escape. (In most situations of this kind, the Bone Gnawer player
then takes three steps away and declares “Fair escape.”)

Dead Stick
Source: Players Guide to the Garou.
In these last days, the falling of any Garou is tragic, and the pain of losing a packmate digs
deep. But it remains better to know for certain than wonder and futilely hope he might return. This
Gift allows the Wendigo to know if a packmate is indeed dead and, if so, where the remains lie. The
Wendigo stabs a stick into the ground and waits until morning. If the packmate is alive, the stick
will stand perfectly upright. If not, the stick will heavily lean in the direction of his body.
System: The player rolls Perception + Occult, difficulty 7. A simple success is all that is
needed for a correct divination. A failure will lead to the stick being blown out of the ground, while
a botch always declares the packmate dead, and never points in the right direction.

Dead Talk I
Source: Corax Breed Book
There are secrets you just can’t get from a dead man’s eyeball. There are times when you
need more than just a stiffs last sight. At those difficult times, being able to hold a conversation
with, or at least get a few straight answers out of, the spirit of the deceased increases the Corax’
information-gathering possibilities exponentially. A Vulture-spirit teaches this Gift, though
supposedly some wraiths can teach it as well.
System: The Corax, by spending a Gnosis point and rolling Perception + Occult (difficulty 8),
can hear and speak to a recently dead body (no more than 24 hours dead). The corpse’s willingness
to talk is determined by the number of successes, but no matter how many successes the Corax

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achieves, all he’ll get is the body’s mechanistic response to his questions. Odds are, the corpse’s
ghost is long gone.

Dead Talk II
Source: Frontier Secrets.
The Corax can hold a brief conversation with a corpse no more than 24 hours dead.
System: The player spends a Gnosis point and rolls Perception + Occult (difficulty 8). The
corpse’s willingness to talk is determined by the number of successes, but no matter how many
successes the Corax achieves, all he’ll get is the body’s mechanistic response to his questions. Odds
are, the corpse’s ghost is long gone.

Dead-Eye
Source: Werewolf: Wild West – The Wild West Companion.
Survival in the Savage West may depend on a single lucky bullet. With this Gift, a Garou
makes her own luck. Even the most difficulty shots can be accomplished with the assistance of this
power. A Raven-spirit teaches this Gift.
System: By spending one Willpower, the player can reroll any one Firearms, Archery or other
missile weapon roll.

Death Trance
Source: Uktena Tribebook Revised.
Sometimes, death is the only way out. But that doesn't mean you want to stay that way. With
this Gift, the Uktena may appear dead, following the expected progression (lividity, rigor, etc.) well
enough to fool a forensics team. While "dead," the Uktena is in a muted state, unable to move; his
senses are still active but dulled and dreamlike. The danger is reviving, as the effort required to
return to the living increases with time, and eventually the character is no longer feigning. An
opossum-spirit teaches this Gift.
System: It takes a Gnosis point, a Wits + Occult roll (difficulty 6) and three turns to "die."
Once in a state of "death," the body cools and exhibits all the normal signs of death at the proper
rate of progression for environmental conditions (Players would do well to look through a forensics
manual for hints). To realize something isn't right, observers must make a Perception +
Investigation roll (difficulty 7) and achieve at least the same number of successes the "dead"
werewolf achieved. A view from the Penumbra shows the spirit still resides in the body, but appears
to be in some kind of Slumber. During this death trance, the Uktena need not breathe, but fire and
such can still hurt him badly. Physical wounds do not bleed until the trance is lifted, but neither do
they heal.
The character may hear, smell, and see (assuming his eyes are open) while in the death trance,
but all rolls to perceive anything are at +2 difficulty.
The Death Trance Gift lasts as long as the Uktena wishes. However, to wake at any time
during the first day requires a successful Willpower roll difficulty 4 (to fully revive requires three
turns, plus one turn per day spent in a death state). Every day after that the difficulty increases by 1.
If the Garou fails to wake in time, he must wait a day before trying again (although the Storyteller
may make allowances, such as friends trying to wake him, or he finds himself on a pyre). After a
number of days equal to the character's permanent Gnosis rating, his spirit slips loose from the husk
and the character dies. As it is, some Uktena have eventually figured out they were being buried,
but weren't able to care enough to do anything about it for a long time.
MET: Intermediate Gift. With the expenditure of a Gnosis Trait and ten seconds of relaxed
concentration, the Uktena can enter a state that imitates death down to the smallest detail. He does
not breathe, wounds do not bleed (or regenerate), rigor and lividity set in, etc. Only those who have

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some reason to suspect the Garou is faking may make a Mental test to discern the truth (retest with
Investigation).

Death Mark
Source: Ratkin Breed Book.
This Gift is not invoked lightly. The Skulker invests a touch of Gnosis in a small piece of
black cloth; when this is brushed across the forehead of a criminal, the victim is marked with an
invisible spiritual sigil. Any Knife-Skulker can see this with some effort; various "spirit sight"
disciplines can also detect it. Depending on the severity of the crime, the Skulker may give the
criminal a head start, offering him a chance to atone for his crime before the other Knife-Skulkers
catch up with him. If he doesn’t, the Death Mark makes the guilty bastard easier to track down...
and cripple or kill, if necessary.
System: The Skulker spends one Gnosis and rolls Intelligence + Enigmas to create the death
mark and store it in black cloth. A Skulker can only maintain one Death Mark at a time. If he
prefers, he can hand of the ensorcelled shroud to an emissary (usually a Tunnel Runner) who will
carry it to the criminal. Anyone can brush the cloth over the victim’s forehead, who is usually
restrained. Once this is done, the Skulker can tell the direction and distance of the guilty party
(rather like the Rite of the Questing Stone). The victim may attempt to remove the mark with
another Gift, Discipline, Arcanos, or the like. However, his number of successes must exceed the
Skulker’s initial roll, and such "cures" never last for more than a day.

Death Rattle
Source: Nagah Breed Book.
The sound of a rattlesnake’s rattle is disturbing on a subconscious level, and wereserpents can
capitalize on that fact. The Nagah using this Gift grows a rattle (if she doesn’t already have one),
and may mystically charge the sound it makes to unnerve and distract opponents who cannot see
her.
System: The player spends a Gnosis point and rolls Manipulation + Intimidation. For every
success on that roll, the Nagah can assign a –1 modifier to one of her target’s actions sometime
before the end of the scene. The wereserpent shakes her rattle prior to the action she wants to
disrupt and the player informs the Storyteller how many of the successes she wants to assign to
disrupting her target’s next action. The Nagah need not use up all her successes at once; she can
parcel out –1 modifiers ah she chooses.
For example, a Nagah who gets four successes on the Manipulation + Intimidation roll can
rattle four times over the course of the scene to assign 4 separate –1 modifiers. She could also rattle
twice to assign 2 –2 modifiers, rattle once vigorously to give her chosen target a –4 modifier on one
action, or any other combination. Unused successes are lost at the end of the scene. This Gift ceases
to work once the target knows where the wereserpent is; however, the vasuki could choose to affect
a different opponent who still didn’t know her whereabouts.

Death Ray
Source: Ratkin Breed Book.
You can discharge energy through your fingertips. Granted, you’ll need to hook yourself up to
a car battery or wall outlet for a few hours a day, but if you’ve ever had a Garou trying to choke you
to death, you know it’s worth it.
System: You must spend at least an hour "meditating" while attached to a supply of
electricity. Spend one Gnosis and roll Intelligence + Enigmas (difficulty 6); for each success, you
gain a temporary dot in a new trait called "Electricity." If you spend another point of Gnosis, you

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can charge this Trait up further; the maximum rating is 10. For the rest of the day, your body will
have a constant static electric charge until you discharge it.
To attack with the Death Ray Gift, roll the dice in your Electricity pool. Attacking with a
touch is difficulty 6; attacking at range (up to fifty feet) is difficulty 8. If you hit, you inflict one
health level of aggravated damage per success; this damage is soaked at difficulty 8. The Electricity
trait goes down one dot each time you use the Death Ray. Optionally, you can burn off points of
Electricity instead of Gnosis to power Gifts like Battery and Summon Electricity.

Death Track
Source: Players Guide to the Garou.
Sometimes someone’s journey ends too soon, such as a man dying before he can tell the
Silent Strider important information. Silent Striders with this Gift do not let the end of someone
else’s journey be the end of theirs. As long as the Silent Strider can find the body, they can then
follow the trails of the spirit until they find the ghost. A servant of Owl teaches this Gift.
System: The Silent Strider stands over the body of the dead. Then, the player spends one
point of 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.

Death Whispers
Source: Players Guide to the Garou.
The ancient Greeks associated the wolf with death. Hecate wore three wolf heads, while
Charon wore wolf ears. Lupus with this Gift echo that connection. By standing entirely still near a
recently dead body, the lupus can hear the last final words of the deceased. These words are often
rambling and incoherent, but can provide clues and understanding of what happened at the moment
of their death, or of their most prominent thoughts at the moment of their demise.
System: The lupus must stand next to the corpse and stay entirely still, trying to hear the very
soft whispers. The player then rolls Perception + Occult (difficulty 7). To successfully hear the
death whispers, the lupus must obtain more successes than the number of hours the body has been
dead. More successes than required increase the clarity of the whisper. This Gift may be attempted
only once per dead body.

Deceptive Demise I
Source: Hengeyokai: Shifters of the East.
As part of the great practice of deceiving humans into accepting the strangest things as
"hengeyokai weaknesses," the Tengu sometimes had to fake their deaths - spectacularly. However,
the trick they learned to do so also proved to be useful when dealing with persistent bakemono,
Kumo or other enemies. Simply put, the Tengu who activates this Gift disappears in a cloud of
feathers, leaving only a spatter of blood or some ashes on the ground to mark their passing.
Although not always convincing (after all, it doesn’t leaves a body), it makes for a quick last-ditch
exit when necessary - and the advent of heavy machine guns has provided one more situation in
which the theatrical demise can have the desired effect. This Gift is taught by a Fox-spirit.
System: The Tengu must spend a Gnosis point to activate this Gift; she also loses one Health
Level to provide the blood or ashes appropriate to her faked death (unless the wound would kill her,
in which case she’s probably lost a convincing amount of blood anyway). Once the Gift is activated,
the Tengu instantly and automatically steps sideways into the Mirror Lands, where she may appear
in the form of her choosing. Most Tengu prefer to land in raven form and take to the Umbral air

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immediately, although a few enjoy hanging around to watch their foes scramble about and brag of
their "victory."

Deceptive Demise II
Source: Players Guide to the Changing Breeds.
Used to fake a death and fool her enemies, the Tengu disappears in a feathery cloud, leaving
behind only a bit of blood and, perhaps, some ashes — but no body. This Gift, taught by a fox-
spirit, enables the Tengu to escape while her foes are distracted.
System: The Tengu spends one Gnosis point and gives up one health level to create the blood
or ashes left behind (unless she has already lost enough blood to die from another wound, in which
case she's already leaving plenty of blood behind). When the Gift is activated, the Tengu
immediately steps into the Mirror Lands in whatever form she chooses, either staying to watch the
results of her charade or escaping through the Umbra.

Declamation
Source: Bone Gnawers Tribebook Revised.
By spending at least an hour studying a written text, the Garou can memorize vast passages of
information word for word. The effects work like a cross between speed-reading and eidetic
memory. Actually understanding or accessing the information is difficult, but repeating it by rote is
simple. Lupus Garou cannot learn this Gift, but remarkably enough, illiterate homids can; for the
gift’s duration, they can decipher all sort of "funny little squiggles" on paper. The Garou must be
fluent in speaking the language he is reading.
This Gift is often taught by Rat Finks and Frankweilers. Rat Finks use this Gift to transfer
sensitive information in a format that’s difficult to steal. Frankweiler Galliards use this Gift
repeatedly on their favorite plays and novels. This Gift is taught by a bookworm-spirit, a favorite
Gaffling of the Frankweilers.
System: After the Garou spends one Gnosis, he can repeat, word by word, anything he reads
over the next eight hours. As a rough guideline, the Garou can read about a hundred pages in an
hour; each time he "studies," he must concentrate for at least an hour. As a side effect, for the
duration of the Gift, the user can add one die to Knowledge-based dice pool related to the
information. Repeating the information word for word can take hours; however, a second Garou
with the Gift: Mindspeak can sift through the information in the Gift user’s head in one scene if he
doesn’t resist.
A supernatural creature can try to steal this information with a mind reading ability (such as
the vampire Discipline: Telepathy or an application of a mage’s Mind sphere). If this happens, the
Garou can resist with a contested Willpower roll (difficulty 4) in addition to any other defense he
would normally have against the ability.
MET: Using this Gift requires a Gnosis Trait. Through a combination of speed-reading and
eidetic memory, the Garou can repeat, word for word, any text he studies during that game session.
Using this Gift requires at least five minutes to carefully “read” every five pages of the text to be
memorized. The knowledge is retained for one week. Each successive week, the Garou can use
another Gnosis Trait to retain the information for an additional week. In this way, a Garou may
choose to memorize the text of an entire play, an informative book from the public library, or that
nifty occult tome the pack has stolen from pesky vampires or mages.
If you tell the Storyteller about this Gift before the session, he can make an extra photocopy
of any important documents or papers the Garou may study and “read” during that session. At the
Narrator’s option, the Garou can also gain the temporary Trait: Well-Read from studying
informative books. This can be used to retest any Knowledge-based Ability related to the text the
Garou memorized. This extra effect can only be used on one book at a time, and the character can
only have one Well-Read Trait. Knowledge-based Ability tests rely on the Storyteller’s discretion,

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but typically include challenges involving Academics, Computer, Linguistics, Occult and Science.
(Since it’s unlikely that the Bone Gnawer would find a whole treatise on the Umbra or on
supernatural wisdom, this might or might not be appropriate for Enigmas or various sorts of Lore.)

Deep Pockets
Source: Ratkin Breed Book.
Can’t carry enough stuff? This Gift allows you store lots of little goodies in your pockets, far
more than normal. This Gift is taught by a Packrat-spirit.
System: Roll Wits + Enigmas and spend one Gnosis. Each success lets you hide an extra
small item (no larger than your hand) inside a convenient pocket. If you’re ever searched, none of
these extra items will turn up, but if you lose the pocket (or your clothes), you can’t retrieve the
items inside. Each time you remove an item, you need to use the Gift to put it back again. If you
need to recall an item instantly from your Deep Pockets, spend a point of Rage, and it’s there.

Deep Roots
Source: Silver Fangs Tribebook Revised.
This Gift allows the steadfast members of House Wise Heart to stand their ground against
their foes. Nothing can move a werewolf rooted with this Gift, although he is as vulnerable to other
forms of attack as ever. Any forest-dwelling spirit can teach this Gift.
System: The player rolls Gnosis (difficulty 7). The character becomes rooted to that spot for a
number of turns equal to the number of successes on the roll. Any attempt to push, pull, drag or lift
the Garou automatically fails to move the character, although it can still do damage.
MET: Basic Gift. With the expenditure of a Physical Trait or level of the Survival Ability, the
Garou may become immovable for a number of turns equal to their permanent Gnosis rating - all
attempts to move her automatically fail, though she still suffers damage normally, and if she is
rendered Incapacitated or killed this Gift ends. Note that the Garou may still choose to move during
this time if she wishes; she is simply immune to being moved by others.

Deeper Lungs
Source: Mokolé Breed Book.
The Mokolé may reserve air within himself, allowing him to live for a period of time without
breathing. This Gift is taught by Turtle-spirits.
System: In the material world, this Gift allows the Mokolé to hold her breath for a number of
hours equal to his Stamina. In the Umbra, the duration is the same number of days. In any event,
when the duration expires, the Mokolé must be able to breathe air for a full five minutes before
invoking this Gift again.

Delay the Death Bear’s Coming I


Source: Gurahl Breed Book.
This Gift allows a Gurahl or a designated individual the capacity to sustain massive damage
without dying. While the use of this Gift does not enable the recipient to engage in combat or other
strenuous activities, it does keep the target alive long enough, in most cases, to allow for normal or
magical healing to take place. A Jaggling in service to Mangi teaches this Gift.
System: The player spends a point of Gnosis and rolls Wits + Occult (or Medicine). Each
success grants the targeted individual an additional Incapacitated Health Level, thus making it
possible to sustain normally fatal damage without dying. The Gurahl may use this Gift on herself,
although she may not do so if she has already reached Incapacitated.

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Delay the Death Bear's Coming II
Source: Players Guide to the Changing Breeds.
This allows the Gurahl or a chosen individual to take massive damage without dying,
allowing him to remain alive long enough to receive magical healing.
System: The player spends a point of Gnosis and rolls Wits + Occult (or Medicine). Each
success grants the target one additional Incapacitated health level, thus keeping her alive. The
Gurahl may not use this Gift on herself if she is already Incapacitated.

Deliberate Misinformation
Source: Rage across the Heavens.
The Garou can slip confusing and contrary information into his target’s conversation, making
their plans fall apart or otherwise causing them to suffer from a gross breakdown in
communications. Opponents in the immediate vicinity of the Garou mishear each other or
misinterpret instructions. The information affected by this Gift must be communicated verbally –
either in person or through the use of a direct communication device such as a telephone or other
transmission device.
System: The player rolls Perception + Linguistics (difficulty of the target’s Willpower – or of
the highest Willpower in the target group). Each success allows the character to subject one
opponent to the effects of this Gift. All actions that result from information communicated verbally
receive a +2 difficulty; simple orders, such as proceeding to a certain address or moving to the left
or right flank in battle, automatically go awry. The Gift lasts for one scene or battle.

Denial of Wellbeing I
Source: Nagah Breed Book.
Greater Understanding of the way bodies mend using magic grants insight into how an
assassin might stop them from doing so. Following up on the insights taught by Assassin’s
Insistence. Nagah may learn to prevent even inherent healing. With a touch, this Gift prevents
another creature from regenerating or resisting poison or disease.
System: The Nagah must first touch the intended target. The player spends two Gnosis points
and makes a resisted Intelligence + Medicine roll against the target’s Gnosis (or Willpower –2 for
creatures with no Gnosis). Success halts the target’s healing process completely, and the victim also
suffers a two-die difficulty to resist diseases or poison (including Nagah venom). Each success
stops regeneration and other healing (including Gifts) for one hour or until the Gift is somehow
nullified.
The Nagah must learn Assassin’s Insistence before she can learn Denial of Wellbeing.

Denial of Wellbeing II
Source: Players Guide to the Changing Breeds.
With a touch, the Nagah can prevent another creature from healing or regenerating. The
Nagah must first learn Assassin's Insistence before learning this Gift.
System: The Nagah must touch the target. The player spends two Gnosis and makes a
contested Intelligence + Medicine roll against the target's Gnosis (or Willpower minus two, if it's
not a shapeshifter.) Success halts the healing process, and the victim suffers a two-die penalty to
resist disease and poison. This lasts for one hour or until the Gift is nullified.

Deny the Hungry


Source: Bastet Breed Book.

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With a gesture or spray, a spiteful werecat can destroy crops and fertile land, spoil food or
toxify drinking water. Legend lays this Gift at the feet of the Bubasti, who were said to punish
disrespectful communities with famine and drought. Some Simba use it for the same reasons. Sadly,
it’s easier to destroy than to create; undoing this damage requires a different Gift altogether.
System: The player spends a permanent Rage point and rolls Wits + Primal-Urge (difficulty
7). Each success withers one mile of crops, spoils a waterhole or lake, or renders one ton of food or
drink unusable. Only the Redeem the Waste Gift, a Rite of Cleansing, or a powerful Life and Prime
magicks (see Mage: The Ascension) can undo the destruction. Cropland will remain infertile for a
year, water will be poisoned for the same time. Spoiled food is rotten forever, and those who eat it
anyway will grow ill. These effects, and the casting of the Gift, clearly come from the Unmaker,
and may be detected by appropriate Gifts.

Desperate Strength
Source: Bone Gnawers Tribebook Revised.
In times of great trauma, desperate people have displayed amazing feats of strength and
endurance. With a burst of adrenaline, a mother can lift a truck off a pinned child, or a father may
smash through a wall to save his family. Through strength of will, a Bone Gnawer may channel that
same desperate energy. If another packmate has fallen or been captured, the Garou may use this
hideous strength in a desperate effort to help his pack.
System: After rolling on the Feats of Strength table, the Garou can burn a point of Willpower
and roll one die for each Health Level he has remaining. For each success, he can take an extra level
of aggravated damage to increase his number of successes by one; he does not need to trade all of
his successes in this fashion.
MET: The Garou may use Willpower for retests in Physical Challenges, but each such retest
inflicts one aggravated health level of damage. There’s no limit to the number of potential retests,
subject to the Garou’s expenditure of Willpower and health. Thus, the Garou could conceivably call
for three or four retests on the same challenge with this Gift, a departure from the normal limits of
retests. Damage inflicted by this Gift can be healed, but it can’t be reduced by any other Gift or
power.

Destroyer’s Blessing
Source: Nagah Breed Book.
When using this Gift, the nagah sacrifices the use of her arms to combat multiple opponents.
The arms of the wereserpent each split into three, each section becoming the body and head of a
king cobra. Each head is autonomous and can attack of its own accord, though all are under the will
of the nagah at all times.
System: The nagah expends three Gnosis to make the shift. Each head comes complete with
enough venom to inject one target, and each cobra must make a separate attack roll in combat.
Cutting away even one of theses serpents leaves a very serious wound on the Nagah when the Gift
wears off. This Gift lasts for two turns plus one turn per additional point of Gnosis the Nagah
spends to trigger the Gift.

Destroying Blow
Source: Players Guide to the Changing Breeds.
As the Black Fury Gift: Coup de Grace.

Devil Talons
Source: Werewolf: The Wild West.

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By calling her Rage to the surface, a Black Fury may turn her claws barbed and venomous.
Rakes from these vicious talons burn for hours. This Gift is taught by a Pain-spirit.
System: The Garou spends one Rage point with each attack. Her claws inflict their usual
damage, but any Health Level penalty caused by their attacks is doubled for the scene’s duration
(i.e., a Wounded enemy would suffer a -4 penalty instead of the usual -2). This Gift works normally
even if the target is frenzied.

Devil’s Child
Source: Dark Ages: Werewolf.
Wolves are often seen as the offspring of the Devil himself, and while they don’t fully
understand that implication, the lupus are happy to capitalize on the fear it inspires. The Garou lets
out a fierce snarl that terrifies opponents and cows them into submission. A wolf-spirit teaches this
Gift.
System: The player rolls Manipulation + Primal-Urge (difficulty of the opponent’s Willpower
or, if he is affecting a group, the highest Willpower represented). If he is successful, the werewolf
invokes the full effects of the Delirium on any human who can see her. If the player spends a
Gnosis point, this Gift affects supernatural beings such as mages and vampires. This Gift takes one
full turn to invoke, and it may be used only in Lupus form.

Devour the Dead I


Source: Ratkin Breed Book.
The user can call up a swarm of Rat-spirits to devour a dead body and remove all physical
evidence in the immediate vicinity. Rodens Knife-Skulkers often use this Gift to dispose of the
bodies of their victims.
System: Spend one Gnosis; a swarm of Rat-spirits appears from nowhere and consumes the
dead body, bones and all, within three turns. Unfortunately, all items currently on the body will be
carried off into the Umbra, where they’ll be carefully hidden. Remember to loot the body first.

Devour the Dead II


Source: Players Guide to the Changing Breeds.
This gruesome Gift is used to clean up messes. The Ratkin summons a swarm of rat-spirits to
consume a dead body, removing all physical evidence it was there.
System: The player spends one Gnosis; the swarm consumes the body in three turns. All
items on the body at that time are carried off somewhere into the Umbra, probably never to be seen
again.

Devour the Unclean


Source: Hengeyokai: Shifters of the East.
As the Theurge Gift: Spirit Drain. This Gift can only be used on Banes, but the energy gained
from doing so is purified somewhat by this power. It is taught by a Tiger-spirit.

Devouring Rime
Source: Wendigo Tribebook Revised.
A Garou with this Gift can touch something living and cause it to become covered with ice.
Slowly radiating outward from the point of contact, a shimmering coat of ice crawls over the
target’s body, freezing every muscle it touches into motionlessness. A jaggling of Great Wendigo
teaches this Gift.

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System: The character must be within physical reach of the target, and must be able to touch
the target’s bare skin, flesh, or fur. When he does so, the player spends one Willpower to create a
quickly-growing layer of ice over the target’s body. The target must spend a point of Rage to resist
the devouring coat of ice before the next round, or she becomes frozen and immobile for the rest of
scene. The ice itself behaves naturally under all external physical changes; for example, it melts
beneath a sudden blast of heat, and it can be chipped away (carefully) by anyone assisting the
target.
MET: Basic Gift. By touching a target’s bare skin or fur (a Physical test if they resist), the
Wendigo may spend a Willpower Trait to create a layer of ice over most of the target’s body.
Unless the target spends a Rage Trait, activates a similar speed-related power or defeats the ice in a
test of her Physical Traits against the Wendigo’s, she is rendered near immobile for the rest of the
scene. She may only move one step every other turn, she receives the Negative Trait Slow x 2, and
cannot initiate any aggressive tests, though she may still defend herself. The ice melts normally
under the appropriate conditions, though any attempts by the target to chip it away on her own are
utterly ineffective.

Diagnose I
Source: Gurahl Breed Book.
By studying an individual, the Gurahl can determine the general state of health, frequently
enabling her to identify any ailments or diseases present in the person’s body. A Bear-spirit teaches
this Gift.
System: The Gurahl concentrates on her target, and her player rolls Perception + Medicine
(difficulty 7). One success allows her to assess the general health of the target, while additional
successes enable her to home in on specific diseases such as lung disorders, stomach ailments,
viruses and chronic problems. No successes means that the Gurahl cannot determine anything about
the individual, while a botch conveys a false diagnosis (which could prove dangerous to the target).

Diagnose II
Source: Players Guide to the Changing Breeds.
The Gurahl can determine a person's general health by studying that individual carefully.
System: The Gurahl focuses on her target. Her player rolls Perception + Medicine (difficulty
7). One success reveals the target's general health. Each additional success gives more specific
information. Zero successes fail to determine anything, while a botch produces a false (and possibly
dangerous) diagnosis.

Diagnostics
Source: Werewolf: the Apocalypse Revised.
At a glance, the Glass Walker can tell what is wrong with a machine. He can then enlist the
aid of the machine’s spirit in repairing the faulty device. Any technological spirit can teach this
Gift.
System: The player rolls Perception + Crafts to determine the problem. She then spends one
Gnosis point as the Garou mentally convinces the spirit of the device to aid her in fixing it. (Most
such spirits are happy to do so — they don’t want to be junk!) The time to fix the device is halved,
and the player may subtract any successes on the Perception + Crafts roll from the successes
necessary to fix the device (see Repair, p. 198).

Diamond Claws
Source: Players Guide to the Changing Breeds.

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As the Ahroun Gift: Razor Claws. Since Swara cannot fully retract their claws, they find this
Gift especially useful.

Diplomatic Immunity
Source: Rage across the Heavens.
This Gift enables the Garou to walk about in the middle of a hostile group without provoking
the outbreak of hostilities. The Garou can enter a caern belonging to a rival or walk openly into the
middle of a group of Black Spiral Dancers in order to retrieve something or deliver a message. The
Garou surrounds herself with an aura of “neutrality” that negates her enemies’ or rivals’ animosity
long enough for her to accomplish her task and leave without incident. The Gift lasts for one scene,
after which all bets are off.
System: The player spends a point of Willpower and rolls Manipulation + Subterfuge
(difficulty 8). A successful roll allows the character to interact with a group of potential enemies for
the purpose of delivering a message, retrieving an item or issuing an ultimatum. A failure means
that the Gift does not take effect (in which case the character would be wise to avoid confronting
the intended group). A botch means that the character believes the Gift is in effect – a belief which
will more than likely disappear as soon as she encounters the opposing group.

Direct the Storm


Source: Werewolf: the Apocalypse Revised.
Having a packmate who is prone to frenzy isn’t safe for anyone. With this Gift, the Shadow
Lord can direct the primal instincts of a frenzied Garou — friend or foe — causing him to attack
targets of the Lord’s choice. A Stormcrow teaches this Gift.
System: The player spends a point of Gnosis and rolls Willpower (difficulty of the target’s
Rage). Success indicates that the Shadow Lord controls the target’s frenzy and can set him on
anyone she chooses. Using this Gift on a Garou in the Thrall of the Wyrm is possible, but doing so
requires the player to roll Rage (difficulty 7) to check for frenzy for her own character.

Directing the Soul


Source: Players Guide 2nd Edition (1st Edition).
Stargazers with this Gift can redirect the effects of their Rage and Gnosis. By attaining this
higher control over their inner selves, the influence the world around them in their favor. This Gift
is taught by an Enigmatic spirit.
System: After learning this Gift, the Stargazer can spend her Rage or Gnosis, instead of
Willpower, to receive one automatic success on a roll.

Disappearing Act
Source: Nuwisha Breed Book.
The Nuwisha using this Gift seemingly disappears from sight. Enemies looking for the
werecoyote can touch the Nuwisha or even run into him, and never notice that he is there. All
senses are affected, and even other Gifts or supernatural powers used for detection (Auspex and so
on) cannot locate the Nuwisha as long as he remembers not to move. This Gift is normally used to
avoid being killed by large mobs of enemies who desperately want the Nuwisha dead. This Gift is
taught by a Cat-spirit.
System: The player expends one Willpower and one Gnosis point. The Gift lasts for as long
as the character does not willingly move. The Gift stays in effect even if the character is knocked
over, but the character cannot get back up without dispelling the Gift’s effects.

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Discarded Dreams
Source: Ratkin Breed Book.
Humans throw their dreams away and never realize what they’ve lost. This Gift allows a
Ratkin to salvage these dreams from any trash pile. By chanting an incantation and offering the
refuse to someone as a gift, the recipient will be caught up in an elaborate dream; this is based on a
memory someone has lost. The dreamer may even think she has the skills to carry out this
aspiration. A stern old woman with a broken doll might think she’s a ballerina; a lonely man with a
moth-eaten coat might think he’s the height of fashion, and so on. This Gift is taught by a Trash
Gaffling or any servant of the Great Trash Heap, a powerful Bone Gnawer Totem.
System: Spend one Gnosis and roll Perception + Enigmas; the difficulty depends on the
relative obscurity of the item you’re looking for. You may find an item that’s only vaguely what
you want; if you get at least three successes, you’ve found exactly what you needed.
Now find a creature who’s in need of a lost dream. Roll Manipulation + Expression (difficulty
of the recipient’s temporary Willpower) to explain what the lost object signifies. If the recipient
really wants to live the dream, you only need one success; if he resists, you need at least three. For
the duration of one scene, your target will live out the fantasy you give him; if you score at least
five successes, he will even gain some of the skills or talents he needs to carry out this delusion. A
great singing voice, mastery of the arts of dance, the stealth of a secret agent — all these treasures
can be found in the trash, if only you look hard enough. As one would expect, you cannot perform
this Gift during the stress of combat.

Discern Weakness
Source: Players Guide to the Changing Breeds.
As the Philodox Gift: Weak Arm.

Disfigurement
Source: Players Guide 2nd Edition (1st Edition).
The Shadow Lord can place a nasty boil or dishonorable scar on the target. She can disfigure
her rival in embarrassing ways that rob him of prestige in the presence of other Garou. Although the
lesion isn’t physically handicapping, it certainly limits the victim’s social grace. A Baboon or Toad
spirit teaches this Gift.
System: The player rolls Manipulation + Primal-Urge (difficulty 7) and spends a Willpower
point. The disfigurement subtracts two dice from all the target’s Social rolls. The scar or blemish
heals at the end of one scene.

Disguise the True Form


Source: Werewolf: Wild West – The Wild West Companion.
The Stargazer can avoid revealing her true nature to other Gift users or supernaturals. Even in
Crinos form, the Garou registers as a normal human. An avatar of the Chimera teaches this Gift.
System: Any powers to detect the Stargazer’s true nature fail. The Stargazer appears to be a
perfectly normal human, despite her current form.

Dispel the Golden Waste


Source: Frontier Secrets.
This rare and radical solution to the Gold Rush remains a deeply kept secret. It summons up
the spirits of gold from their resting-places, whirls them into a dust cloud, and whisks the gold
away, leaving the area worthless for prospectors. Where does the gold go? Most Furies simply

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shrug. Who cares? It’s only valued by selfish men. Some speculate that the spirits deposit the loot in
some hidden Fury den. The tribe certainly has ready cash when it’s needed...
System: The player makes a Gnosis roll, difficulty 8. Success creates a whirlwind of gold
dust which sweeps the vicinity free of gold and pyrite. Any shaped gold turns to dust. The Gift can
and will work in "civilized" areas like banks, although a sealed vault prevents the dust from leaving.
In open spaces, air currents carry the gold far away; the Fury cannot redirect the dust to suit her own
needs. The gold’s eventual destination remains a mystery only the Storyteller can solve.

Disquiet
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou causes the subject of this Gift to feel inexplicably depressed and withdrawn. The
subject will find it hard to use his anger (Rage) or concentrate effectively on tasks. This Gift is
taught by an Ancestor-spirit.
System: The Garou rolls Manipulation + Empathy against a difficulty equal to the Willpower
of the opponent. If successful, that opponent will not be able to recover Rage for the duration of the
scene; furthermore, all difficulties for extended actions (not combat) are increased by one.

Disquiet
Source: Werewolf: the Apocalypse Revised.
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 Manipulation + Empathy against a difficulty equal to the target’s
Willpower. If successful, that opponent will not be able to recover Rage for the duration of the
scene. Furthermore, all difficulties for extended actions increase by one.

Distant Whispers
Source: Hengeyokai: Shifters of the East.
Much like the Metis Gift: Mental Speech, but with a typically Foxtwist: The shinju speaks his
message into the wind, a stream, a fire, the bare ground or other element, and the target hears the
Kitsune’s voice coming from a like source nearby. Storms are particularly popular vehicles –
talking thunder satisfies the shinju sense of drama. This Gift is taught by any Elemental Spirit.
System: The player rolls Charisma + Empathy (difficulty 8). The Fox may communicate over
a distance of 20 miles per success, provided the element she chooses for a carrier is present at both
ends. The conduit will not allow mind-reading and will not work with strangers (unless the Fox has
a personal token of the target, such as fingernail clippings or a wedding ring), but permits Social
Abilities to be used on the receives, provided no visual cues are necessary.

Distant Whispers
Source: Players Guide to the Changing Breeds.
This trick is somewhat like the metis Gift: Mental Speech, but with a Fox twist. The Kitsune
speaks his message into the river, ground, fire or other element and the target hears the Fox's voice
coming from a similar source nearby. Storms are popular vehicles due to the drama they invoke.
Any elemental spirit teaches this Gift.
System: The player rolls Charisma + Empathy (difficulty 8). The Kitsune can send her
message twenty miles per success as long as the element she chose to carry her message is present
both at the source and the terminus. The conduit doesn't allow mind reading or work with strangers

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unless the Fox has something personal of the target's such as fingernail clippings, a wedding ring,
etc. It does permit Social Abilities to be used on the receiver as long as no visual cues are necessary.

Distract the Fool


Source: Dark Ages: Werewolf.
A mischievous Fianna need only point and claim something remarkable, and everyone who
hears him is compelled to gawk in the direction he points. A fox-spirit teaches this Gift.
System: The player rolls Manipulation + Expression (difficulty 7). Anyone (except
packmates or allies) that can hear the character gawks in the direction the Fianna points for one
round per success. A distracted person will immediately refocus on an incoming attack or similarly
urgent situation.

Distractions
Source: Werewolf: the Apocalypse Revised.
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 Wits + Performance (difficulty of the victim’s Willpower). Each
success subtracts one die from the target’s dice pool next turn.

Divide
Source: Players Guide to the Garou.
Perhaps more than any other species, humans are excellent at making tiny differences into
massive gulfs. This can be seen in racism, sexism, homophobia and even in the quickly distancing
term used to describe some criminals: Monsters. Garou, who are part human, have picked up neatly
on these sorts of activities and even perhaps exceed humanity’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 a 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 each other, three would
spell lawsuits, and five might bring them to blows.
Among Garou and other shapeshifters with Rage, however, the Gift is even more powerful.
Every success on the initial roll adds one success on all Rage rolls the targets make throughout the
rest of the scene. With such manipulation, it is doubtful that any peace can be made, and highly
probable new troubles will emerge.

Divided Heart
Source: Book of Auspices.
The heart of the werewolf is filled with rage, and quite often, this internal fire can overcome a
werewolf s strength of will. With this Gift, taught by any tree spirit, a Philodox can briefly allow
another to "hold back" the fury inside, lest a poorly made decision cause irreparable damage.
System: The purpose of this Gift is to help alleviate the difficulties a werewolf encounters
when his Rage exceeds his Willpower (Werewolf: the Apocalypse, p. 126). For every success on a
Manipulation + Primal Urge roll by the Philodox player, one penalty die is negated for the target
character. The effects last for five minutes per success — a Philodox can temporarily alleviate the
Curse, but never negate it.

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Divine Regalia
Source: Werewolf Dark Ages.
The Silver Fang girds himself in shimmering, mystical armor, and a terrible light plays about
his countenance. His very appearance causes even the boldest warriors to flee, but brings hope to
the hearts of his packmates. This Gift is taught by an avatar of Falcon.
System: The player spends one Rage and one Gnosis to invoke the armor; the effects last for
a scene. While the Gift is in effect, the Fang gains three extra soak dice, which can be used to soak
even silver. Anyone meeting the Silver Fang’s eyes (for example, if attempting to Dominate the
Fang) must make Willpower rolls, difficulty 9, or immediately flee in panic as if entering a fox
frenzy. For as long as his 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.

Divine Wind I
Source: Hengeyokai: Shifters of the East.
This Gift summons a terrifying storm upon a target area. Trees uproot and cars fly like paper
cartons. Nothing can withstand the force of the wind, which destroys buildings, cars and life. The
teacher of this Gift is either an Ancestor-spirit or a servitor of Naru-kami, Lord of Thunder.
System: The user makes a Stamina + Enigmas roll, difficulty 7, and spends at least one Rage
point. For each success, the storm will cover a one-mile radius; each additional Rage point used will
add one success. Damage inflicted is at the Storyteller’s discretion, though any unprotected humans
will likely suffer severe injuries - if not death - from the storm’s fury. The storm lasts for only a few
turns, but rivals many hurricanes in its fury.

Divine Wind II
Source: Players Guide to the Changing Breeds.
The Hakken can call forth a powerful storm in a designated area. The storm uproots trees and
overturns cars in its fury. An ancestor-spirit or a servant of Naru-kami, Lord of Thunder, teaches
this Gift.
System: The player rolls Stamina + Enigmas (difficulty 7) and spends a minimum of one
Rage point. Each success equals a one-mile radius for the storm. Each Rage point spent adds a
success and, therefore, increases the size of the storm, which lasts for no more than one scene.

Dolorous Countenance
Source: Gurahl Breed Book.
Similar to the Garou Homid Gift: Staredown, this Gift allows the Gurahl to assume a facial
expression baleful enough to cause opponents to back away in shame or submission, in some cases
leaving the vicinity entirely.
System: The player rolls Charisma + Empathy (difficulty 7) and spends a Rage point. One or
two successes so cows the target that he retreats from the area for one turn for each success
(although the target can make a Willpower roll (difficulty 8 to resist). Three successes causes the
target to flee the area entirely, returning only after the Gurahl has departed.

Dolorous Stroke I
Source: Werewolf Dark Ages.

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The Shadow Lord may deliver a blow so merciless and terrible that it strikes fear into the
hearts of those around her. Anyone witnessing the Dolorous Stroke becomes faint of heart, and
finds it difficult to oppose the Shadow Lord capable of such a strike. This Gift is taught by a Death-
spirit.
System: The player spends a Gnosis point and then rolls to hit; she may take no other action
this turn. If she misses, the Gift’s effects don’t take place. But if she hits, she gains two bonus dice
to her damage pool. If she does at least three health levels of damage (after soak) to her target, any
onlookers are dismayed by the brutal expertise of the Shadow Lord’s attack, and suffer a one-die
penalty to any rolls made against the Shadow Lord for the remainder of the scene.

Dolorous Stroke II
Source: Dark Ages: Werewolf.
The Shadow Lord delivers a blow so merciless and terrible that it strikes fear into the hearts of
those around him. Anyone witnessing the Dolorous Stroke becomes faint of heart and finds it
difficult to oppose the Shadow Lord capable of such a strike. This Gift is taught by a death-spirit.
System: The player spends a Gnosis point then rolls to hit; the character can take no other
action during this turn. If the character misses, the Gift’s effects do not take place. If he hits, he
gains two dice for his damage pool in addition to the normal successes. If he inflicts at least three
health levels of damage (after soak) to his target, any onlookers are dismayed by the brutal expertise
of the character’s attack, and they suffer a one-die penalty to any rolls made against the character
for the remainder of the scene.

Domestic Seeming
Source: Children of Gaia Tribebook Revised.
Unicorn does not want humans to fear her children, even the lupus. Many lupus Children of
Gaia learn this Gift in the interest of walking comfortably among humans. By using this Gift, a
werewolf in Lupus form convinces observers that they see a dog, not a wolf. Ordinary humans look
at the wolf and think "husky", "malamute" or some other similar breed of dog. Even other
supernatural beings (save spirits) can be fooled by the Gift, seeing what they expect to see rather
than the truth. This Gift is taught by any spirit of peace.
System: The player spends a Willpower point and rolls Manipulation + Animal Ken; the
usual Manipulation penalties for Lupus form do not apply for the purposes of this Gift. If the player
fails the roll, any observer can tell they’re looking at a wolf with a successful Perception + Animal
Ken roll. If the player gains any successes, human observers cannot penetrate the disguise;
supernatural creatures may make a Perception + Animal Ken (difficulty 7) opposed by the player’s
roll to penetrate the illusion. Spirits of the Middle Umbra are not affected by the Gift at all; they
recognize the werewolf as one of Gaia’s warriors as usual. The Gift’s effects last for a scene, or
until the werewolf changes form-
MET: Spend a Willpower trait and make a Social Challenge (retest with Animal Ken), With
success, your lupus form merely looks like a large dog, not a wolf, and only supernatural observers
may attempt to penetrate the disguise (by making a Mental Challenge resisted by your Social
Challenge). If you lost the challenge, any observer may do so by making a Mental Challenge (retest
with Animal Ken). You should wear a tag or some other marker to indicate your change.

Dominance Blow
Source: Players Guide to the Garou.
Smart Garou know to pay the Silver Fangs their due. Stupid ones openly challenge them, and
force the Silver Fangs to assert their dominance. This Gift allows a Silver Fang to easily knock
down would-be rebels by connecting physical dominance with rightful leadership. When this Gift is

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working, might does make right. Lupus Silver Fangs are fond of this Gift, which resembles wolf
understandings of alpha standing. A wolf-spirit teaches this Gift.
System: The player spends one point of Rage and rolls Charisma + Brawl, difficulty 7. If the
roll succeeds, then every blow the Silver Fang strikes against a specific target grants the Silver Fang
an additional die in all Social rolls against that target, allowing him to browbeat or intimidate the
target more easily. The blow need not be full force to grant the bonus, which lasts for one day.

Dona Nobis Pacem


Source: Kinfolk - Unsung Heroes.
The Kinfolk is able to maintain an aura of peace over herself and anyone she touches.
System: The Kinfolk can use this Gift only once per scene, and must expend one Willpower
point for the effect to occur. Humans in her immediate vicinity must make a Willpower roll,
difficulty 8, to continue any sort of argument or violence. Garou so touched are at +2 difficulty to
frenzy. A Unicorn-spirit or Dove-spirit teaches this Gift.

Doppelganger I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may take the exact likeness of a particular human or wolf, or even another Garou.
This is taught by a Chameleon spirit, or a spirit of Illusion.
System: The Garou spends on Gnosis point and rolls Charisma + Performance (difficulty 8).
The effect lasts for one day per success.

Doppelganger II
Source: Werewolf: the Apocalypse Revised.
The Garou may take the exact likeness of any other human, wolf or Garou. A chameleon-
spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Charisma + Performance (difficulty 8).
Traits aren’t duplicated, but everything else, including voice, posture and scent, is identical. The
effects last for one day per success.

Doppelganger III
Source: Dark Ages: Werewolf.
The Warder may assume the exact likeness of a particular human or wolf, or even another
werewolf. A spirit of illusion teaches this Gift.
System: The player spends one Gnosis point and rolls Charisma + Performance (difficulty 8).
The effect lasts for one day per success, and character assumes the voice and mannerisms of the
assumed target, as well as her physical appearance (though not her traits).

Double Walker
Source: Werewolf: The Wild West.
As the Gift: Doppelganger.

Dowsing
Source: Bastet Breed Book.
By pawing or sniffing at the ground, the Bastet tries to locate nearby water sources
(underground streams, pipes, etc.). With luck, she’ll be able to tell whether or not the water is safe.

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System: a roll of Perception + Primal-Urge will determine the water’s location, if any exists
within 100 feet of the Bastet. The difficulty depends upon the water’s distance and quantity; a
muddy puddle beneath debris would be 9, while a pure rushing stream on the other side of a wall
would be 5.

Dragon Ally I
Source: Hengeyokai: Shifters of the East.
Kitsune warriors can find help in the last expected places. With this Gift, an Eji can call forth
a mighty fighter from the elements surrounding him. There must be a substantial amount of the raw
material available – strong winds, not merely air; a fair-sized pool or stream, not puddles. The
creature takes the shape of a dragon, and is formed entirely from its parent force. Not surprisingly,
Elementals teach this Gift.
System: The player spends 1 Rage point and makes a Gnosis roll (difficulty 8). For every
success on the Gnosis roll, the “dragon” has five feet of length, five Health Levels, two soak dice,
and does two dice of aggravated damage. It may attack with one bite and one body slam per turn
(For example, Wu Bingshu calls forth a dragon from a bonfire and rolls three successes. The
blazing creature is fifteen feet long and has fifteen Health levels, its bit inflicts six dice of damage,
its tail lashes out for another six, and it has six effective soak dice against all attacks. The Kuei-jin
are in tonight).
Dragon allies are friendly toward their creator; this may be because if the Kitsune stops
concentrating on their Ally’s existence, it disappears. (The Eji may take only the simplest actions in
addition to maintaining the Dragon.) The creature will vanish regardless at the end of scene or if it
loses all its Health Levels; each time the dragon loses a Health Level, it also loses a foot of length,
until gone entirely.

Dragon Ally II
Source: Players Guide to the Changing Breeds.
Kitsune warriors may find help with this Gift by calling forth a mighty warrior from the
elements around him. He must have a substantial amount of the raw material (strong winds, a fair
sized pool or stream, etc.). The creature takes the shape of a dragon. Elemental spirits teach this
Gift.
System: The player spends one Rage point and makes a Gnosis roll (difficulty 8). For each
success, the "dragon" has five feet of length, five health levels, two soak dice and does two dice of
aggravated damage. It may attack with one bite and one body slam per turn. These allies are
friendly to their creators; if the Kitsune ceases to concentrate on his ally, it disappears. Eji may only
take simple actions while thus concentrating. Regardless, the creature vanishes at the end of the
scene or when it loses all its health levels. Each time the dragon loses a health level, it loses five
feet of length until it is entirely gone.

Dragon Drill
Source: Mokolé Breed Book.
This Gift allows the Gathering to organize her clutch into a potent work force. She can take an
ability known to one clutch member and share it with all. The Gift can empower Kin as well as
Mokolé. It is taught by Ant-spirits.
System: The Mokolé speaks of the Skill or Knowledge to her clutchmates in a sort of “pep
talk.” She then spends a Gnosis point and rolls Manipulation + the appropriate Skill or Knowledge.
The base difficulty is 7, but the Storyteller can make it higher if the Ability is an unlikely one, such
teaching lockpicking to suchids. The number of successes is the number of clutchmates who gain

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the Knowledge or Skill at the donor’s level for one scene. This Gift cannot transfer spirit Gifts, rites
or other such advantages.

Dragon’s Breath I
Source: Mokolé Breed Book.
This Gift allows the Mokolé to spit fire, as do the Dragon Kings. This Gift is taught by
Dragon himself.
System: This costs one point of Rage per burst. To hit, the player rolls Dexterity + Brawl,
difficulty 8; the flame does two health levels of aggravated damage. For each extra Rage point
spent, one extra level of damage is done. Thus a Mokolé could spend four Rage and do five health
levels of aggravated damage.

Dragon's Breath II
Source: Players Guide to the Changing Breeds.
The Mokolé can spit fire; taught by Dragon himself.
System: The player spends one Rage and rolls Dexterity + Brawl (difficulty 8); the flame
inflicts two health levels of aggravated damage. If the roll succeeds, the creature can spend
additional Rage; each point spent inflicts two additional levels of aggravated damage.

Dragon's Milk
Source: Players Guide to the Changing Breeds.
As the Theurge Gift: Mother's Touch, but the character must mix his blood with the target's
blood. A water-spirit teaches this Gift.

Dragon’s Tongue
Source: Mokolé Breed Book.
This enables the Mokolé to call lightning down on a target. This Gift is taught by a Lightning-
Bringer.
System: The player spends a Willpower point and rolls Strength + Intimidation, difficulty 6.
Each success inflicts one die of aggravated damage on the target. The difficulty may be increased at
the Storyteller’s potion if there is no storm, no clouds, the Mokolé is inside, or other unfavorable
conditions are present. The difficulty may be lessened, as the Storyteller’s option, if the target is a
Mokolé who has failed the Duties (and it is used by a judge).

Dragonfear
Source: Mokolé Breed Book.
This Gift invokes an aura of menace so terrible that the Mokolé’s Archid form is capable of
inducing the night-fear in any creatures, supernatural or otherwise. This Gift is taught by Dragon.
System: The Mokolé spends a Rage point to invoke the fear for one scene; all witnesses
become subject to the Delirium. Note that other creatures may roll Wits + Occult to move up on the
Delirium Chart as usual. However, creatures created to be immune to Delirium, such as fomori, can
still experience the effects of the Delirium when this Gift is used.

Dragonroar
Source: Bastet Breed Book.

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Bellowing like a thunderclap, the Khan vomits a ball of fire on his foes. This burning
exhalation continues to blaze until either it or its target is consumed.
System: This Gift costs one Gnosis point to perform and blasts out a fireball worth one
Health Level for each point of the Khan’s current (not permanent) Gnosis. A successful Dexterity +
Brawl roll puts the fireball where the tiger wants it. Anyone within 10 feet of the blast is burned
unless he makes a Dexterity + Dodge roll (difficulty 8). If the target has already acted this turn, the
Dragonroar inflicts a full damage. Next turn, it will burn for half that damage, igniting anything
flammable in its range. On the third turn, the Gift’s fire burns for one additional Health Level, then
dies. A fire begun by the Gift will burn like any normal blaze (see Werewolf: the Apocalypse, p.
197).

Dramatic Entrance
Source: Frontier Secrets.
The Garou may use this Gift immediately upon entering a scene or place. She strikes a
commanding pose, and some environmental effect (ominous thunder, a stunned silence, a chilling
wind and the like) usually accompanies her. This Gift is taught by Falcon-spirits.
System: The player must spend a Gnosis point. The Garou must activate this Gift the moment
she arrives upon the scene. The Silver Fang is considered to have an Appearance Trait of three
higher than her actual score, but only until she speaks. This Appearance rating is not necessarily
physical attractive-panache.

Dreamchaser
Source: Werewolf: Wild West – The Wild West Companion.
The Galliard can tap into the unconscious of a sleeping person and follow the course of his
dreams. Although she cannot participate, she recalls the entire dream and can view it objectively. A
Dream-spirit teaches this Gift.
System: The player spends one Gnosis point and must remain within “arm’s reach” of the
target (i.e., walls, partitions, furniture or other physical obstacles may come between user and
target, but no more distance than the length of the user’s arm) for one night’s sleep. If the sleeper
dreams, the Garou can experience the chaotic event as they unfold. What information she gleans
from the vision is up to the Storyteller.

Dream Golem
Source: Dark Ages: Werewolf.
The masters of emotion and imagination can bring the creatures of dreams — or nightmares—
to life. Chimerlings teach this Gift.
System: The player makes an extended roll of Intelligence + Performance (difficulty 8). She
can create any creature she imagines, assigning it one dot of traits for each success gained on the
roll. The character continues to shape the creature for as long I as she wishes (and the player keeps
accumulating successes on the roll), but once she stops, the process cannot be taken up again. A
manifested creature requires Gnosis to continue existing: one Gnosis point per scene unless the
creature is engaging in combat or other strenuous activity, which requires one Gnosis per turn. If the
roll is botched at any point, the dream being is free to act of its own accord.

Dream of a Thousand Cranes I


Source: Hengeyokai: Shifters of the East.
This Gift grants the user good luck for a brief period of time. It is taught by an Ancestor-
Spirit.

194
System: The Hakken folds a single origami crane and the player makes a Charisma + Occult
roll, difficult 6. For each success, the Hakken may add one die to a chosen dice pool for one scene.

Dream of a Thousand Cranes I


Source: Players Guide to the Changing Breeds.
By folding an origami crane, the Hakken enjoys good luck for a short period of time. An
ancestor-spirit teaches this Gift.
System: The origami takes a full turn to complete; the player spends a Gnosis point and rolls
Charisma + Occult. For the next scene, the Hakken gains one die per success to add to other dice
pools; each die can be used only once.

Dreams of the Buri-Jaan I


Source: Gurahl Breed Book.
This Gift allows the Gurahl to send out a series of spirit calls or dream visions to a known cub
which she has chosen to mentor. The dreams and visions so produced both act as a summons and
provide directions to the new Gurahl. leading her (if she listens to them) to her Buri-Jaan.
System: The player spends a point Gnosis and rolls Wits + Occult (difficulty equal to the
distance his dreams have to travel according to the table). Additional points of Gnosis can
strengthen the power and persuasiveness of the dreams or visions. The Gurahl usually performs this
Gift at least once every three days until the arrival of the targeted cub. It is possible to send dreams
without a clear target on the chance a Gurahl cub is “out there” waiting for some direction; in this
case, all difficulties are increased by two, to a maximum of 10.

Distance separating Buri-Jaan and Cub Difficulty


less than a mile 4
up to 10 miles 5
up to 100 miles 6
up to 250 miles 7
up to 500 miles 8
up to 1000 miles 9
more than 1000 miles 10

Dreams of the Buri-Jaan II


Source: Players Guide to the Changing Breeds.
The Gurahl sends dream messages to a known cub she has chosen to mentor. These dreams
and visions act as both a summons and a directional guide.
System: The player rolls Wits + Occult (difficulty of the distance between the Gurahl and the
student according to the table below) and spends a point of Gnosis. Additional Gnosis spent adds
distance and effectiveness to the visions or dreams. The Gurahl uses this Gift every three days or so
until the cub arrives. The prospective Buri-Jaan may send dreams without a specific target on the
chance that a seeking cub may be waiting for some direction. In such cases, the difficulty increases
by two up to a maximum of 10.

Distance between Buri-Jaan and Cub Difficulty


Less than a mile 4
Up to 10 miles 5
Up to 100 miles 6
Up to 250 miles 7
Up to 500 miles 8

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Up to 1000 miles 9
More than 1000 miles 10

Dream Semblance
Source: Mokolé Breed Book.
This Gift may be exercised once in a Mokolé’s lifetime. It allows the Mokolé to become a
True Dragon for the duration of one scene. Once the confrontation is over, the dream will depart.
This Gift is taught by Dragon.
System: The Mokolé prays to Dragon and makes a Wits + Mnesis roll with a difficulty of 7.
The statistics of a True Dragon are up to the storyteller, but such a creature is extremely powerful.
It’s power is usually focused on the routing of Dragon’s foes. This Gift cannot be invoked a second
time, and often Mokolé who invoke it eve once die after Dragon’s foes are routed.

Dream the Matre’s Mind


Source: Mokolé Breed Book.
This Gift, taught by human Ancestor-spirits or an animal spirit especially renowned for a long
memory, such as Elephant, allows the Mokolé to leave her body behind as her spirit slips into the
astral realm, or Deep Umbra.
System: The player must roll Gnosis, difficulty of the local Gauntlet rating. Successful use of
the Gift renders the Mokolé’s physical body unconscious while her spirit slips into the astral realm.
Five successes indicate that the Mokolé may travel into the true High Umbra, though she is attached
by a silver cord to her body. Failure means that the character cannot leave her body and a botch
casts the astral self to a random destination or breaks the silver cord. For more information on Deep
Umbral travel, see the Sunset chapter.

Dreamspeak I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou enters another’s dream and can thereby affect the course of that dream. The Garou
does not have to be anywhere near the target, but must know or have seen the dreamer. This Gift is
taught by a Chimerling.
System: The Garou rolls Wits + Empathy (difficulty 8). If the dreamer awakens while the
Garou is still within the dream, the Garou is thrown out of the dream world and loses a Gnosis
point.

Dreamspeak II
Source: Werewolf: the Apocalypse Revised.
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 rolls Wits + Empathy (difficulty 8). If the dreamer awakens while the
Galliard is still within the dream, the werewolf is thrown out of the dream world, and he loses a
Gnosis point.

Dreamwalk I
Source: Past Lives.

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The Bunyip had a distinct tie to the Umbra of their homeland, more powerful than that of
most Garou. Although those who learn this Gift from Bunyip ancestor-spirits lack the Bunyip’s
inborn affinity for the Penumbra, they may still take great advantage of the Bunyip’s wisdom.
System: Whenever the moon is visible in the night sky, the Garou may, after a full minute of
concentration, step sideways or use Gifts as if the Gauntlet were two levels lower. This reduction in
difficulty is not cumulative with the reduction for using a reflective surface to step sideways. For
the Bunyip, this Gift was Level One; characters of other tribes learn this Gift as level Two.

Dreamwalk II
Source: Mokolé Breed Book.
The Gumagan may use her connection to the Dreamtime to lower the Gauntlet. A Dreamtime-
spirit teaches this Gift.
System: The Gumagan must concentrate on the spirit world for a full turn; for the duration of
the very next turn, the local Gauntlet is lowered by 2.

Dreamwalk III
Source: Werewolf: Wild West – The Wild West Companion.
This Gift signals the Bunyip’s great affinity with the spirit world. Although Uktena and some
other Garou deny such a relationship, there is no doubt that the Bunyip treats the Umbra as their
home. In fact, some Bunyip expresses surprise about the existence of a Gauntlet at all. Any
Dreamtime-spirit can teach this Gift.
System: Whenever the moon is visible in the night sky, the Bunyip can reduce the Gauntlet in
her immediate area (a radius of no more than six feet) by two. This reduction applies to the user
only. Any Bunyip with this Gift never has any need for a reflective surface to enable her to step
sideways.

Dredge the Spirit World


Source: Ratkin Breed Book.
The Plague Lord can summon a few select spirits of misery: those of Pain, Disease and Night.
If the Gift involves an appropriate sacrifice, it may also call up a wraith... or a Spectre.
System: Roll Gnosis against the difficulty of the local Gauntlet; the difficulty depends on the
power of the dark spirit invoked.

Spirit Difficulty
Pain-spirit 6
Disease-spirit 7
Night-spirit 8
Wraith/Ghost 9

On a botch, the Plague Lord has either called up a Spectre (if you’ve got a copy of Wraith:
The Oblivion) or a minor Bane of the Storyteller’s choosing.

Successes The spirit...


One Comes eventually and is initially hostile.
Two Manifests quickly, but is still initially hostile.
Three Comes immediately and is neutral.
Four Comes immediately and remains passive, yet benign.
Five+ The spirit comes immediately and is friendly.

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Drop of the Sea I
Source: Bastet Breed Book.
Qualmi are renowned shapeshifters; this Gift, which allows them to take a variety of forms,
demonstrates why.
System: This Gift combines the powers of the Level Four Homid Gift: Monkey’s Uncle and
the Level Five Swara Gift: All the Beasts Under the Sun, with the following differences: The roll is
Manipulation + Subterfuge (difficulty 7); the animal shapes run from hare-sized to bear-sized, and
an observer who makes a Perception + Enigmas roll (difficulty 9) may see the werecat for what she
is. If he wants to undo the magic, he may ask the transformed werecat a riddle (see Gamecraft); if
she can’t answer it, she changes back to her old form immediately.

Drop of the Sea II


Source: Werewolf: Wild West – The Wild West Companion.
The Qualmi are masters of disguise and subterfuge, and this clever trick is one of their best
weapons of obfuscation. Weeping Skunk was the first to learn this Gift; Riddle Dancers learn it
from an avatar of one of the great tricksters, such as Raven or Coyote.
System: With the expenditure of a Gnosis point and a Manipulation + Subterfuge roll
(difficulty 7), this Gift allows the Qualmi to assume any human or animal shape, from hare-sized to
bear-sized. If she takes an animal form, the animal’s innate abilities (flight, speed, etc.) come with
the form. If she assumes a human guise, the player may add one dot to the Qualmi’s Physical or
Social Traits per success on the roll for the duration of the Gift. Really extreme changes, such as
changing from Strange Owl Woman into Abe Lincoln or John Henry, raise the difficulty by one.
Any observer may see the Riddle Dancer for what she really is on a Perception + Enigmas roll
(difficulty 9). To undo the Qualmi’s disguise, he may ask her a riddle (see Gamecraft, Werewolf:
The Wild West, p. 257). If she cannot answer it, she immediately reverts to her true form;
otherwise, this Gift lasts for one scene.

Drown I
Source: Rokea Breed Book.
The Rokea can cause an air-breather to grow gills to breathe, so that she must take oxygen
from the water like a fish. While this Gift can be used to allow air-breathers to more comfortably
visit Sea, the Dimwaters rarely use it for this purpose. Rather, they use it – as the name implies – to
drown enemies, or, worse yet, force them to seal their own fates by leaping into the waters with the
waiting Rokea. Rokea may learn this Gift from any fish-spirit.
System: The player spends a Willpower point and rolls Willpower (difficulty of the
opponent’s Stamina + 4). Success forces the target to breathe water (salt and fresh are both viable)
to survive, but in no other way protects him from the ocean (temperature and pressure still have
their normal effects). The effects last for one hour.

Drown II
Source: Players Guide to the Changing Breeds.
The Rokea causes an air-breather to grow gills, so that she must breathe water to survive.
More diplomatic Dimwaters might use this Gift to allow a visitor to come to Sea, but most of the
time, the Gift is used to kill air-breathers or force them leap into the water... where the Dimwater's
slew awaits. Any fish-spirit can teach this Gift.
System: The player spends a Willpower point and rolls Willpower (difficulty of the victim's
Stamina + 4). Success forces the target to breathe water (fresh or salt) to survive, but offers no
protection from other sea-borne hazards (pressure, temperature, sharks). The effects last for one
hour.

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Drown III
Source: Rage across the Heavens.
This Gift causes the lungs of an opponent to fill with liquid. The victim must receive
immediate medical or magical assistance or die within a few minutes. The target of the Gift can
attempt to help herself but she can do nothing else except try to expel the fluid. This Gift can either
function to capture an opponent, render an enemy helpless or inflict punishment on an individual.
System: The player spends a point of Rage and rolls her Willpower (difficulty of the victim’s
Willpower). Only one success is necessary to activate this Gift. The victim must receive help
immediately or else die from drowning. The victim may attempt to help herself by trying to cough
up or otherwise expel the fluid, but she can take no other actions (including movement away from
her surroundings) while she is making the attempt. No success means the Gift fails, while a botch
inflicts the Gift upon the character attempting to use it.

Drunkard’s Luck
Source: Werewolf: Wild West – The Wild West Companion.
In a drunken stupor, the Gnawer walks away from fatal accidents and hazardous situations
with the assistance of this Gift. Where a sober Garou would hesitate and take a mortal wound, the
Gnawer stumbles into the clear despite impaired reflexes. A Spirits-spirit teaches this Gift.
System: This Gift activates automatically when the Bone Gnawer consumes enough alcohol
to render him drunk. In this state, he loses three dice to all of his actions (more if he continues
drinking), but he benefits from an amazing lucky streak. The player can reroll any failed rolls
involving defensive actions, including Dodge and Stamina soak rolls. The Storyteller may also
allow the character to avoid hazards that he could not normally detect, such as falling debris or
surprise attacks. When the effects of the alcohol wear off, the Gift deactivates. The Gift does
nothing for hangovers.

Drunken Spider
Source: Stargazers Tribebook Revised.
This Gift is primarily practiced by those Stargazers who feel that the Weaver is the true
enemy of Gaia. With this ability, the Stargazer may affect the logic centers of any Weaver-spirit,
jumbling its mind into sluggish discord. If the spirit isn’t part of any physical manifestation
mirrored in the "real" world, the spirit is merely hampered and confused. If performed on a spirit
that’s part of the soul of a machine, it actually makes the machine work significantly less
efficiently, and thus makes it harder to use. A computer affected as such may not do what the user
intends. Hitting "Enter," for instance, might trigger the "Backspace" key instead. Or opening a
document might cause it to appear as gibberish. This Gift can be taught by either a cockroach-spirit
or a water-spirit.
System: The player spends one Willpower point and rolls Charisma + Crafts (difficulty of the
spirit’s Gnosis). If the spirit is "alone" and unassociated with any real world device, then each
success on this roll reduces the spirit’s Willpower rolls to act by one die. If the spirit is associated
with a machine, then each success raises the difficulty to use the device by one as it acts oddly and
performs erratically and slowly. The muddling effects last for the duration of the scene.
MET: Basic Gift. By spending a Willpower Trait and making a Social test (retest Crafts)
against a difficulty of the spirit’s Gnosis, the Stargazer may attempt to impair the logical
functioning of a Weaver spirit. If successful, spirits encountered "alone" are considered a number of
Traits down on all Willpower tests equal to the Stargazer’s Willpower or Gnosis rating (whichever
is higher). Ghosts in machines cause the devices to misbehave or malfunction; this disorder is best
left in the hands of the Narrator, though in the case of weapons or items being used directly in the

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scene, this Gift forces the user to retest the first successful test made with the device each turn,
making failure far more likely, due to "system crashes" or "mechanical malfunctions." Both effects
last for the remainder of the scene, and multiple uses of this Gift are not cumulative.

Drying Bite
Source: Players Guide to the Changing Breeds.
As the Ragabash Gift: Whelp Body.

Dumpster Diving
Source: Bone Gnawers Tribebook Revised.
One of the less sanitary tribal totems, the Great Trash Heap, has dissipated its consciousness
throughout the dumping grounds, landfills, and trash piles of the world. Bone Gnawers who follow
this totem commune with the Incarna by defending, protecting and even obeying these festering
heaps. When a Garou has reached this rank of renown, he may be called upon to travel between
festering sacred sites to carry out the totem’s demands.
Just as entering a Moon Bridge helps Garou travel between caerns, dumpster diving allows
Bone Gnawers and their packs to venture from one shrine of the Great Trash Heap to another. The
werewolf burrows down into the trash, tunnels around in it, and then resurfaces inside another Heap
on another part of the planet. Obviously, this Gift is taught by a totem-spirit of the Great Trash
Heap. A Garou temporarily serving the totem through the Level One Gift: Tagalong can learn this
Gift, but the werewolf must still petition the totem each time he uses it.
System: The Totem decides when to open and close these gateways and assigns their
destinations. When the pack goes dumpster diving, the highest-ranking Bone Gnawer makes a
Gnosis toll (difficulty 4) when entering the trash pile; the travel time is the same as for stepping
sideways. This ability cannot be used more than once per day, and it only works at the totem’s
behest. Keeping these pathways open is difficult, so the traveler and his pack must return to their
original site within three days. If they don’t make it back in time, they’ll have to travel back by
more conventional means.
MET: You may invoke this Gift once in a session, and you must make a challenge as if
stepping sideways against a Gauntlet of four Traits. If you succeed, you and your pack can dive into
a trash pile or dumpster, and you’ll all appear somewhere else. Where, though, depends upon the
Storyteller’s whim. This can sometimes provide a handy escape, or a means of traveling to a place
where the pack’s needed.

Dust Squall
Source: Werewolf: The Wild West.
Developed by the desert-dwelling Red Talons beyond the frontier, this new Gift is otherwise
not widely known. The werewolf can call up a small twister of wind and sand to blind or scare
opponents. The wind is not large enough to knock full-sized targets over, but will cause them some
distress. This Gift is taught by a spirit of the great desert.
System: The Garou spends a Gnosis point and rolls Charisma + Primal-Urge, difficulty 6.
Each success means the squall "attacks" the Talon’s opponents for one turn. Opponents besieged by
the squall add two to the difficulty of all dice rolls, and communication and vision become almost
impossible over any distance.

Dust Storm
Source: Werewolf: The Wild West.

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As she sings to the Wind-spirits, the Wendigo summons a driving cloud of wind and dust.
Although no one (including the werewolf or her friends) is immune to the dust, any Wendigo knows
that a brown haze on the horizon means trouble.
System: The player calls Gnosis, to call up the wind and dirt. The roll’s difficulty depends on
the area.

Terrain Difficulty
Desert 5
Plains 6
Town 7
Mountains 8
Woods 9
City 10

Once called, the storm whips through the area for two turns per success, blinding everyone
(half Perception Dice Pools), fouling machinery and coating everything in a fine, gritty dust. In
colder regions, snow or ice substitutes for dust, while leaves and bark make up a woodland storm.

Eagle’s Beak
Source: Silver Fangs Tribebook Revised.
The eagle’s beak is a sharp, tearing weapon that can tear its prey apart in seconds. An eagle
spirit can teach a Silver Fang the secret of eviscerating his enemy swiftly through this Gift.
System: The player spends a Rage point spends a turn screeching his defiance at his enemy.
For the remainder of the scene all bite attacks do two extra dice of damage
MET: Basic Gift. To activate this Gift, the Garou must spend a Rage Trait and an entire turn
screeching at his foes in defiance, though he may still defend himself normally in that time.
Following that, for the rest of the scene all bite attacks inflict an extra level of damage of the
appropriate type.

Ears of the Bat I


Source: Book of the Wyrm 1st Edition.
This Gift enables the Black Spiral Dancer to use sonar like a bat, enabling him to sense
objects and foes even in total darkness.

Ears of the Bat II


Source: Shadow Lords Tribebook Revised.
As per the Black Spiral Dancer Gift, save that it is taught by an uncorrupted bat-spirit, and
that the Shadow Lord’s ears do not actually change form.
MET: This allows a Garou to act in complete darkness without penalty, as he uses sonar like
a bat. It requires no special expenditures. A means of generating ultrasonic or extremely high-
pitched sounds can confuse the Garou, negating the Gift.

Ears of the Bat III


Source: Werewolf: the Apocalypse Revised.
This Gift allows the Black Spiral Dancer to use sonar like a bat. He may act in complete
darkness without impairment. Black Spiral Dancers with this Gift have large, bat-like ears. Even in
Homid form, they have abnormally large ears. Corrupted bat-spirits teach this Gift.

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System: This Gift can be counteracted with some means of generating confusing ultrasonic
sounds. Garou who make a Perception + Alertness (or Primal-Urge in Lupus) roll can hear the
sonar. With three or more successes, she can determine the Dancer’s exact location.

Earth Heal
Source: Rage across the Heavens.
This Gift allows the Garou to help a piece of land recover from blight. Wyrm-taint, poisoning,
pollution or some other type of environmental disturbance. The Garou gives part of her essence to
the damaged land and thus begins a process of renewal that spreads to encompass such details as
purifying tainted soil, causing the growth of new plant life or purging signs of the Wyrm’s
corruption from the designated spot.
System: The player sacrifices a permanent point of Gnosis and rolls Wits + Occult (difficulty
7 for naturally caused damage; 8 for Wyrm-taint). Each success contributes to the overall recovery
of the designated piece of land; the area can be as large as few miles, but must constitute a single
terrain feature (a lake, forest or mountain, for instance). One success makes minimal but significant
improvements in the target area, while five successes results in the area’s return (over time) to a
state of unspoiled health and fertility. Although this is a potent Gift, it doesn’t prevent the healed
land from being polluted once more. Even so, offering up one’s Gnosis to heal a portion of Gaia is
often cause for significant rewards of Honor.

Earth Sense
Source: Rage across the Heavens.
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 healthy – may
reveal itself to the Garou through the use of this Gift.
System: The player 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 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 the topsoil, making the land
productive and fertile”).

Earthfriend’s Pact
Source: Dark Ages: Werewolf.
Philodox and earth elementals have an affinity for each other. Both are usually dedicated,
stalwart and slow to anger. In recognition of a legendary friendship between an ancient Garou and
elemental, the spirits of the earth teach this Gift to the Half Moons. When the Garou calls for aid,
the ground beneath his feet answers, shaking his enemies to their knees and swallowing the least
fortunate into an early grave.
System: The player spends one point of Gnosis and rolls Charisma + Expression (difficulty
8). During the first turn, the elementals rouse to action. For 25 yards in all directions, the earth
buckles and shakes. Everyone but the character must succeed on a Dexterity + Athletics roll
(difficulty 7) or fall to the ground and try to soak five levels of bashing damage as the earth rushes
up to meet them. No other actions but regaining or keeping one’s feet are possible while the ground
shakes. At the end of one full turn, the ground rends itself, opening deep clefts near those on the
ground. Those who are still on the ground must make a Dexterity + Dodge (difficulty 6) roll to
avoid falling in. Those who fail must soak 10 levels of bashing damage as the rents smash closed.

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Survivors must claw their way out of the earth or die. Successes beyond four on the player’s initial
roll may be used to extend the tremors for one round per success or to increase its violence, adding
one to the difficulties on the rolls to avoid falling and being swallowed. Additional successes may
also be devoted to protecting packmates from the tremors at a cost of one success per protected
individual. The use of this Gift comes at great personal cost to the character. By the terms of the
pact, an earth elemental will come to the character within one moon with a boon or quest that he
must attempt.

Earthquake
Source: Bastet Breed Book.
An old and desperate secret known only to a handful of living cats, this pact allows a
Pumonca to shake the earth Herself, wrecking roads and crumbling buildings. Although the
epicenter of the quake is fairly small, the tremors can be felt for miles.
System: As the Gift: The Hungry Earth, except that an Earthquake requires two Gnosis points
and two Rage points, affects one mile, and causes damage proportionate to the cat’s success (one
success can break windows; two would crack plaster; three crumble asphalt, four shatter concrete,
and five buckle metal).

Earthspeaking
Source: Bastet Breed Book.
By sifting dirt and calling on the spirits within the ground, a puma receives visions of things
that have happened in the area. These insights can help her follow trails, “witness” past events, or
learn where things came from or went. Bird-spirits often pass this Gift along, but some worm and
elemental chaya do their part too, especially if the Bastet’s questions serve the spirits’ ends.
System: System: The Pumonca concentrates while chanting a single question and a plea.
While she does, the player rolls Perception + Enigmas to see into the past. Success reveals the
answer. The more distant the event, the highter the difficulty, unless it left impressions so vivid that
they never fade (like the Trail of Tears), which might reduce the difficulty by one or two. Events
that ocurred more than a year ago require a Gnosis point to "see." The vision comes from the
perspective of the ground nearby, which might make details hard to read (imagine a worm's-eye
view of a murder); some dreams pass emotional impressions, too, leaving moods that can last for
hours.

Time Elapsed Difficulty


A week 4
A month 5
Six months 6
A year 7
10 years 8
50 years 9
100 years + 10

Ease the Fevered Mind I


Source: Gurahl Breed Book.
With this Gift, a Gurahl can minister to victims of emotional or spiritual trauma. In this
fashion, Gurahl may treat victims whose minds have fractured into multiple personalities, guide
schizophrenics back from their delusional realities and heal traumatized or abused individuals.
Regardless of whether a patient suffers from physiologically based mental illnesses or from stress-
or trauma-related problems, the use of this Gift can temporarily remove or ease the effects of many

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common Derangements. Through repeated use of this Gift on the same individual, and by
expending Willpower over an extended period of time, a Gurahl can permanently remove a
Derangement.
System: For each success in a Perception + Medicine roll (difficulty 7), the Gurahl may
suppress his target’s insanity, emotional turmoil or Derangement for one scene. By amassing 20
successes over an extended period of time (with no intervening failures or botches), a Gurahl may
succeed in the permanent removal of a Derangement or mental disease. No successes means that the
Gurahl has failed in using the Gift to calm or soothe her patient, while a botch inflicts the targeted
Derangement or trauma upon the Gurahl herself for as long as the Storyteller deems is necessary to
overcome it. Gurahl may not apply this Gift to themselves. Although a Gurahl may sometimes
effect miraculous cures of mental illnesses through the use of this Gift, unless the root cause of the
problem is addressed, the Derangement or trauma may recur.

Ease the Fevered Mind II


Source: Players Guide to the Changing Breeds.
The Gurahl uses this Gift to treat such mental states as schizophrenia, depression, stress,
trauma-related emotional difficulties and other non-physical conditions, including temporarily
removing Derangements. Repeated use combined with the expenditure of Willpower can remove
some Derangements permanently.
System: The player rolls Perception + Medicine (difficulty 7). Each success allows the
Gurahl to suppress the desired condition for one scene. By achieving 20 successes over a period of
time (with no failures or botches), a Gurahl may permanently remove a Derangement or mental
illness. Gurahl may not use this Gift on themselves. While the symptoms may disappear, unless the
root cause is also addressed, the problem may recur later.

Ease the Fevered Mind III


Source: Werewolf: Wild West – The Wild West Companion.
This Gift allows the Gurahl to soothe raw emotions, smooth over terrifying memories and
calm the fears of others.
System: The player rolls Perception + Medicine (difficulty 7). Each success allows her to
suppress another’s madness or Derangement for one scene. A Gurahl cannot use this Gift on
herself.

Eau de Rat I
Source: Ratkin Breed Book.
The intoxicating scent of rat is not fully appreciated by all mammals. In fact, most humans
find it downright foul, as do the Jagglings and Gafflings of the Weaver.
System: Spend one Rage point and roll Charisma + Primal-Urge, difficulty 7. Humans and
Weaver-spirits who are downwind from Eau de Rat lose one die from their dice pools when within
20 feet; lesser Weaver Gafflings are likely to flee. The effects last for a scene.

Eau de Rat II
Source: Players Guide to the Changing Breeds.
Punish foes with a supernaturally festering stench! This Gift works best on creatures
downwind from a Ratkin, but with a bit of practice, the creature can waft the smell in a specific
direction.
System: The player spends one Rage and rolls Charisma + Primal-Urge; if the target is
downwind, it's difficulty 7. To waft the stench in a different direction, increase the difficulty by 1.

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Humans and Weaver-spirits lose one die from all dice pools while the stench is in the air. Weaver
Gafflings who can't make a successful Willpower roll (difficulty 9) flee. The effects last for a scene.

Eavesdropper's Ear
Source: Players Guide to the Changing Breeds.
By listening carefully, a Bastet may hear things outside the normal human range, or
understand something spoken some distance away.
System: A simple Perception + Enigmas roll (difficulty 6) boosts the werecat's hearing into
the high and low sonic spectrums, and adds two dice to her Perception dice pool for hearing rolls
only. The Gift lasts one scene, and makes the Bastet susceptible to sudden loud noises (which might
inflict one to three health levels of bashing damage in extreme cases like explosions or high-
frequency alarms).

Ebisu's Fingers
Source: Players Guide to the Changing Breeds.
As the Ragabash Gift: Gremlins. Ebisu is the Shinto luck god and patron of honest work.
Kitsune see machines taking work from honest laborers; this Gift gives it back.

Ebon Binding
Source: Rage across the Heavens.
This Gift allows the Garou to take her knowledge of someone’s fault, practice or secret vice
and bind a fitting punishment to that person. Most often, the target suffers crippling pain whenever
he thinks of indulging in the forbidden action. The Garou may use this Gift to prevent rapists, child
molesters, murderers or traitors from repeat the offenses (assuming the Garou allows these
individuals to live in the first place).
System: The player must sacrifice a point of permanent Gnosis and roll her Willpower
(difficulty of the target’s willpower). Only one success is necessary to make the binding permanent.
A failed roll means that the binding is unsuccessful while a botch causes the character to undergo
the mental or physical pain she intended to bind to her target – a one-time-only occurrence.

Echoes
Source: Kinfolk - Unsung Heroes.
A Kinfolk uses this Gift to hear the “echoes” of earlier conversation in an empty room.
System: At least five minutes must have passed after the conversation before the Kin can
invoke the Gift. He rolls Perception + Empathy (difficulty 7) to “hear” what words have been
spoken. With one success, he can hear conversation that occurred within the past hour; with two
successes, he can hear the past day’s chatter. With three or more success, he can tune in to a
conversation up to a week old. A Dog-spirit or Wolf-spirit teaches this Gift.

Eerie Eyes
Source: Players Guide to the Changing Breeds.
As the Garou homid Gift: Staredown.

Elder Wisdom I
Source: Hengeyokai: Shifters of the East.

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This revered Gift allows Kumo to commune directly with Marawa, Rati or Nareau. It’s
somewhat risky in that if the Lord or Lady is out of sorts, they might choose to punish the Kumo. If
they’re feeling more benevolent, they might impart some facts or advice appropriate to their idiom;
for example, Marawa may share a secret concerning how to destroy a certain foe. The Gift is taught
by a servant of the malevolent trinity.
System: After performing an appropriate obeisance, the Kumo must expend one Gnosis and
one Willpower point. The player then rolls Charisma + Primal Urge. No less than three successes at
difficulty 7 are required; the Storyteller may require more. Success grants direct connection to the
totem of choice; a botch has imaginatively dire consequences.

Elder Wisdom II
Source: Players Guide to the Changing Breeds.
This Gift enables the Kumo to commune directly with her family's patron. If Marawa, Nareau
or Rati are in a bad mood, they may take out their displeasure at being summoned on the Kumo.
Otherwise, they may offer advice or information useful to the user of the Gift. A servant of any of
the three patrons teaches this Gift.
System: The Kumo must make appropriate ceremonial actions and proffer chiminage of some
sort before spending one point each of Gnosis and Willpower. The player rolls Charisma + Primal
Urge (difficulty 7) and must attain three successes for the Gift to succeed. A botch means that the
summoner has aroused the ire of the desired patron.

Electroshock
Source: Glass Walkers Tribebook Revised.
The Glass Walkers are the tribe of glass, steel and electricity. This last element can be used to
directly damage opponents that the Glass Walker can either touch, or who are touching a conductive
material such as metal or water. An electricity-spirit teaches this Gift.
System: The player spends a number of Rage points. Each point of Rage spent inflicts three
levels of aggravated wounds on the Glass Walker’s opponents. These levels of damage may be
divided among as many opponents as the number of Rage points invested in this Gift. As usual, the
character cannot spend more Rage than half of his permanent rating in one turn.
MET: Spend a number of Rage Traits. Each Trait inflicts three levels of electrical aggravated
damage on a chosen opponent. You may divide this among three opponents, provided they are
either being touched by you (make a Physical Challenge against unwilling targets) or they are
touching something conductive (water or metal). A target that is touching a conductor can be
physically assisted by another, provided that the would-be rescuer is grounded in some way (using
non-conductive materials to assist, like wood or rope, or is standing on dry ground). This power has
no effect on non-conductive materials. You cannot spend more Rage than half your permanent
rating in one turn.

Elegy
Source: Ratkin Breed Book.
By speaking the last rites over a dying Ratkin, you can guarantee his spirit will survive to
serve Rat’s cause. At the moment of death, he will be reborn as a Rat-spirit. Over his dying body,
you must recite the greatest accomplishments of his life. All of his Gifts will be gone, but his
memories and spirit will remain. Of course, he can be bound or manipulated like any other
ephemera, but some wererats are willing to make this ultimate sacrifice in service to the Rat
Goddess.
System: If a wererat’s health levels go below Incapacitated, and any of his wounds are
aggravated, you may immediately perform this Gift. He gets his shot at Final Rage first — rolling

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Stamina at difficulty 8 and healing one health level per success — so you can only proceed if he
fails that roll. Decide how much Gnosis you want to invest into the Elegy. The dying Ratkin you’re
trying to help then rolls Gnosis; the difficulty is equal to 10 - his Rank. Each point of Gnosis you
spend before the roll adds one success; if the dying rat gets at least five successes, his flesh withers
away. He’s reborn as a Rat Jaggling and scampers off into the Umbra.

Element Child
Source: Hengeyokai: Shifters of the East.
The Kitsune can create a small amount of one of the basic elements by destroying a kami
bearing that element’s symbol. The Kitsune prepares the Kami by writing mandala showing the
elements in relation to each other. When he wants to activate the kami, he must fold it into an
appropriate shape (airplane, shuriken, water bomb or the like) and throw it where he wants it to be.
System: The player spends a Gnosis point and rolls Gnosis (difficulty 6) at the time of
preparation. In most other respects, this Gift is identical to the Metis Gift: Create Element.

Element Meld
Source: Hengeyokai: Shifters of the East.
This Gift transforms the Eji into any one of the physical elements – water, fire, earth or air –
and allows her to merge with and move through larger bodies of it. This is useful before the fight, in
surveillance, and after, as a near-perfect escape route. (Imagine, for instance, a water-Fox following
the Pentex tanker through the sea, or the cornered Kitsune sinking into the earth before the eyes of
the hunters.) With more skill (on attaining Rank Five) the warrior may transmute into more
difficult, secondary elements – mist, electricity, moon-light, metal and the like. Elemental spirits
teach this Gift.
System: The Kitsune spends a point of Gnosis and rolls Manipulation + Occult (difficulty 8).
The Kitsune must be in contact with the desired element to change (and changes on contact,
therefore fire and lightning do not harm her), and will revert to her natural form on leaving it. On
taking the new form, she will acquire its immunities (water is bulletproof, air can escape from
anything but hermetically sealed spaces) and limitations (water can be frozen, fire needs oxygen,
etc.). Her “body” remains the same size and in one piece, but may stretch out, flatten or distort to go
around obstacles; she may move at her normal rate. Silver, radioactivity and toxic waste harm her as
normal, and will bar her progress; under no circumstances can she become the last two without
having joined the Wyrm. While merged with the element, the Kitsune is very difficulty to detect (no
body heat, no smell…) and observes need special senses and a successful Perception + Alertness
(difficulty 9) to spot her.

Element-Folk Favor
Source: Bastet Breed Book.
Old Stone Face made many allies among the elemental spirits, and performed many favors for
their kind before passing on. The ageless spirits remember his good deeds by aiding those who
invoke their ancient ancestor. A Pumonca who performs this Gift can call up an elemental spirit
(see Werewolf: the Apocalypse, p. 266-267) for help. Once it arrives, the spirit will do what it can
to assist the cat; after finishes the task, the spirit departs.
System: The player rolls Manipulation + Enigmas and spends a Gnosis point to summon the
elemental. The roll’s difficulty is that of the local Gauntlet. The spirit, if it appears, will be friendly
toward the cat, so long as she reminds him of her blood-link to Old Stone Face. No other tribe
warrants the same kindness; in fact, Bubasti who have tried to swipe this Gift have been destroyed
by the angry elemental spirits they called up. When the first service named has been finished, or
when one hour has elapsed, the elemental departs peacefully.

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Elemental Favor I
Source: Werewolf: the Apocalypse 2nd Edition.
By cajoling a nearby urban elemental, the Garou can get the elemental to perform one "favor"
for her. This can include the manipulation or even destruction of the elemental’s housing — thus a
metal vault door might unlock itself, a glass sheet might explode at the Garou’s enemies, cables
might coil around the Garou’s opponents, etc. This Gift is taught by any urban elemental.
System: The Garou rolls Charisma + Subterfuge against a difficulty of the elemental’s
Gnosis.

Elemental Favor (Glass Walkers version) II


Source: Werewolf: the Apocalypse 2nd Edition.
By cajoling a nearby urban elemental, the Garou can get the elemental to perform one "favor"
for her. This can include the manipulation or even destruction of the elemental’s housing — thus a
metal vault door might unlock itself, a glass sheet might explode at the Garou’s enemies, cables
might coil around the Garou’s opponents, etc. This Gift is taught by any urban elemental.
System: The Garou rolls Charisma + Subterfuge against a difficulty of the elemental’s
Gnosis.

Elemental Favor III


Source: Werewolf: the Apocalypse Revised.
By begging, threatening or cajoling an urban elemental, a Garou can convince the spirit to do
her a favor by manipulating or even destroying her earthly shell. Thus, a glass sheet might explode
at the Garou’s foes; a door might refuse to open, even if unlocked, or a car’s brakes might fail. An
urban elemental teaches this Gift.
System: The player rolls Charisma + Subterfuge (difficulty of the spirit’s Gnosis). The
Storyteller determines the precise effects.

Elemental Favor (Red Talons version) IV


As the Glass Walker version, but this version affects only the four "classic" elements — air,
earth, fire and water.

Elemental Gift I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may call upon the primal force of Gaia Herself, thereby commanding the spirits of
the elements. The Garou can cause 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. This Gift is
taught by an elemental.
System: The Garou spends one Gnosis point and rolls Charisma + Occult (difficulty 8). If
successful, he may control a large volume of air, earth, water, or fire — approximately 20’ by 20’
per success. The effect lasts for one scene.

Elemental Gift II
Source: Dark Ages: Werewolf.

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Gaia herself steps in to lend a hand, offering part of herself to the character. The werewolf
gains the power to command his surroundings, directing the elemental forces of the world.
Elementals teach this Gift.
System: The player spends one Gnosis point and rolls Gnosis (difficulty 8). If successful, the
Garou calls an elemental, who then grants her the ability to control a large volume of air, earth, fire
or water that is approximately 20’ by 20’ per success. The effect lasts for one scene or until the
elemental leaves or is destroyed.

Elemental Gift III


Source: Werewolf: the Apocalypse Revised.
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 something as powerful as a Nexus Crawler. The elementals grant this Gift.
System: The player spends one Gnosis point and rolls Charisma + Occult (difficulty 7). If
successful, he 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’ per success. The effect lasts for
one scene or until the elemental leaves or is destroyed.

Elemental Meld
Source: Players Guide to the Changing Breeds.
This Gift allows the Eji to transform into any physical element (earth, water, fire or air),
allowing her to merge with and move through that element. It can serve as a vehicle for scouting or
escape. On attaining rank five, the Kitsune can change into secondary elements (mist, electricity,
moonlight, etc.). Elemental spirits teach the Gift.
System: The Kitsune spends a point of Gnosis and rolls Manipulation + Gnosis (difficulty 8).
He must be in contact with the desired element to change and changes on contact so he takes no
harm from ones such as fire or lightning. He reverts to his natural form on leaving the element.
When taking the new form, the Kitsune gains its immunities (water is bullet proof, air can escape
from anything except hermetically sealed containment) and limitation (water can be frozen, fire
needs oxygen). His body remains the same size and in one piece but can distort (flattening,
stretching, etc.) to avoid obstacles. Movement is at the Kitsune's normal rate.
Silver, radioactivity and toxic waste harm him as normal and will bar his progress. Kitsune
may not become one with radioactivity or toxic waste without joining the Wyrm. While merged, the
Nine-tails is hard to detect. Observers need enhanced senses and a successful Perception +
Alertness roll (difficulty 9) to spot him.

Elude the Posse


Source: Outcasts - a Players Guide to Pariahs.
The Garou using this Gift is transported to another location — via the Umbra — no less than
10 miles from her original location. However, she cannot necessarily control where she arrives.
This Gift is taught by Wyld-spirit.
System: The Garou spends one Gnosis point and rolls Wits + Occult (difficulty 7). Only one
success is required. However, additional successes allow her to choose her destination.

Successes Destination
One Storyteller chooses destination
Three Character can choose either a city or wilderness, if such exists within 10 miles.
Five Character chooses destination

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Botch Character is "caught" sideways

Emergency Exit
Source: Umbra Revised.
Sometimes things go sour, and the most important thing a pack can know is the way to the
nearest exit. This Gift allows a Ragabash to smell out the nearest exit from a realm or enclosed
space; obviously, it’s at its greatest use in hostile and unfamiliar Umbral territory. Rat-spirits teach
this Gift.
System: The player must spend a Willpower point and roll Perception + Survival, difficulty 8.
One success indicates general direction; the more successes, the more information the Ragabash
receives. This Gift doesn’t point to the safest exit out - the exit may be guarded, or lead somewhere
worse than the Ragabash’s current surroundings - only the closest.

Eminent Domain
Source: Werewolf: The Wild West.
The werewolf using this Gift gives others pause by simply entering a room. Crowded rooms
will fall silent and the weak-hearted will fall back from the Garou’s very presence. This Gift is
taught by a Falcon-spirit.
System: The player rolls Appearance + Intimidation (difficulty 7). The number of successes
indicates the level of attention the Garou attracts. One or two successes indicates the werewolf has
been noticed; three or more successes indicates the targets are seriously impressed by her
appearance. If the player scores more successes than a witness’s Willpower, that person must retreat
from the werewolf’s majestic presence.

Empathy I
Source: Werewolf: the Apocalypse Revised.
To be a leader among wolves is largely a matter of physical dominance, but a human leader
must understand his charges and follow their will to a degree. With this Gift, a Silver Fang can
understand those around him and live up to their expectations. A falcon-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty 7).
Success indicates that the Garou knows what 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 their desires secret. Note that
this Gift by no means reveals the wisest or most rational decision, just the most popular one.

Empathy II
Source: Dark Ages: Werewolf.
Leaders among wolves are largely chosen by physical dominance, but those hoping to lead
men must consider other matters as well. One vital matter is to know the expectations of his
subjects; to know how they feel allows a leader to lead effectively. With this Gift, a Silver Fang can
do exactly that. A falcon-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty 7).
One success indicates that the Garou knows the general feelings and expectations of any one group.
The more successes the player rolls, the more detail the Garou knows.

Empathy of Hatred
Source: Book of Auspices.

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Using this Gift, an Ahroun can tell at a glance how strongly a given individual is ruled by
anger — both at the moment and over the course of their life. An Epiphling of Rage teaches this
Gift.
System: No roll is needed; the effect is automatic. By spending an action focusing on a
person, the Ahroun can learn the permanent and temporary Rage that said person possesses. This is
most useful for spirits and other shapechangers, of course, although some fomori may possess Rage
as well. The Shadow Lord Gift: Aura of Confidence blocks the perception granted by this Gift
completely.

Empty Hand
Source: Werewolf: Wild West – The Wild West Companion.
The Garou’s hand may seem to grasp the air, while in reality it may hold a pistol or even a
stick of dynamite. This Gift obscures one possession for the Garou, making it completely
undetectable to others. A Raccoon-spirit teaches this Gift.
System: The player grasps the item and spends one Willpower point to make the object
undetectable. The object must be hand-held and should not be larger than the Garou’s arm. For one
scene, the item remains undetectable to all senses (including peeking from the Umbra) except touch,
even if the Garou drops it. Unfortunately, even the Gift user can’t see the item, so dropping it is
bad.

Encrypt
Source: Book of the City.
Paranoid Glass Walkers - which is to say, most of them - use the best encryption technologies
available on the open market when they send data through the Internet or Digital Web. If a Glass
Walker suspects that a Netspider is watching her Net activity, she may even choose to use this Gift,
which magically protects data against snooping. Encrypt doesn’t ordinarily hide itself from magical
observers - anyone with the ability to see into the spirit world will notice that the message has been
enshrouded, unless the Glass Walker takes special care to hide that.
System: The player must spend one Willpower and roll Manipulation + Computers; the
difficulty is (10 - the local Gauntlet). Success means that the character’s message has been
encrypted beyond the ability of most mortals to pierce. This encryption can apply either to a single
message (one email or burst of data) or to a connection (such as might exist between two computers
for a long download or chat-conversation). A character trying to break the encryption on a single
message gets just one chance to do so - the magic surrounding the message deletes it if the character
fails. A character trying to break the encryption on a connection can treat the attempt as an extended
test. With just one success, the encryption can be pierced by mortal means - a human who is not
magically active can break through the encryption with a Perception + Computers roll (difficulty of
the Garou’s Willpower) that achieves five or more successes. With more than one success, the
encryption can only be pierced by a Garou using the Gift Weaver’s Eyes (see above) or similar
magical abilities. If the Garou additionally spends one Gnosis, the message does not appear to be
encrypted - it seems to be an innocuous conversation, or an income-tax spread-sheet, or the like.
This Gift is taught by a squirrel-spirit.

Endurance of Heimdall
Source: Get of Fenris Tribebook.
This powerful Gift grants the Garou great endurance and hardiness for a time. This Gift is
taught by a Boar-spirit.

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System: The Garou spends one Gnosis point and rolls Willpower (difficulty 6). If successful,
the Garou’s Stamina rating is doubled for the duration of the scene. This will aid Stamina and Soak
rolls.

Enduring Warrior I
Source: Hengeyokai: Shifters of the East.
Eji with this power heal as quickly as their hengeyokai cousins. This Gift is taught by a Bear-
spirit (some say because the Okuma lent the Eji this Gift to help the Kitsune survive the next War of
Shame; some people will say anything…).
System: The Kitsune spends one point of Rage. From that point, she recovers one Health
Level per turn, exactly as do Garou. The effect lasts but the scene.

Enduring Warrior II
Source: Players Guide to the Changing Breeds.
Eji using this Gift heal just like their hengeyokai cousins. The Gift is taught by a bear-spirit.
System: The player spends one point of Rage. She then recovers one health level per turn as
do Garou. The effect lasts for one scene.

Enemy Ways
Source: Players Guide to the Changing Breeds.
This is a danger sense. Taught by one of Grandfather Thunder's Stormcrows, Enemy Ways is
more than just a heightened (and reasonably accurate) sense of paranoia. Instead, it provides solid
information on what immediate peril a Corax faces.
System: With a successful Perception + Stealth roll the Corax can pick up hints as to the
nature of enemies in the area. Usually a Corax who uses this Gift successfully can pick out the
number and type of his opponents; with five or more successes sometimes more can be learned.

Engulf the Prey


Source: Gurahl Breed Book.
The Gurahl draws on connection to the earth, causing the ground beneath an enemy’s feet to
open up, swallowing the victim whole or ping her so that she cannot escape further attacks. This
Gift can encompass an entire group of foes, provided they are within close proximity to each other.
An Earth-spirit teaches this Gift.
System: The player spends a point of Gnosis and a point of Rage, then rolls Wits + Primal-
Urge roll (difficulty 9). If successful a yawning pit opens underneath a targeted foe (or foes). The
chasm is approximately 15 feet across and at least 50 feet deep. Victims may attempt to avoid the
pit by rolling Dexterity + difficulty 9). Three successes are necessary for them to jump aside. One
or two successes indicate that the victim has fallen partially into the pit. The chasm closes almost
immediately after opening, trapping (and crushing) anyone inside. Even enemies it’s only partly
caught in the pit take eight dice of (soakable) damage from the impact caused by the closing of the
rift, and they cannot extricate themselves unless they perform an appropriate feat of Strength to do
so. A victim whose legs are caught (and probably crushed) may not take any actions involving
movement, such as fleeing), while trapped arms prevent the use of most weapons. Those caught
fully in the pit take 10 Health Levels (not dice!) of damage, and they are buried alive. Unless
reached quickly or able to free themselves (such as with the Gift: Burrow), living victims will soon
suffocate.

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Enter Sea’s Soul I
Source: Rokea Breed Book.
Normally, Rokea only enter the Umbra with the permission and assistance of Sea. However,
trust the Darkwaters to find their own methods of ingress. This Gift allows the Rokea to enter the
Umbra in the same manner as the Garou do. Rokea may learn this Gift from any spirit servant of
Sea.
System: Upon learning this Gift, the Rokea may step sideways if the player succeeds in a
Gnosis roll. This Gift does not provide protection from the increased pressures of the oceanic
Umbra, so most Darkwaters use the Gift: Blood of the Deeps before entering Sea’s Soul.

Enter Sea's Soul II


Source: Players Guide to the Changing Breeds.
Ordinarily, Rokea cannot step sideways without using the Rite of Passing the Net (see below).
Darkwaters, however, long ago discovered how to part the thin aquatic Gauntlet on their own. Any
spirit-servant of Sea may teach this Gift.
System: Once learned, this Gift is permanent. The Rokea may step sideways just as
werewolves do. This Gift does not provide protection from the increased pressure and cold of the
undersea Umbra, however, although the Gift: Blood of the Deeps does.

Enter Unsea’s Soul


Source: Rokea Breed Book.
As the Level Two Darkwater Gift: Enter Sea’s Soul. Betweeners find that Unsea’s Soul isn’t
always quite as dangerous as Sea’s Soul, and since few ocean-dwellers can follow them into the
Umbra, this Gift makes a superb escape method.

Enthronement
Source: Rage across the Heavens.
The Garou can create small or simple objects out of thin air – including mist, clouds or wind.
By 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. Alternately,
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.

Entropic Bite I
Source: Ananasi Breed Book.
The character using this Gift injects a very powerful toxin into a target though their bite. This
necrotic poison is much like that of the Brown recluse spider, but is far faster in its effects. The
flesh simply dies wherever the bite occurs, and the toxins are strong enough to kill a full-grown
human in fifteen seconds. Moreover, the poison spreads, taking more healthy flesh each round.
System: The character must successfully bite a target first; then he spends two Gnosis points
and makes a Gnosis roll against a difficulty equal to the target’s Stamina + 5 (never higher than 9).

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Once the necrotic venom enters the target’s system, the target immediately feels the agonizing burn
of the venom in action. The target takes one unsoakable health level of aggravated damage each
turn; the poison stays in effect for one turn per success. The poison travels through the bloodstream,
killing red blood cells and all soft tissues as it goes. The remains of the victim who dies from this
Gift are soft enough for the werespider to "drink," and can be used to heal any wounds the
werespider has suffered as if the Damhàn were drinking blood. While this poison even works on
vampires, they can expel their own blood — five blood points minimum — to remove the toxins
from their body. During this time, the vampire can take no other actions. Most younger vampires
can only "spend" one blood point per turn, leaving them completely vulnerable for at least five
turns. Other Ananasi are unaffected by this Gift.

Entropic Bite II
Source: Players Guide to the Changing Breeds.
The Ananasi injects a powerful necrotic toxin (similar to that of a brown recluse) into her
victim, whose flesh dies around the spreading poison. A full-grown human dies in 15 seconds from
being bitten. Other werespiders are immune to its effects.
System: If the Ananasi succeeds in biting her victim, she may spend two Gnosis points and
roll her Gnosis (difficulty of the victim's Stamina +5 to a maximum of 9). The poison acts for one
turn per success; the victim takes one level of unsoakable aggravated damage per turn. A human
who dies from this Gift becomes soft enough inside for the werespider to "drink," thus enabling the
Ananasi to heal herself or replenish her blood pool. Vampires must spend five blood points to expel
the poison; those who cannot spend more than one point per turn may die from this Gift.

Epidemic Contagion
Source: Ratkin Breed Book.
The Plague Lords’ forte, Epidemic Gifts, are even nastier when in the hands of the highest-
ranking Lords. By use of this Gift, a wererat can make any Epidemic Gift highly contagious.
System: If the victim of an Epidemic Gift comes within touching distance of another person
(one yard or so), there’s a chance that the ailment will spread to that poor soul as well. The victim
needs to make a Willpower roll, difficulty 7. If the victim fails, he is also afflicted with the illness...
and can in turn pass it on to someone else.
Here’s the best part: The Plague Lord can decide whether Ratkin can succumb to this
epidemic as well. Do you want wererats to be infected by this plague? If the answer is "yes," the
difficulty of a wererat’s Willpower roll to resist infection is 5. If the answer is "no," Plague Lords
can unleash infectious Gifts into a herd of shapechangers with impunity. Either way, the Plague
Lord is always unaffected by his own plagues.

Essential Transformation
Source: Rage across the Heavens.
This Gift allows the Garou to convert part of her essence into Gnosis for use in situations
which require the expenditure of large amounts of spiritual power. The Garou can either use the
Gnosis gained by this Gift to create or replenish fetishes, enact Gifts that require Gnosis or for any
other purpose that requires her to spend Gnosis. However, its residual effects are cumulative. Each
use of this Gift imbues the Garou’s physical and mental abilities with more and more “spirit
substance” until eventually she becomes a spirit creature lacking in material substance. When this
happens, the Garou can no longer maintain her earthly existence and must either relocate to the
Umbra as a permanent resident (not unlike the members of the Sept of the Stars) or else “die” and
allow her spirit to return to Gaia.

214
System: The player rolls Willpower (difficulty 9). Only one success is necessary for the
character to convert one dot in a chosen Attribute into 10 points of temporary Gnosis. Until the
character uses all 10 of these points (or stores them in a fetish), she has one less dot in the chosen
Attribute. When the converted Gnosis is depleted, the Attribute returns to its normal level.
However, the Storyteller (and the character) should keep track of the number of times this Gift is
used. When the character has used his Gift a number of times equal to her total number of dots in
Physical, Mental and Social Attributes, her body loses its material substance and the character
becomes a spirit. The character’s fate once this occurs is left to the Storyteller’s discretion, although
in most cases this means that the player must retire the character from active play.

Evading the Watchers


Source: Nagah Breed Book.
It does not serve an assassin well to be announced. This Gift cancels out the wereserpent’s
scent and allows him to evade detection spells, danger sense and similar Gifts, Disciplines and
abilities. Nagah using this Gift can neither be tracked nor anticipated. Time itself becomes cloudily
where they’re concerned, preventing any sort of precognitive detection.
System: The player rolls Charisma + Stealth. Even one success allows the nagah to evade
detection for the remainder of the scene. Note that those checking the nagah will not get any kind of
strong reading of any sort and will default to whatever passes for "nor dangerous".
Opponents have no chance of detecting the wereserpent unless they have a higher Gnosis (or
Arete or level 5 or above Auspex, etc.), in which case the Nagah rolls his Gnosis (difficulty 10- the
difference in Gnosis scores). If the nagah takes any hostile action against an opponent, then the
Gift’s effects are canceled as far as the threatened person is concerned.
The Gift’s effects last for one scene.

Evasion
Source: Ratkin Breed Book.
Trapping a rat is difficult. Hitting one can be nigh-impossible. Anyone who’s chased a feral
rat through an apartment late at night has experienced this first-hand. Tunnel Runners heighten this
instinct to supernatural levels, especially when they travel through realms frequented by
supernatural creatures.
System: During combat, spend one Rage and roll Dexterity + Dodge (difficulty 8). Add up
the number of successes and remember it; each success can be spent for an automatic success on a
Dexterity + Dodge roll that turn. These points can be spent before or after the roll is made; if you
miss a Dodge roll by one or two successes, it may save your tail. The Tunnel Runner cannot attack
while using Evasion, but he may take other actions. This Gift can’t be used at the same time as the
rodens Gift: Scamper.

Eve’s Blessing
Source: Werewolf Dark Ages.
Childbirth is a risky thing in these dangerous times, and the Children cannot stand to see
unnecessary suffering. This Gift allows the Garou to improve a mother’s chances of surviving a
birth, as well as keeping the newborn free of disease for a short time. This Gift is taught by a Cow-
spirit.
System: The Child of Gaia need only lay her hands on the mother-to-be’s womb and spend a
Gnosis point; this can be done even during labor. For the next week, the mother and child are
treated as having an extra dot of Stamina each, for purposes of surviving childbirth and resisting
illness, infection or the like. If the mother is pregnant with multiple children, the Garou must spend
one Gnosis per child to protect them all; however, in the process of invoking this Gift, the Child

215
will automatically learn how many children are to be born, and can adjust his Gnosis expenditure
accordingly. The Gift can be used on wolves (although it’s less necessary); the Gnosis point spent
will protect the entire litter for three days.

Eve’s Blessing
Source: Dark Ages: Werewolf.
Childbirth is a risky endeavor in the Dark Medieval, and the Children of Gaia cannot stand to
see unnecessary suffering. This Gift allows the Garou to improve a mother’s chances of surviving a
birth, as well as keeping the newborn disease-free for a short time. This Gift is taught by a cow-
spirit.
System: The player spends a Gnosis point. The character need only lay her hands on the
mother-to-be’s womb. For the next week, the mother and child are treated as having an extra dot in
Stamina each, for the purposes of surviving childbirth, carrying to term and resisting illness and
infection. The Gift can be used on wolves as well. The Gnosis point spent will protect the entire
litter of cubs. In the process of invoking this Gift, the character automatically learns how many
children are to be born.

Eve’s Touch
Source: Kinfolk - Unsung Heroes.
This Gift allows the Kinfolk to soothe the wounds of other humans and animals through is
touch.
System: The Kin must roll Intelligence + Medicine (difficulty 6) and touch the wound with
his hand. The wound can’t be from any source that would normally been considered aggravated.
The target injuries heal one Health Level per two successes. The Kinfolk may attempt this healing
only once per person per day; the Gift is taught by a Pelican spirit.

Evocation of Ceremony
Source: Book of Auspices.
Rituals are not used only to evoke supernatural effects; they also have an inherent value to
Theurges in and of themselves. Using this Gift, the Garou evokes a sense of awe, reverence and
holy mystery through ritualistic behavior — anything from a Garou rite to a Catholic sacrament.
Along with any normal mystical effect, the ceremony produces a sense of reaffirmation and
cosmological belonging in everybody who participates. While Theurges usually use this effect to
strengthen sincere spiritual devotions or build community among Garou, it’s just as easily abused to
keep participants in a rite in ignorant, dogmatic fear of the supernatural world — the Theurge’s
intent, not the nature of the Gift, determines which is the case. An enigmatic spirit teaches this Gift.
System: Any being can attempt to inspire, unify or cow an audience through ritualism with a
Charisma + Rituals, Occult, Performance or Subterfuge roll as appropriate to the exact situation.
Possession of this Gift increases the Charisma of the Theurge by four dots, only for the purposes of
such attempts (to a maximum of nine).

Exceptional Swordplay
Source: Dark Ages: Werewolf.
Silver Fangs train regularly to maintain excellent swordsmanship. This Gift further enhances a
Fang’s skill, allowing him to become increasingly deadly in a swordfight. A spirit of war teaches
this Gift.
System: The player spends a point of Willpower and rolls Intelligence + Melee (difficulty 8).
Use of this Gift is considered reflexive. Each resulting success grants the Fang an automatic success

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to strike an opponent in combat. Despite the name, this Gift works in conjunction with any melee
weapon, not just swords. This Gift can be used only once per turn.

Executioner's Edge
Source: Players Guide to the Changing Breeds.
As the Shadow Lord Gift: Seizing the Edge.

Executioner's Gift
Source: Players Guide to the Changing Breeds.
As the Get of Fenris Gift: Halt the Coward's Flight.

Executioner’s Privilege
Source: Shadow Lords Tribebook Revised.
As the Get of Fenris Gift: Halt the Coward’s Flight.
MET: As the Get of Fenris’ Gift: Halt the Coward’s Flight; see Laws of the Wild.

Exorcism I
Source: Werewolf: the Apocalypse 2nd Edition.
This is the Gift of ejecting spirits from places or objects, whether they are there voluntarily or
are bound there. This Gift is taught by any Incarna avatar.
System: If a spirit does not wish to leave, the character must make a Manipulation +
Intimidation roll (difficulty of the spirit’s Willpower). If the spirit has been bound to its lodging
place (or into a fetish), then the Exorcist must make a Wits + Subterfuge roll (difficulty 8) and gain
more successes than the binder did when tying the spirit to its location.

Exorcism II
Source: Hengeyokai: Shifters of the East.
As the Level Three Theurge Gift: Exorcism. The Yama Kings frequently send their spirit
minions to plague the hengeyokai courts; as a result, the knowledge of banishing evil spirits is
shared freely among the beast-children.

Exorcism III
Source: Werewolf: the Apocalypse Revised.
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 a spirit does not wish to
leave, the player must make a Manipulation + Intimidation roll (difficulty of the spirit’s
Willpower). If the spirit has been bound to its lodging place (or into a fetish), then the exorcist must
make a Wits + Subterfuge roll (difficulty 8) and gain more successes than the binder did when tying
the spirit to its location. This Gift can be used to "cure" fomori, although the host will surely die as
the Bane is ejected unless a powerful healer manages to preserve her life during the exorcism.

Expel Spirit
Source: Dark Ages: Werewolf.

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Use of this Gift forces a spirit from a place or object, whether it entered voluntarily or was
bound against its will. An Incarna avatar teaches this Gift.
System: The Garou must concentrate for three uninterrupted turns. If the spirit does not wish
to leave, the player must make a Manipulation + Intimidation roll against a difficulty of the spirit’s
Willpower. If the spirit was bound using the Rite of Binding (see p. 149), the player must make a
Wits + Rituals roll (difficulty 7) and score more successes than the binder achieved during the ritual
to allow the character to free the spirit or drive it off. If it was bound into a fetish using the Rite of
the Fetish (see p. 150), the difficulty is 9. This Gift can be used to "cure" a fomor by expelling the
Bane, but the former host will certainly die if he is not healed immediately with powerful magics.

Eyes of Ignorance
Source: Stargazers Tribebook Revised.
The ksatriya using this Gift can look into another’s eyes and, for a period of time, literally
strip them of their knowledge, leaving them ignorant and empty of ability. This Gift can be taught
by an owl-spirit.
System: The player spends a Gnosis point and rolls Gnosis (difficulty is the target’s
Willpower). Success on the roll allows the Garou to intrinsically "know" the target’s Knowledge

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Eye of the Eagle
Source: Ways of the Wolf.
This gift allows the user to see long distances, over "two looks away". Roll Perception +
Alertness against an 8 difficulty. The number of successes is the number of miles away one can see
as normal. This gift will not work well in the city, as buildings tend to get in the way.

Eye of the Falcon I


Source: Silver Fangs Tribebook.
This Gift allows the Garou to see long distances with the acuity of a falcon. It is taught by any
of Falcon’s brood.
System: All visual Perception, Alertness and long-range weapon rolls are at -1 difficulty. This
Gift costs one Gnosis point per scene to use.

Eye of the Falcon II


Source: Silver Fangs Tribebook Revised.
Falcon is a great predator, with keen eyes and a sharp beak. As he soars in the sky, he can spot
the tiny movement in the grass that betrays the location of his prey at great distances. He shares this
Gift freely with his children so that they may spot their foes easily and lead the Garou into battle
with confidence. Any of Falcon’s brood may teach this Gift.
System: All visual-based Perception and Alert-ness rolls are at -1 difficulty. The same applies
to all long-range weapon attacks, such as a bow or gun. The Gift costs one Gnosis point to activate,
and lasts for a scene.
MET: Basic Gift. Spend a Gnosis Trait. For the rest of the scene, the user is up two Traits on
all tests related to general vision and perception, and one Trait up on all ranged attacks.

Eye of the Falcon III


Source: Dark Ages: Werewolf.
This Gift greatly enhances a Garou’s vision, allowing him to see with the acuity of a bird of
prey. Silver Fang falconers especially favor this Gift. Any member of Falcon’s spirit brood teaches
it.
System: The player spends one Gnosis point. For the duration of the scene, all Archery and
visually based Perception rolls gain a -1 difficulty benefit.

Eye of the Hunter I


Source: Red Talons Tribebook.
Just as wolves are able to assess a herd of prey animals, this Gift enables a Garou to correctly
determine the weakest and strongest member of any group she can see. This Gift is taught by a
wolf-spirit.
System: The Garou rolls Perception + Primal-Urge (difficulty 7). If successful, then the
Garou learns which members of a chosen group within sight are the strongest or weakest and which
is the leader. If the Garou attacks the group after employing this Gift, she gains one extra attack die
against the weakest individual only.

Eye of the Hunter II


Source: Red Talons Tribebook Revised.
Wolves can sense which animal from a herd is sick or weak and therefore the easiest prey.
Red Talons can do so normally when confronted with a herd of deer, but more complex creatures

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like predators or pseudo-predators (like humans) make this difficult. This Gift, taught by a wolf-
spirit, allows the Talon to pick out the weakest member of a group at a glance. It does not reveal
why the target is the weak link in a herd, only that she is, but that alone is often enough to give the
Garou an edge.
System: The player rolls Perception + Primal-Urge (difficulty 7). If the roll succeeds, the
character knows which member of a given group is the weakest (determined by the Storyteller) and
which is the leader. If the Red Talon enters combat against this group, she gains an extra die to her
attack pools against the weakest member.
MET: Make a Mental Challenge (retest with Primal-Urge). With success, you can determine
who is the weakest member of a group and who the leader is. Group dynamics (such as why this
particular member is considered the weakest) are beyond the scope of this Gift. Should you enter
combat against the weakest member, you gain a bonus Trait on attack challenges only.

Eye of the Raptor I


Source: Mokolé Breed Book.
By calling on her feathered cousin’s talents, the Mokolé gains the ability to see for a number
of miles as if the distance were a mere twenty yards or so. This Gift is taught by a Bird-spirit.
System: The user rolls Perception + Alertness, difficulty 8. The number of successes equals
the number of miles the Mokolé can see clearly, although he cannot see through obstacles.

Eye of the Raptor II


Source: Players Guide to the Changing Breeds.
The creature can see for miles, as if the distance were a mere twenty yards; this Gift is taught
by a bird-spirit, usually one known for its amazing eyesight.
System: The player rolls Perception + Alertness (difficulty 8). The number of successes
equals the number of miles the character can see clearly, although it does not grant the ability to see
through objects.

Eye of the Storm


Source: Croatan Song.
The Garou may create a place of calmness even in the midst of a raging blizzard or any other
severe weather phenomena. Up to ten people can take shelter within this quiet place, suffering no
damage from the fury that surrounds them. This Gift is taught by an Air-spirit.
System: The Garou spends a point of Gnosis and rolls Willpower (difficulty 7). The effect of
the Gift lasts for the duration of a single storm.

Eyes of the Umbra


Source: Werewolf: Wild West – The Wild West Companion.
With this Gift, a werespider may concentrate and peer into the spirit world at will.
System: The player must make a successful Gnosis roll against the local Gauntlet rating.

Eyes of Ma’at
Source: Silent Striders Tribebook.
When a Strider invokes the power of ma’at itself, she may discern levels of truth invisible to
even the canniest investigators. With this Gift, she may perceive innocence and truth, should they
reside in the breasts of those she encounters. This Gift is taught by an Ibis or Baboon spirit.

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System: This Gift acts much as the Philodox Gift: Truth of Gaia. However, the Garou may
make Perception + Empathy rolls to determine the nature of any truths or lies the target may speak.
"Please, no, I never set foot inside her house!" "That is true, but you forced the door open so that
your companions could enter. The guilt is plain and written on your heart."

Eyes of the Cat I


Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may see clearly in pitch darkness. The Garou’s eyes will glow a lambent green
while this power is in effect. This Gift is taught by a Cat-spirit.
System: The Garou must state when this Gift is in effect, but there is no roll or cost
expenditure. The Garou suffers no difficulty or Dice Pool penalties from darkness.

Eyes of the Cat II


Source: Werewolf: the Apocalypse Revised.
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, although werewolves who make enemies of the
Bastet will have trouble finding teachers.
System: The character must state when the Gift is in effect, but it requires no roll or
expenditure. The character suffers no difficulty or dice-pool penalties from darkness.

Eyes of the Dragon Kings I


Source: Hengeyokai: Shifters of the East.
This Gift allows the Nagah to see through any obstacle shy of a solid wall. Murky waters
seem clear; hazy fields enshrouded in fog, smoke or darkness poses no obstacle. The Nagah’s eyes
glow when this Gift is employed.
System: The player makes a Gnosis roll, difficulty 6, and must still use Perception +
Alertness for the Nagah to spot an approaching enemy. Gifts such as Blur of the Milky Eyes still
work against the Eyes of the Dragon Kings, though the Nagah’s penalties to see the character are
reduced by 1.

Eyes of the Dragon Kings II


Source: Nagah Breed Book.
With this gift, the Nagah can see through almost any obstacle short of a solid wall. The Nagah
can see through fog, smoke, and murky water without difficulty. This Gift also grants the ability to
see in even total darkness. The Nagah’s eyes glow with a faint golden sheen when this Gift is
employed.
System: The player makes a Gnosis roll, difficulty 6, to activate the Gift; this Gift doesn’t
negate the need for other Perception rolls, although conditional modifiers for poor visibility may not
apply. Gifts or powers such as Blur of the Milky Eye can still foil the Eyes of the Dragon Kings,
though the Nagah’s penalties to see hidden character are reduced by 1 while this Gift is active. The
Gift’s effects last for a scene.

Eyes of the Eagle I


Source: Corax Breed Book
One of the few Corax Gifts available in any form, Eyes of the Eagle allows the wereraven’s
vision to pierce fog, smoke, cloud and darkness. When this Gift (yet another example of Helios’
largesse) is called upon, the Corax can suddenly see through anything short of a solid object. To the

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eye, night becomes as day, fog becomes transparent as air, and smoke turns clear as glass once Eyes
of the Eagle is invoked. In addition, this Gift can be used to extend the range of a Corax’s sight,
which makes it useful when paired with Sky’s Beneficence. Eagle-spirits teach this Gift.
System: This Gift requires the expenditure of a single point of Gnosis, and a Perception +
Alertness roll (difficulty 6). The effect of the Gift lasts for as many minutes as there are successes
rolled. The expenditure of a Willpower point extends the effect from minutes to hours.

Eyes of the Eagle II


Source: Players Guide to the Changing Breeds.
One of the few Corax Gifts available in any form, Eyes of the Eagle allows the wereraven's
vision to pierce fog, smoke, cloud and darkness. When this Gift is called upon, the Corax can
suddenly see through anything short of a solid object. Eagle-spirits teach this Gift.
System: This Gift requires the expenditure of a single point of Gnosis, and a Perception +
Alertness roll (difficulty 6). The effect of the Gift lasts for as many minutes as there are successes
rolled. The expenditure of a Willpower point extends the effect from minutes to hours.

Eyes of the Soul I


Source: Gurahl Breed Book.
By concentrating on her inner vision, a Gurahl may look beyond the outward facade of an
individual and determine that person or creature’s true form. Similar to the Garou Philodox Gift:
Scent of the True Form, this Gift allows the Gurahl to see the precise nature of the targeted
individual. In this fashion, a Gurahl may identify members of other Changing Breeds, vampires,
faeries, mages or persons possessed by wraiths or spirits. A Falcon-spirit teaches this Gift.
System: The player rolls Perception + Primal-Urge (difficulty of the target’s Willpower). A
single success may determine whether or not the target is what she seems to be. Two or more
successes are necessary to identify the specific nature of most targets; three successes are required
to tell whether or not an individual is a mage or serves as a vehicle for a wraith or a spirit.

Eyes of the Soul II


Source: Players Guide to the Changing Breeds.
As the Philodox Gift: Scent of the True Form.

Eyes of the Thunderbird


Source: Werewolf: The Wild West.
The werewolf may shoot lightning bolts from her eyes, like the legendary Thunderbird. The
Gift is taught by Thunderbird or one of his servants.
System: The player rolls Manipulation + Occult (difficulty 7). For each success, the werewolf
may shoot one bolt of lightning at a single target, doing five dice of aggravated damage. While
utilizing this Gift, the Garou must concentrate, in effect becoming blind to everything around her
except her target. All lightning bolts must he discharged in the scene in which the Gift is invoked,
whether aimed at living targets or expended harmlessly into the sky.

Eyes of the Wall


Source: Hengeyokai: Shifters of the East.
This trick really creates two kami: the Fox takes a paper and cuts a hole in it, leaving the cut-
out hole someplace useful. The Kitsune can then put her eye to the hole in her half of the kami to

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see what the cut-out would “see”. She can even get each side’s view by looking through alternate
sides of the hole. Kitsune who fly kites as a hobby are particularly enamored of this trick.
System: The player spends two Gnosis and rolls Gnosis, difficulty 7, when creating the two-
in-one kami. The stolen view lasts for a whole day and a night.

Eyes of the War God I


Source: Nagah Breed Book.
The Kartikeya draw their name from the God of war and the son of Shiva, who had six faces
and could never be surprised. This gift grants the Nagah an emulation of the war God’s legendary
perception.
System: The player must spend one Gnosis point and roll Wits + Alertness. If successful, the
wereserpent gains full vision extending 360 degrees for the scene’s duration. Furthermore, each
success adds one die to any dice pool the Nagah uses to perceive enemies for the remainder of the
scene.

Eyes of the War God II


Source: Players Guide to the Changing Breeds.
The name of this auspice comes from a god of war who could never be surprised. The son of
Shiva, he had six faces and could watch all of his surroundings. This Gift grants a similar blessing
on a Nagah of this auspice.
System: The player rolls Wits + Alertness (difficulty 6), and spends one Gnosis. With at least
one success, the Nagah gains full 360-degree vision for the remainder of the scene. In addition, each
success bestows an extra die to all Perception-based rolls for noticing enemies.

Eyes of the Wound I


Source: Rokea Breed Book.
All sharks’ eyes reflect light in much the same way as a cat’s, allowing them to se in dim
water. A Rokea with this Gift, however, can see in much darker areas. Also, the Rokea’s eyes are
protected from glaring light and sudden flashes of light. This Gift is taught by a shark-spirit.
System: Once learned, this Gift is always active. The character can se in the dark subject to
normal rules for Rokea sight as long as some light is present, no matter how dim. Also, his eyes
immediately compensate for bright light and sudden glare: walking from a dark room into the
sunlight, for example. He receives no penalty on initiative and the like from such occurrences.

Eyes of the Wound II


Source: Players Guide to the Changing Breeds.
As the metis Gift: Eyes of the Cat, except that the Gift also immediately compensates for
sudden flare-ups of light. A shark-spirit teaches the Rokea this Gift.

Fable I
Source: Hengeyokai: Shifters of the East.
With this Gift, the Kataribe may use her natural expressive abilities and will to sway an
audience. By telling an appropriate story, singing the right song, etc., she can plant a suggestion into
the hearts and minds of listeners. (For example, Sondok sings a ballad of reverence for the earth at a
folk festival; the attendees find themselves voting Green in the next referendum.) Bird-spirits
(Nightingale in particular) favor Kataribe with this Gift.

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System: The player spends a Willpower point and rolls Manipulation + Empathy. Listeners
are influenced by the experience for a number of days equal to the Fox’s Manipulation +
Performance dice pool. This Gift will not work if the targets are forced to listen, nor when the
Kitsune is not actually in the room; recordings and broadcasts of the tale have no affect.

Fable II
Source: Players Guide to the Changing Breeds.
The Kataribe uses her expression and will to sway onlookers. By telling an appropriate story
or singing a particular song, she can plant a suggestion in the minds and hearts of listeners. Bird-
spirits (in particular Nightingale) teach this Gift.
System: The player spends a Willpower point and rolls Manipulation + Empathy to plant a
faint compulsion (about as strong as a song that won't leave a person's head). Listeners are
influenced for a number of days equal to the Nine-Tail's Manipulation + Performance dice pool.
The Gift does not work if targets are forced to listen or when the Kitsune is not in the same room or
area. Recordings and broadcasts are ineffective.

Fabric of the Mind I


Source: Werewolf: the Apocalypse 2nd Edition.
Garou with this Gift can bring their imaginations to life, creating a Dream Being from the
fabric of their thoughts. This Gift is taught by a Chimerling.
System: The Garou makes and extended roll of Intelligence + Performance (difficulty 8). She
can create any form of life she can imagine, assigning it one point of Traits for each success gained
on the roll. The Garou can take as long as she wants to from the creature, accumulating successes
from turn to turn, but once she stops, the Dream Being takes form and requires the Garou to spend
Gnosis to keep it manifested. The cost is one point per scene if the Dream Being remains relatively
inactive (such as cleaning the Garou’s home or sitting as a gargoyle on the roof), or one point per
turn if the Being engages in combat. Botched rolls manifest an uncontrolled (and often hostile)
Dream Being; these cost no Gnosis but will stay as long as they desire.

Fabric of the Mind II


Source: Werewolf: the Apocalypse Revised.
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 an extended roll of Intelligence + Performance (difficulty 8). She
can create any form of life she can imagine, assigning it one dot of Traits for each success gained on
the roll. The werewolf can take as long as she wants to form the creature, accumulating successes
from turn to turn, but once she stops, the dream being takes form and requires the expenditure of
Gnosis to keep it manifested. The cost is one Gnosis 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.

Face in the Crowd


Source: Bone Gnawers Tribebook Revised.
You thrive in the midst of riots, angry mobs, lynchings, civil disturbances, or any other
situation where a crowd of human rebels, revolts, or resists authority. The Gift doesn’t actually

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enrage a crowd; it just adds direction to a riot already in progress. Wyldlings and Ratkin Twitchers
teach this Gift.
System: Using this Gift costs one Willpower each turn. That turn, you can use one noun and
one verb to direct what an angry mob will do. The Garou doesn’t need to vocalize these commands;
the player states them to the Storyteller.
Silly commands automatically fail. (You could, for instance, issue the command "kill
vampires," but demanding that everyone "drink Pepsi" does nothing.) You must direct the crowd at
something other than itself (so verbs like "sleep," "vomit," or "laugh" or the noun "suicide" are right
out). The Storyteller has the right to veto any noun/verb that’s too abusive ("kill yourselves") or just
plain stupid.
MET: Against a Mob challenge of faceless mooks – that is, any time that a bunch of
unidentified Narrator characters show up to serve as milling bystanders – you can expend a
Willpower Trait to determine, each turn, what action the Mob takes as its challenge. You don’t need
to make any test to direct the Mob, but this only works on a Mob that doesn’t include any players’
characters or important, named Storyteller characters.

Face of Surya
Source: Nagah Breed Book.
Surya, the face of the sun, is revered among the Nagah for the warmth he brings to their cold
blood. The ahi may call upon Surya to show his face, bringing his light where it is needed most. The
Nagah are said to have originally learned this Gift from the Mokolé, although their lack of
connection to Helios makes it less effective in Nagah hands.
System: The player spends a Gnosis point and rolls Intelligence + Occult against a difficulty
6. The effects last for one turn plus one additional turn for each additional Gnosis point spent.

Successes Effects
1 Illuminate dark area with ambient light.
2 Sun pierces clouds or trees with enough brightness to illuminate targets and injure
vampires.
3 Sun’s rays are as strong through water; glass, clouds or tree cover as through perfectly
clear sky.
4 Sun’s rays can light fires or bring heat when it is cold or appear inside windowless
building or underground during the daytime.
5+ Sun shines even at night.

Faceless Stranger
Source: Frontier Secrets.
The werewolf may avert the eyes of onlookers, mentally convincing them that there is nothing
noteworthy about her. This Gift is taught by Lunes and Shadow-spirits.
System: The player spends a point of Gnosis. For the duration of the scene, any neutral
observers take no notice of the Garou, and subconsciously avoid her, ignore her and even forget any
of her distinguishing features once she has passed. This power has no effect on characters who are
already hostile toward the Garou, or who have been specifically instructed to look out for her.

Faerie Aid
Source: Dark Ages: Werewolf.
The Fianna can call upon ancient pacts between her people and the fae. By emitting a special
howl, the Garou can call whatever fae are in the area to help. They will obey the Fianna, but not

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without question. A dream-spirit teaches this Gift, and the teaching normally involves a quest of
some kind.
System: The player spends at least one Gnosis point and rolls Manipulation + Occult
(difficulty 8). Spending more Gnosis increases the raw power of the faeries that respond, while
more successes on the roll mean that more faeries answer.

Faerie Blood
Source: Players Guide 1st Edition.
The Garou can temporarily transform his blood to that of a Faerie. This allows him immunity
to silver; however, iron will have the same effect on him that silver normally does. Any Gnosis roll
will be at -1 difficulty; also, the Garou does not have to spend a Gnosis point on any Gift or magic
which requires the expenditure of one Gnosis point (although those with a cost of two or more
require the full expenditure). In addition, he can walk into Arcadia from the Umbra without having
to worry about guardians or time-shift effects.
The character will be considered to have potent blood to the Kindred: each blood point id
worth two for their feeding — but there is always a side effect for the vampire drinking this fey
blood. The Storyteller is free to get wild with the effect: anything from hallucinations to
transforming into a donkey-headed vampire for a scene. Any Kindred with the second level of the
Auspex Discipline (Aura Perception) will recognize the Garou’s blood as special, even for a
werewolf. The Garou does not need to roll for this Gift, but he must spend two Gnosis points to
activate it. This Gift lasts for a scene.

Faerie Kin I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou can call one of more faeries to aid her. The faeries are not under the Garou’s
control, though they are favorably disposed to the Garou (except on a botch — Gaia help the Garou
who botches this one); what they do is entirely up to the Storyteller.
System: The Garou spends one Gnosis point and rolls Manipulation + Occult (difficulty 8).
Each extra Gnosis point spent over the base amount increases the faerie’s raw power, while extra
successes increase the faerie’s numbers.

Faerie Kin II
Source: Werewolf: the Apocalypse Revised.
The Fianna can call upon ancient pacts between her people and the fae. By emitting a special
howl, the Garou can call whatever fae are in the area to help. They will obey the Fianna, but not
without question. A dream-spirit teaches this Gift, and the teaching normally involves a quest of
some kind.
System: The player spends at least one Gnosis point and rolls Manipulation + Occult
(difficulty 8). Spending more Gnosis increase/the raw power of the faeries who respond, while more
successes on the roll means that more faeries answer. Note that this Gift may summon changelings
or dream-spirits called chimera, but it will call true fae only in strange Umbral reaches, and even
then very rarely. Botching this roll is bad news; the faeries who respond are vicious and malevolent,
and they will act to hinder the Garou.

Faerie Light I
Source: Fianna Tribebook.
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

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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.

Faerie Light II
Source: Fianna Tribebook Revised.
This Gift is a favorite of tricksters, who can create a wisp of faint ghostly (usually white, blue
or green) light. The light can be directed by the Fianna, but is too faint to illuminate more than three
feet. Because it can be seen farther, it’s useful for signaling at night, not to mention distracting or
misleading others — a fact not lost on pranksters. This Gift is taught by marsh- and faerie-spirits.
System: The Garou rolls Wits + Enigmas (difficulty 6). The light appears anywhere within
the Garou’s line of sight. It may float along at up to 10 yards per turn. The light lasts for one turn
per success, but will last an entire scene at the cost of a Gnosis point.
MET: Make a Mental Challenge (retest with Enigmas). With success, the light appears and
lasts for two turns. Spend a Gnosis Trait to make it last for one scene.

Faerie Light III


Source: Werewolf: the Apocalypse Revised.
The Garou can conjure a small, bobbing sphere of light. The sphere illuminates only a three-
foot area, but that is usually enough to provide the necessary light — or to lead foes into ambush. A
marsh-spirit teaches this Gift.
System: The player rolls Wits + Enigmas (difficulty 6). The light can appear anywhere within
the Garou’s line of sight. It can move, bobbing along at 10 feet per turn, if bidden to do so. The
light lasts for one turn per success, but the player can spend a point of Gnosis to make it last for the
entire scene.

Faerie Light IV
Source: Dark Ages: Werewolf.
The Fianna can conjure an eerie ball of flame. The light is often shroud white, a pale green or
faintly blue in color, and it moves as the Fianna directs, illuminating an area three feet in radius.
This Gift is taught by a marsh-spirit.
System: The player rolls Wits + Enigmas (difficulty 6). The light appears within the Garou’s
line of sight, lasting for one minute per success. If bidden to move, it bobs along at 10 yards per
turn. The Fianna may spend a point of Gnosis to make the light last for an entire scene.

Fair Fortune (once known as Luck of the Irish)


Source: Fianna Tribebook Revised.
A Fianna with this Gift has a streak of luck a mile wide. She’s dealt a great hand, her prey is
extra-clumsy today, or the wind shifts just in time to scent an ambush. A faerie or fortune-spirit
teaches this Gift.
System: With the expenditure of one Gnosis point, the player may reroll any failed or botched
roll. The decision must be made immediately after the failed or botched roll. This Gift is only
usable once per scene.

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MET: By expending a Gnosis Trait, the player gains a retest of a lost challenge. Use of the
Gift must immediately follow the lost challenge. The second result stands. The Gift may only be
used once per scene, and no more than twice per session.

Fair Path I
Source: Hengeyokai: Shifters of the East.
To appear before one’s clan at moots or during rites in a disheveled or unpurified state is
considered highly dishonorable. A Water-spirit teaches this Gift which allows the Hakken to appear
perfectly groomed and dressed; this is quite useful when coming from a battle to speak with the
daimyo.
System: To use this Gift, the Hakken dips her hand in clean water and the player makes a
Charisma + Etiquette roll, difficulty 6. She may add one die for each success to any rolls involving
Social Attributes for the next scene.

Fair Path II
Source: Players Guide to the Changing Breeds.
The Hakken appears at formal ceremonies clean and dressed in proper attire, even if he has
just returned from battle. A water-spirit teaches this Gift.
System: The Hakken places her hand in clean water; the player rolls Charisma + Etiquette. At
the Storyteller's discretion, the player may gain one die to all Appearance-related rolls for one
scene.

Falcon’s Grasp
Source: Werewolf: the Apocalypse Revised.
A leader must keep a tight grip on his power, and this Gift allows the Garou to do so literally.
The Garou’s hands or jaws tighten in a mighty death grip, making it nearly impossible to escape. A
falcon-spirit teaches this Gift.
System: The player spends one point of Rage. For remainder of the scene, the Garou’s grip
with either hands or jaws (or both at a cost of two Rage points) is much stronger. In game terms; the
Garou’s Strength is considered three points higher for purposes of grappling or maneuvers such as
the jaw lock (see Special Maneuvers). The Garou may not use this extra Strength to inflict damage.

Falling Touch I
Source: Werewolf: the Apocalypse Revised.
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 Dexterity + Medicine (difficulty of the opponent’s Stamina
+ Athletics). Even one 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.

Falling Touch II
Source: Players Guide to the Changing Breeds.
As the Garou Gift. Usually taught in dreams by the spirit of a Dinosaur King or Bird King.

False Comfort
Source: Dark Ages: Werewolf.

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Humanity has done much to surround itself with comfort and safety. People have developed
armor to protect themselves from their own weapons, locks to keep out their own brothers and walls
to shelter them from the beasts at their doors. But the ancestor-spirits remember when these
comforts were but dreams in the minds of clever humans, and they can teach the Garou how to
bypass them. A Garou using this Gift does not shred armor or smash through doors, he simply
ignores them entirely.
System: The player spends one Gnosis point and rolls Gnosis (difficulty 7). For one turn per
success, the Garou is completely unaffected by human technology unless he chooses to be. The
character can see, walk or reach through anything crafted by humanity including walls, armor and
other clothing.

Family Debt I
Source: Glass Walkers Tribebook.
Only dons of the Central House may learn this Gift, for they are the caretakers of the tribal
debt and favors pool The Garou can call upon the past lives of other Garou to return a favor owed to
the Glass Walker tribe, even if the debt was made centuries ago. Using this Gift will cause another
Garou with the Past Life Background to become possessed by the ancestor whom the Glass Walker
summons. The living Garou must be of the same tribe as the ancestor who is called (a Glass Walker
cannot make a Bone Gnawer summon a Silver Fang ancestor). This Gift is taught by any long-lived
spirit, such as a turtle or an elephant, and the Glass Walkers often have such spirits witness any
business transactions they make with other Garou.
System: The Garou spends one Willpower point and rolls Gnosis against a difficulty of 10
minus the target’s Past Life Background rating. If there is no Garou with Past Life present, this Gift
will not work; it requires a Garou with deep connections to her ancestors to act as a conduit. If
successful, the desired ancestor is summoned and possesses the target. This ancestor will then
perform a duty to make up for a favor the Glass Walkers did for him in his lifetime.
The Central House keeps vast records of every debt owed the tribe. It usually requires a
committee vote to summon one of their debtors and thus use up the favor owed. However, Dons
who learn this Gift are considered to have the power to use it whenever desired, although Dons who
abuse it may wind up being voted off the board, so to speak.
The player should be allowed to create the original debt condition and the debtor. "Grom
Wyrmfoe of the Silver Fangs owes the Glass Walkers big, because they helped him root out
vampires in Moscow in the late 1600s. Well, my character feels it’s about time he repaid the favor
by helping me kill that damn Gangrel." The Storyteller, however, is the ultimate arbiter of this Gift.
It should be used to enhance a story, never to simply power game. If the Storyteller feels the player
is asking a greater favor than what was originally given to the ancestor, he is free to have the
ancestor deny the call.
Glass Walkers characters should also realize that most Garou do not like being puppets for
their Past Lives simply at the whim of some darn city Urrah. They will usually try to get revenge at
some later date — to do so immediately is to insult the ancestor.

Family Debt II
Source: Glass Walkers Tribebook Revised.
This Gift has now been lost, due to overly cautious protection and careless management. Only
Sept leaders of the Central House were permitted to learn it, those who did learn it were placed
under intense scrutiny, and the greatest number of those who did belonged to the Wise Guys. At any
one time, maybe only five Glass Walkers on Earth ever knew it. All died in a short period of time
due to simple attrition and old age. The slow collapse of the house system and the quick collapse of
the Wise Guys have sealed its fate, as few spirits that know the Gift teach it to anyone not of the
(non-existent) house. However, it is included for those who wish to ignore the ‘official’ setting, are

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playing a game set before its disappearance, or to run a chronicle centered around its rediscovery.
The Gift allows the player to call upon the ancestor-spirits of other tribes, provided they owed the
Glass Walkers (or historical incarnations) a favor before their death. The Gift requires a Garou from
the same tribe as the Ancestor spirit being called to be present (the "guest"), and that Garou must
have the Ancestors background. The Gift is taught by any long-lived spirit, such as a turtle- or
elephant-spirit, and often a similar spirit is called upon to bear witness to any agreements made
between the Glass Walkers and the ancestor-spirit.
System: The Garou spends one Willpower point and rolls Gnosis. The difficulty is 10, minus
however many dots of Ancestors Background the guest possesses. If successful, the summoned
ancestor literally possesses his descendant, and can negotiate the terms of repaying the debt. The
Central House used to maintain extensive records of debts owed the tribe, employing vast amounts
of resources to research them from before the Wise Guys’ time, and using this Gift required a
committee vote to summon one of the debtors. While it was possible to use it without approval,
such misuse was strongly frowned upon. The player should be allowed to create the original debt
and debtor, though there should be a reason the character knows about the debt. This Gift also
opens up a negotiation of the debt, not a straight demand of service. If the favor requested is too
excessive, the Ancestor can refuse (Storyteller’s discretion). In addition, while this Gift can be used
with an unwilling guest, doing so is an excellent way to make an enemy.
MET: Spend a Willpower Trait and make a Static Gnosis Challenge (difficulty is 10 minus
levels of Ancestor Background possessed by the target’s descendant). If successful, the summoned
ancestor possesses his descendant to talk about repaying any debts. This Gift is solely for
negotiating debt, not for outright demanding of service. This Gift can be used on an unwilling
"debtor," but the rancor it incurs is generally not worth it. The Storyteller has final word on what
favors demanded are too excessive.

Fangs of Madness
Source: Hengeyokai: Shifters of the East.
As the Black Spiral Dancer Gift: Foaming Fury, although the Goblin Spider doesn’t drip with
foam; this is merely another form of toxic attack available to the Wyrm-ridden Kumo. This Gift is
taught by a Madness-spirit or a spider Bane.

Fan-Shadow Robe I
Source: Hengeyokai: Shifters of the East.
The Kitsune can alter her appearance. This Gift does not allow perfect, detailed control – the
Fox may not duplicate another’s appearance exactly, reproduce complicated patterns, garments (i.e.
uniforms) or equipment, for instance – and does not cloak the Dreamweaver’s actions. (Her arms
are where they appear to be, but the gun may seem to be a democracy leaflet…) Chimerlings and
illusion-related spirits (someone has to be in charge of heat haze) teach this Gift.
System: The player rolls Manipulation + Empathy vs. the target’s Willpower. There is no
limit on the number of beings affected. Obviously, however, the fewer witnesses, the smaller the
chance of one getting lucky and seeing through the disguise. Fan-Shadow-Robe (supposedly named
after the props Bai Mianxi first used to enhance the effect) lasts one scene.

Fan-Shadow-Robe II
Source: Players Guide to the Changing Breeds.
The Kitsune can change her appearance. This does not give perfect imagery; the Fox cannot
exactly duplicate someone else's appearance, reproduce complicated patterns, garments or
equipment (uniforms, etc.) and doesn't hide her actions. Chimerlings and illusion-spirits teach this
Gift.

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System: The player rolls Manipulation + Empathy versus the target's Willpower. There is no
limit on how many beings may be affected. However, the fewer the witnesses, the fewer chances for
one to see through the disguise. This lasts for one scene.

Farsight I
Source: Bastet Breed Book.
By concentrating on a reflective surface or summoning a spirit, the Bastet looks into distant
places. It helps if he’s been there before, but it isn’t essential. Once he finds what he’s looking for,
he may watch it for a while until, slowly, the Farsight fades.
System: Invoking this Gift requires a Gnosis point, a Perception + Occult roll, and time to
concentrate. The roll’s difficulty depends on the werecat’s knowledge of his target. Although
Farsight only spies on places, not people, anyone there can be observed as usual. The cat sees the
place as if from a bird’s-eye perspective – high enough to see everything nearby, but close enough
to discern objects. A Willpower roll (difficulty 6) allows him to “focus” on certain things. The Gift
lasts for one turn per success, and extends up to 30 miles distant.

Location Difficulty
Intimately familiar (home, girlfriend’s place) 6
Somewhat familiar (buddy’s house, vacation spot) 7
Visited occasionally (old elementary school) 8
Been there once 9
Only described or seen in photos 10

Farsight II
Source: Werewolf: Wild West – The Wild West Companion.
With the help of a reflective surface or a summoned spirit, the Bastet can scry distant places.
It’s easier if it’s a place he’s seen before, but not required. This Gift is taught by an Owl-spirit.
System: For a werecat to call upon this Gift, the player must spend a Gnosis point and have
time to concentrate. The player then makes a Perception + Occult roll (difficulty varies, see below).
If successful, the werecat gets a bird’s-eye view of the place in question – high enough to see
what’s going on. Farsight cannot be used to follow people, only to view distant places, though
anyone at a described location can be spied on as the cat wishes. The Bastet can focus on particular
things with a successful Willpower roll (difficulty 6). Farsight lasts for one turn per success and can
be used to view any place within 30 miles of the Bastet.

Location Difficulty
Intimately familiar (home territory, a mate’s lodge) 6
Somewhat familiar (a friend’s village) 7
Visited occasionally (the nearest Uktena caern) 8
Been there once (the nearest Wendigo caern) 9
Heard it described or saw it in a picture (nearest white man’s town) 10

Fast
Source: Rokea Breed Book.
Sharks can survive for long periods of time by living off their internal store of oil. Rokea can
use this ability on land, as well, to survive without food or water, by consuming their own Gnosis.
This Gift is taught by a shark-spirit.
System: The player spends one Gnosis point. The character need not eat or drink for one
week after activating the Gift. If the character wishes to fast for longer than a week, she must

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reactivate the Gift (which of course costs another point of Gnosis) before the first use of the Gift
ends. If she does not, the Gift will not function again until she has eaten.

Fast Track
Source: Uktena Tribebook.
This Gift strengthens the Garou’s stamina and allows her to travel much more quickly than
would be normally possible. Using the Gift allows the Garou to determine the path of least
resistance, so she can move from one place to another with great speed and less interference. While
not a replacement for a Moon Bridge, Fast Track lets the Garou continue traveling long past the
time she would normally become exhausted. She can effectively make a forced march that covers
three times the distance she would normally cover in the same amount of time and arrive no more
tired than usual. This Gift is taught by a Bear spirit.
System: The player must roll Stamina + Athletics (difficulty 7) and spend a point of Gnosis.
A single success allows the Garou to make a forced quick-march by trotting at a ground-covering
pace that does not exhaust her. This Gift is not meant to make the Garou a speed-demon, and cannot
be used to escape pursuit or pursue fleeing foes by running faster. It can be used for those purposes
if it is a matter of outlasting pursuers or pursued.

Fatal Flaw I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou can discern a target’s weaknesses, allowing him an advantage in combat. This Gift
is taught by a Stormcrow.
System: The Garou concentrates for one turn and rolls Perception + Empathy (difficulty of
the target’s Wits + Subterfuge). Success allows the Garou to do an extra die of damage against the
target. Extra successes allow him to discern additional vulnerabilities; five successes grant the
Garou knowledge of all the target’s flaws.

Fatal Flaw II
Source: Werewolf: the Apocalypse Revised.
The Shadow Lord can discern a target’s weakness, granting an advantage in combat. A
Stormcrow teaches this Gift.
System: The Shadow Lord must concentrate for one full turn. The player rolls Perception +
Empathy (difficulty of the target’s Wits + Subterfuge). Success grants the Garou an extra die of
damage during combat with that target. Additional successes grant knowledge of further
weaknesses (although no further damage bonus is gained). Five successes reveal all of the target’s
flaws.

Fathom Sight
Source: Rokea Breed Book.
The vast expanse of the ocean taxes even the sensory powers of the Rokea. With this Gift, a
Rokea can project all of her senses, not just sight, for great distances. This Gift works in any
direction, including straight up (meaning that it is possible to se and hear events above the surface).
Fathom Sight does not translate speech for the Rokea, however, so eavesdropping on a conversation
on board a boat deck does no good unless the Rokea understands whatever language the humans are
using. The spirit of any swift-moving fish teaches this Gift.
System: The player spends one Gnosis point and rolls Perception + Alertness (difficulty 7).
The Rokea can send her senses out for 1 mile per success in water, and 100’ per success on land

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(this difference is due to the far greater concentration of distractions on land). The Gift lasts for one
scene.

Favor of Ursa Minor


Source: Players Guide to the Changing Breeds.
As the Ragabash Gift: Luna's Blessing.

Fearless
Source: Werewolf: Wild West – The Wild West Companion.
Whatever odds she may face, the Stargazer maintains an aura of complete serenity. Whether
hanging from a rock face 300 feet in the air or staring into the very maw of the Abyss, the Garou
with this Gift knows no fear. A spirit of Fear teaches this Gift.
System: By spending a Willpower point, the player automatically passes any fear-related tests
for the entire scene. This Gift also negates the power of other Gifts cause fear, such as Cry of the
Killer, or Howl of the Banshee.

Fearless Unveiling I
Source: Gurahl Breed Book.
Similar to the Garou Homid Gift: Part the Veil, this Gift allows the Gurahl to show himself in
Crinos form to a specified human without invoking the Delirium. This makes it possible for a
Crinos Gurahl to render assistance to or otherwise act with normal humans without driving them
mad. In most cases, once the need for using the Gift passes, the Gurahl must perform the Rite of the
Ban to insure that the affected human does not remember what she has seen. This does not prevent
the human from experiencing the Delirium at a later date, if she sees a Crinos Gurahl (or any other
werecreature) without the benefit of this Gift.
System: The player spends a point of Gnosis and rolls Charisma + Empathy (difficulty 6).
The effect of the Gift lasts until the designated human leaves the presence of the Gurahl.

Fearless Unveiling II
Source: Players Guide to the Changing Breeds.
Similar to the Garou homid Gift: Part the Veil, this Gift enables the Gurahl to appear in
Crinos form before a human without invoking the Delirium, thus enabling the werebear to render
assistance without harming the individual. The Garou usually performs the Rite of the Ban on the
human afterwards.
System: The player spends a point of Gnosis and rolls Charisma + Empathy. The effect lasts
for one scene or until the human departs.

Feast of the Dead


Source: Ratkin Breed Book.
It’s said that some primitive tribes devour parts of their enemies to gain their strength. By
devouring the heart or brain of a victim, the Ratkin temporarily gains three of its Gifts randomly.
System: Kill it. Hack it open. Eat it. Randomly roll for three of the victim’s Gifts, and they’re
yours for the rest of the day (although they must be Level Three or less). This Gift offers no
protection against redundancy; you can gain a Gift you already know. In addition, this can’t be used
in conjunction with the Elegy Gift or the Rodens Gift: Devour the Dead; nor can the Gift be used
more than once on a given corpse, even if you do eat the brain and save the heart for your girlfriend.

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Feast Upon Snake’s Wisdom
Source: Frontier Secrets.
Unlike the Wyrm, Snake is both wise and helpful. The Uktena may call upon the spirit of
Snake to tell her one piece of nonmagical information. This may be where to find water in the
desert, how a lost pot can be found or whom a ceremonial rattle belongs to. Any single piece of
information (barring something that could only be known through reading someone else’s mind)
can he discovered by the Garou. The Gift cannot be used to identify someone who has committed a
crime (such as theft or murder); that would involve reading that person’s mind. It could, however,
be used to obtain circumstantial evidence, such as identifying the owner of a knife used in a murder.
Because Snake reveals her Gifts only to those who are both resourceful and respectful, a wise
Garou does not attempt to use her Gift more often than once a week. The Gift is taught by the spirit
of Snake.
System: The player rolls Perception + Enigmas with a difficulty based on the likelihood of
anyone else knowing the information sought. Well-known facts (the Cheyenne use the area as a
winter camp) might call for a difficulty of no more than 4, while particularly obscure knowledge
(exactly where within the painted desert does a particular prairie dog have its lair?) might have a
difficulty of 9 or 10. Most information will fall between a difficulty of 6 and 8. Those who abuse
this Gift too often should receive wildly incorrect answers, regardless of rolls.

Feed the Gods I


Source: Bastet Breed Book.
By reaching out with his hand, a powerful jaguar can rip the heart out of an enemy from a
distance, pull it to his palm, and consume it in a burst of fire. This Gift kills the target if it succeeds.
Only strong magic can rebuild the ashes of the heart or grow another one in its place.
System: The Balam’s player rolls Gnosis against difficulty 7, and spends two points of
Gnosis as well. The cat’s successes must double the target’s Stamina rating; any armor, magical
defenses or dots in Fortitude, Glamour, the Spirit Sphere, Avatar or innate countermagick subtract
one success for every dot of protection. Hence, this Gift isn’t a very effective method of sacrificing
supernatural beings. Against unarmored humans, however, it’s devastating. The victim keels over
and dies, as his heart flares into flame. It takes two turns to burn the heart into ash; by then, the
victim is irrevocably dead unless someone has the power to rebuild his heart from powder and
return the soul to its body. This Gift is totally useless against those already dead (but not undead –
vampires can still be destroyed this way).

Feed the Gods II


Source: Players Guide to the Changing Breeds.
By reaching out with her hand, the Balam can rip the heart out of an enemy from a distance,
pull it to his palm, and consume it in a burst of fire. This Gift kills the target if it succeeds.
System: The Balam rolls Gnosis (difficulty 7) and spends two Gnosis points. If the
werejaguar's successes amount to twice the target's dots in Stamina or more, the victim dies.
Supernatural defenses (vampiric fortitude, Gifts, etc.) subtract one success for every dot or level of
protection. Hence, this Gift isn't useful for killing supernatural foes, but it's devastating against
normal humans.

Feed the Pack


Source: Red Talons Tribebook Revised.
Useful during droughts and other times of want, this Gift allows the werewolf to “eat for the
pack.” Any food the Kucha Ekundu ingests feed not only him, but the rest of his pack as well. The
spirit of a hunting dog teaches this Gift.

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System: The player simply spends a Gnosis point before the character eats, and rolls Gnosis
(difficulty 6 for packmates, 7 for Kinfolk). For each success, whatever the character eats also
nourishes another being.
MET: Spend a Gnosis Trait and make a Gnosis Challenge. With success, whatever you eat
nourishes one other being.

Fenris’ Bite I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou’s teeth become terribly sharp, and jaw success increases to an incredible degree,
allowing the Garou to mangle limbs with a single bite or even chomp them clean off. This Gift is
taught by an avatar of Fenris.
System: The Garou spends one Rage point and rolls Strength + Medicine (difficulty of his
opponent’s Stamina + 3). The Garou’s next bite, if it hits, will crush and mangle one of the
opponent’s limbs, inflicting one automatic Health Level of damage in addition to the normal bite
damage. The target’s limb is rendered useless for the scene (or much longer in the case of humans
and other creatures without regenerative powers). If five or more successes are scored on the
Strength + Medicine roll, the limb completely severed.

Fenris’ Bite II
Source: Werewolf: the Apocalypse Revised.
The Garou’s already vicious bite increases in power terribly, to the point that the Garou can
mangle or even sever limbs with a single bite. An avatar of Fenris teaches this Gift.
System: The player spends one Rage point and rolls Strength + Medicine (difficulty of the
opponent’s Stamina + 3). The Garou’s next bite attack, if it hits, will mangle and disable one of the
target’s limbs, inflicting three automatic, unsoakable, aggravated health levels of damage in
addition to any damage already rolled. The limb is rendered useless until the target can regenerate
the damage, or permanently in the case of humans and other creatures who do not regenerate. If the
player achieves five or more successes on the Strength + Medicine roll, the limb is severed.

Feral Grin
Source: Players Guide to the Changing Breeds.
With a snarl or a harsh glare, the Ajaba makes his victim uneasy and forces him to back away,
intimidated.
System: By rolling Manipulation + Primal-Urge, the Ajaba adds one die to all subsequent
Social rolls for the remainder of the scene. If he rolls four or more successes, he adds two to his
rolls. This only works on one target at a time, and only for rolls meant to intimidate or coerce the
target in some fashion. The difficulty of the roll is the subject's Willpower, though it drops to 4 if
she is already inclined to fear the Ajaba.

Feral Lobotomy I
Source: Werewolf: the Apocalypse 2nd Edition.
With but a thought, the Garou can devolve an opponent’s mind to that of an animal,
effectively destroying his intelligence. This Gift is taught by a spirit servant of the Griffin totem.
System: The Garou spends Gnosis (see below) and rolls Wits + Empathy (difficulty of the
target’s Willpower + 3 (maximum 10). If successful, the Garou can permanently destroy a target’s
Intelligence Attribute. Two Gnosis points must be spent for each point of Intelligence destroyed,
and the Garou cannot destroy more points than he rolls successes. Additionally, the target begins
acting more animalistic with each point removed.

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Feral Lobotomy II
Source: Werewolf: the Apocalypse Revised.
With but a thought, the Garou can devolve an opponent’s mind to that of an animal,
effectively destroying his intelligence. A spirit servant of the Griffin totem teaches this Gift.
System: The player rolls Wits + Empathy (difficulty of the target’s Willpower + 3, maximum
10), and spends a variable number of Gnosis. If successful, the Garou can destroy a target’s
Intelligence Attribute permanently. Two Gnosis points must be spent for each point of Intelligence
destroyed, and the Garou cannot destroy more points than he rolls successes. Additionally, the
target begins acting more animalistic with each point removed.

Fertile Lands
Source: Frontier Secrets.
The werewolf employing this Gift calls on Gaia to make even the harshest, most barren soil
fertile. This Gift is taught by a Naturae in service to Gaia.
System: The player rolls Willpower (difficulty 7) and spends one Gnosis point per month to
ensure chat the land is capable of sustaining new crops. The Gift fertilizes one half-acre of land per
success on the Willpower roll. Once ten Gnosis points have been spent, the land is considered
permanently fertile, although overfarming or natural conditions may leach the fertility from the soil
as usual.

Fetish Doll I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may harm a victim from afar by mutilating a doll he constructs in the victim’s
image. He must have a part or article from the being against whom he plans to employ this Gift. He
must then construct a mannequin in the shape of the victim. This Gift is taught by a strange Umbral
spirit.
System: The Garou spends a week and rolls Perception + Repair (difficulty 8) to construct the
doll. To harm the victim, the Garou rolls Intelligence + Medicine (difficulty of the victim’s
Willpower). Each success inflicts one die of aggravated damage, up to a maximum of 10 — beyond
10, the doll is so mutilated that no further damage is possible. Each failure on the roll subtracts one
from the 10 possible dice and a botch destroys the doll without harming the victim.

Fetish Doll II
Source: Werewolf: the Apocalypse Revised.
Sympathetic magic is the oldest form of sorcery, and it is still effective. Although many
cultures find this sort of magic repellent, the Uktena believe that the ends well justify the means.
The Garou can harm his victim from afar using a specially created doll. He must have a piece of his
victim or an object belonging to him, and he must then construct the doll. An ancestor-spirit teaches
this Gift.
System: The doll takes one week to construct and enchant. The player rolls Perception +
Crafts (difficulty 8) to construct the doll. When the doll is complete, the player may roll Intelligence
+ Medicine (difficulty of the victim’s Willpower). Each success inflicts one level of aggravated
damage on the victim, which he may soak if he capable of doing so. The doll is only capable of
transferring 10 levels of damage. After 10 successes, the doll is too mutilated to be of further use. A
botched roll destroys the doll without inflicting any damage.

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Fetish Fetch
Source: Werewolf: Wild West – The Wild West Companion.
The Uktena need not carry her fetishes with her at all. She may draw them from a hidden
cache whenever she needs them, no matter the distance. A Packrat-spirit teaches this Gift.
System: The first part of the Gift involves creating the secret hiding spot for the fetishes. The
player spends one Gnosis and buries or covers her items. Once this ritual is complete, she needs to
spend a Gnosis point to summon any or all of her fetishes. The fetish appears in her hand as if from
thin air. Just one hiding spot can exist at anyone time, but the Uktena can create a new spot at any
time.

Fiddlefish I
Source: Gurahl Breed Book.
By invoking this Gift and scooping her hand (or paw) into a river, stream or other body of
water where fish may be found, a Gurahl can guarantee herself a nutritious dinner. Using this Gift
presents the Gurahl with a fish large enough to satisfy her hunger. If a Gurahl overuses this Gift
(particularly if she returns to the same spot over and over), Gaia’s disapproval the implied greed or
laziness manifests in a failure to procure a meal. While two or more Gurahl may each acquire a fish
from one spot through using this Gift, an individual Gurahl may not snare more than one fish
through the use of Fiddlefish unless she moves at least a half mile up or down stream from the
original casting place.
System: So long as she attempts to acquire a single fish, a Gurahl does not need to spend
Gnosis or make a roll for this Gift to succeed. If the Gurahl wishes more than one fish and makes
the effort to relocate to another spot, the player may roll Dexterity + Athletics to see if Gaia blesses
the Gurahl with additional fish. Success means that the Gurahl gains another large, tasty fish.
Failure results in no additional fish, while a botch means that Gaia is displeased with the Gurahl,
who must then make appropriate restitution before trying to use the Gift again. Until a Gurahl
atones for a botched attempt at invoking this Gift, future uses of Fiddlefish fail automatically.

Fiddlefish II
Source: Players Guide to the Changing Breeds.
Gurahl may acquire a fish that provides a nutritious meal by scooping her paw through a body
of water that contains fish. Overuse of the Gift causes it to fail. A Gurahl may not acquire more than
one fish per half mile of stream or lake through this Gift.
System: The Gurahl does not need to roll for a single fish. If she wishes to acquire more than
one, she must relocate to a new spot and roll Dexterity + Athletics. Success gives her another fish;
failure ends the Gift. A botch indicates Gaia's displeasure and the Gurahl must make restitution
before the Gift will work for her again.

Fiddlefish III
Source: Werewolf: Wild West – The Wild West Companion.
The Gurahl scoops her hand (or paw) through any stream, lake or sea to catch a hefty, healthy
fish. Using this Gift in the same place too often results in failure, due to Gaia’s anger at the
Gurahl’s gluttony.
System: The player does not need to make a roll, nor does he need to spend Gnosis so long as
he wants only one fish per day. Repeated use of the Gift requires a Dexterity + Athletics roll;
success gains the Gurahl one additional fish. Failure results in no fish, while a botch signifies Gaia’s
annoyance with the Gurahl (who must atone for his greediness before again using this Gift).

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Find Land
Source: Mokolé Breed Book.
By focusing his attention onto the balance of land and water, the Mokolé can locate the
nearest fixed land amidst the waters of swamp or sea. This Gift is taught by a Turtle-spirit.
System: The player makes a Perception + Survival roll, difficulty 6. One success indicates the
direction of the land. Three successes indicate the distance; five allow the Mokolé to tell whether
the land is dangerous or contaminated.

Find Sea
Source: Rokea Breed Book.
The Rokea with this Gift can always find the fastest route to the ocean, regardless of how far
inland she is. The fastest route might not be the most direct, of course, especially if the Rokea is in a
vehicle of some kind. Any bird-spirit can teach this Gift.
System: The player rolls Perception + Primal-Urge (difficulty 6). Success means the
character knows how far and in which direction the sea lies.

Find Water
Source: Mokolé Breed Book.
As the Gift: Find Land, saves that the Mokolé can find any water within twenty miles, and
likewise tells if the water is contaminated if he achieves enough successes. This gift is taught by a
Lizard-spirit.

Find the Child Within


Source: Rage across the Heavens.
With this Gift, a Garou can play upon an individual’s instinctive response to parental
authority or affection and convince that person to follow a command (“Don’t leave without me”) or
respond favorably to a suggestion (“Let me take you somewhere safe”) that they might otherwise
rebuff. The target of the Gift cannot already be engaged in battle with the Gift’s user or with
another opponent. The Garou can, however, use this Gift to forestall an impending battle or elude a
situation that might turn dangerous.
System: The player makes a resisted Charisma + Empathy roll against the target’s Willpower.
One success allows the character to make a simple suggestion to the victim; the suggestion must be
one that a young child would find reasonable. Additional successes either extend the duration of the
effect or else enable the character to convince her victim to do something he might not be otherwise
inclined to do – such as coercing a Get Ahroun to back down from a fight he would certainly lose.
Failure means that the suggestion has no effect, while a botch angers the victim and makes him
impervious to further attempts to use this Gift for 24 hours.

Find the Heart’s Flame


Source: Rage across the Heavens.
With this Gift the Garou can identify sources of energy or power, even when they are hidden
or unfamiliar. The Garou must concentrate to detect the pulsations of power that emanate from even
a dormant energy source. This becomes useful when traveling in some of the more alien reaches of
the Umbra where familiar objects take on strange appearances. This Gift also enables the Garou to
identify machinery such as generators or solar batteries regardless of their appearance or attempts to
conceal them. Spirits that serve as energy or power foci also register to the Garou’s senses when
this Gift is in effect.

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System: The player spends one point of Gnosis and rolls Perception + Alertness (difficulty 7).
A single success identifies power sources that lie within 50 feet of the Garou. Additional successes
allow the character to extend her range to locate distant sources. This Gift lasts for one scene.

Find the Portent


Source: Rage across the Heavens.
With this Gift, a Garou can call for and receive some omen or portent which can help her
determine her next course of action. The Garou must meditate for a few minutes in order to place
herself in a receptive state so that she can recognize the sign that comes to her.
System: No roll is necessary, but the player must spend a point of Gnosis. The Storyteller
then produces some sort of omen or portent to serve as a hint for the character about what lies in the
future. (“A black bird carrying something in its beak flies overhead, heading north.” “You feel a
sense of dread about entering this part of the forest.”

Find the Prize


Source: Bone Gnawers Tribebook.
The Garou employing this Gift closes her eyes and thinks about finding a thing of great value,
either a specific item or a general class of things. She then spends a Gnosis point and rolls
Perception + Enigmas (the difficulty depends on the rarity/uniqueness of the item being sought).
Each success on the roll gives one clue concerning the whereabouts of this item. The clue is decided
by the Storyteller and must be worked into the story: "Turning the corner, you see an ad for the
Hound Dog Café… perhaps the Elvis plate could be there?" Note that just because an item has been
located does not mean it can be easily gotten.

Find the Transgressor


Source: Shadow Lords Tribebook Revised.
With this potent Gift, the Judge calls upon the might of Gaia Herself to determine the exact
location of any one named individual that has violated the Litany in some fashion. Use of this Gift
is never a trivial undertaking, and those that abuse its power usually suffer dire consequences. An
avatar of Gaia Herself teaches this Gift.
System: The user spends two Gnosis and two Willpower, and then invokes the will of Gaia to
help him find a Garou who has violated the Litany in a particularly foul fashion. If Gaia would
agree with the Judge’s assessment of the situation (which is left entirely to the Storyteller’s
judgment), he learns the exact location of his quarry. No method of obfuscation, be it supernatural
or mundane, can keep the target hidden. The Gift does nothing to help the Judge reach the target,
and it does not work on Wyrm-creatures (who are shrouded by their patron).
If Gaia disagrees with the Judge’s opinion, or if the transgressor has violated the Litany in
only a trivial sense, the Judge instead suffers one aggravated level of damage per Rank of the
targeted Garou.
MET: Spend two Gnosis and two Willpower Traits, then invoke the will of Gaia to help you
find the violator of the Litany. If Gaia agrees with the decision (and that’s at the Storyteller’s
discretion), you learn the exact location of the target. Nothing can keep the target hidden, whether
it’s supernatural or mundane. You still have to physically hunt down your quarry; this won’t bring
you together. This Gift has no effect on Wyrm-creatures (the Wyrm takes care of them). Should the
violation be a trivial one, or if Gaia disagrees with the Judge, the Judge suffers one level of
aggravated damage per Rank of the targeted one. Obviously, Judges tend to be very sure of
themselves before they target high-ranking Garou.

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Find Water
Source: Ways of the Wolf.
This gift allows a Garou to locate any body of water within 20 miles. One or two successes
will indicate the general direction of the water. Three or four successes will indicate the distance,
and five successes will allow the Garou to determine if the water is contaminated in any way. The
Garou makes a Perception + Survival roll against a difficulty of 6 to use the gift.

Fire Immunity
Source: Players Guide to the Changing Breeds.
As the Ahroun Gift: Kiss of Helios.

Fire in the Belly


Source: Fianna Tribebook Revised.
Anger and inner turmoil does wonders for creativity. Some Fianna use this principle in new
and potentially dangerous ways, directing some of their inner Rage to fuel their creative urges.
While the work is more intense, it is also colored by the Rage, reflecting the redirected fury of the
Fianna’s soul. "Sublime" and "peaceful" are not words associated with works produced using this
Gift. On the other hand, forged weapons take on the new resonance quite readily, attracting War
and Rage spirits (-1 difficulty for Rite of the Fetish). Brigid herself teaches this Gift.
System: The player spends a point of Rage and makes a Willpower roll (difficulty 7). A
successful roll adds an automatic success to an appropriate Craft, Expression or Performance roll. A
botch will require an immediate Rage roll for frenzy. Only one roll per project is possible. Using
this Gift more than once a month is taxing and dangerous; each additional use during a span of a
month increases the difficulty by one.
MET: Spend a Rage Trait and make a Willpower Challenge. With success, the Garou gains
one retest for a Crafts, Expression or Performance test. Losing the challenge requires a test for
frenzy. This Gift may be only used once per month, and once per project.

Firebringer I
Source: Storyteller Handbook 1st Edition.
This amazing Gift allows a Ragabash - the tricksters of Garou society - to steal a power or
ability from another being and turn it into a Garou Gift, teachable to others.
System: The Ragabash must first be the victim of the power he wishes to steal (i.e., come
under vampiric Domination, be affected by a mage rote, etc.). If he survives, he can take what he
has learned and teach it to others. However, he cannot use the new power himself! In addition,
anytime thereafter the original power is used against him, it is at one difficulty less - he is
considered vulnerable to it.
Even Wyrm-tainted powers can be stolen (fomori powers, Black Spiral Gifts, etc.); the
Ragabash’s sacrifice is enough to cleanse them of their taint. In this way, the work of the Wyrm can
be directly turned against it.
The exact nature and system of the new Gift is entirely up to the Storyteller. It takes only
about an hour for the Ragabash to teach the Gift (as if he were a spirit). The Storyteller is free to use
powers given in any other Storytelling games as the bases for new Gifts, as long as the character is
willing to risk all to steal that knowledge. Ragabash willing to do something so selflessly for the
community are very rare; one that does should gain much Renown for her feat.

Firebringer II
Source: Book of Auspices.

240
This powerful Gift allows a Ragabash to pull the ultimate stunt, stealing a supernatural power
and turning it into a Gift. Moreover, the Gift can be taught to others, as if the New Moon was a
spirit teacher. The difficult part is that the Ragabash has to endure having the power used on her
first, but after that, she makes it her own to teach, but alas, not to use herself. A powerful spirit,
such as the avatar of a trickster Incarna, teaches this Gift.
System: Survival, smarts and sacrifice are key to acquiring this Gift, though no specific dice
rolls are needed. First, the Ragabash must suffer through the effects of the power (such as a
vampiric Discipline or a mage’s rote) being successfully used on her. Then, she can take her
experiences, work with the appropriate spirit and turn the power into a Gift she can teach to others.
The Ragabash cannot herself use the Gift, and moreover, she now has a vulnerability to its effects.
The next time she encounters another supernatural using the power, the enemy is at one difficulty
less to use it on the New Moon (the power more easily affects the Ragabash). Any supernatural
power can be co-opted in this way, including Wyrm-tainted powers. In this way, the werewolves
can turn the might of the Wyrm back on itself. Because of the sacrifice involved, the New Moon
usually gains considerable Renown for not only "stealing" the knowledge of the supernatural power,
but also teaching it to others. Storytellers should feel free to be creative and innovative in bringing
powers from other games (such as Vampire and Mage) into the Werewolf universe. The Storyteller
determines the level of any Gift gained in this manner, as appropriate.

Firebug
Source: Ratkin Breed Book.
By focusing anger and destructive emotions, the Twitcher can ignite flammable materials
within ten feet. You can’t hurl balls of abysmal flame, but you can torch things without carrying an
incriminating lighter or book of matches. This inferno can only engulf wood, paper or cloth; you’ll
need the Pyrotechnics Gift for anything less flammable. In addition, the Gift does not work on items
that are being worn or carried. This Gift is taught by a Wyldling spirit.
System: Spend one Rage and roll temporary Rage to ignite a fire. You just need one success.
This may seem trivial, but no human investigator will be able to deduce the cause of your act of
arson. The Gift is also instantaneous; imagine the efficacy of setting a building on fire right in the
middle of an epic fight scene.

Fireroar I
Source: Bastet Breed Book.
As the Level Three Khan Gift: Dragonroar.

Fireroar II
Source: Players Guide to the Changing Breeds.
Bellowing like a thunder-, the Simba vomits a ball of fire on his foes. This burning exhalation
continues to blaze until either it or its target is consumed.
System: This Gift costs one Gnosis point to activate; the Simba blasts out a fireball worth one
health level of damage for each point of the Simba's current Gnosis. A successful Dexterity + Brawl
roll puts the fireball where the lion wants it; extra successes do not add to damage. It burns anyone
within 10 feet of the blast unless he makes a Dexterity + Dodge roll (difficulty 8). If the target has
already acted this turn, the Fireroar inflicts its full damage. Next turn, it will burn for half that
damage igniting anything flammable in its range. On the third turn, the Gift's fire burns for one
additional health level, then dies. A fire begun by the Gift will burn like any normal blaze (see
Werewolf: the Apocalypse, p. 188).

241
Firewater Kiss
Source: Frontier Secrets.
This Gift allows the werewolf to induce a heady, euphoric feeling into another person’s mind.
This state of mind clouds judgment, impairs eyesight and reduces inhibitions, much like a heavy
drinking binge. In some cases this may make an opponent easier to handle, but used improperly it
can make a hostile situation even more dangerous.
System: The player must spend a Gnosis point and roll Manipulation + Medicine (difficulty
of the target’s Willpower). The number of successes indicates the strength and duration of the
effect. Every two successes add one to the target’s difficulties, up to a maximum of a 10 difficulty.
The effects range from light-headedness for a minute (two successes, +1 to all difficulties) to a
drunken stupor for an entire scene (six successes, +3 to all difficulties). The target can temporarily
shake off the effects for a round by spending a Willpower point. If the subject spends a number of
Willpower points greater than the number of successes tolled, the Gift’s effects are negated. This
power can’t be used more than once on the same target in the same day.

Firewater’s Quench
Source: Wendigo Tribebook Revised.
Myeengu’s Lodge is a part of the Sacred Hoop dedicated to sharing the lore of wolves with
the Wendigo tribe and their human Kinfolk and allies. Many homids and humans, out of poverty,
misfortune, or boredom, fall into dangerous and destructive habits, habits that wolves regard as
Man’s peculiar weakness – huffing gasoline, drinking too much liquor, becoming dependent upon
drugs that poison his body and mind. Wolves rarely fall into these traps, and they have aided many
within their camp with their lupine ways, helping them to drive the desire for these vile substances
out of their blood and their spirit. Myeengun, an ancestor-spirit who was born a human but became
a wolf, teach this Gift to his followers.
System: The player spends one Gnosis point and rolls Stamina + Primal-Urge. For each
success, no deliberately-ingested intoxicant works on the character for a single day.
MET: Intermediate Gift. By spending a Gnosis Trait, the Wendigo becomes immune to all
deliberately-ingested intoxicants for a number of days equal to his Willpower rating.

First Feeling
Source: Rokea Breed Book.
The ocean may be majestic and beautiful when humans se it from the shore, but when they
actually set foot in the water, most humans knows fear. The Brightwaters can turn that primeval
dread of drowning (or being swept away, or being eaten, etc.) to their advantage, causing an air
breather to run in fear from any body of water, even a puddle. A servant of Sea teaches this Gift.
System: The player spends one Rage point and rolls Charisma + Intimidation. The difficulty
varies based on how large a body of water the target can see (difficulty 4 for the ocean, 5 for a large
lake, 7 for a pond, 8 for a swimming pool, and 10 for a puddle). If the target cannot se a body of
water, this Gift has no effect. If the roll is successful, the target is overcome with fear and runs in
terror for the highest ground he can find. This terror lasts for one turn per success. First Feeling has
no effect on Rokea or any other creature that can naturally breathe water (including shapeshifters
who know Gifts that allow them to do so).

First Slash
Source: Players Guide to the Changing Breeds.
As the Ahroun Gift: Spirit of the Fray.

242
Fist of Cahlash I
Source: Bastet Breed Book.
By channeling in raw destructive power, an angry Bastet can destroy any material thing with a
snarl. Although the Gift isn’t terribly effective against living (or undead) creatures, its potency can
be avowed by a multitude of puzzled technicians and drivers in various rainforest-clearing projects.
System: The werecat’s player spends a Rage point and rolls her Rage against difficulty 6 (for
inanimate objects) or 8 (for living or undead beings). Each success either destroys 10 pounds (or 10
cubic feet) of matter, or inflicts one aggravated Health Level. The latter damage can only be soaked
by a Gnosis or Glamour roll (difficulty 6), Spirit or Prime countermagick, or vampire Fortitude.
Affected targets literally burst of fly apart. The Fist cannot affect spirit-matter of any kind; even
Materialized spirits or ghosts are immune. New attacks require new rolls and expenditures.

Fist of Cahlash II
Source: Players Guide to the Changing Breeds.
By channeling raw destructive power, an angry Bastet can destroy any material thing with a
snarl.
System: The player spends a Rage point and rolls Rage against difficulty 6 (for inanimate
objects) or 8 (for living or undead beings). Each success either destroys 10 points of matter, or
inflicts one aggravated health level. The latter damage can only be soaked by a Gnosis roll
(difficulty 6). Affected targets literally burst or fly apart. The Fist cannot affect spirits.

Fist of the Winds


Source: Werewolf: The Wild West.
As the Gift: Hand of the Earth Lords.

Fixit
Source: Rage across the Heavens.
The Garou can figure out what’s wrong with a device and make on-the-spot repairs which
allow the item to run or function for a short time.
System: The player rolls Intelligence + Repair (difficulty 7). One success allows the character
to repair the targeted item so that it functions for one turn. Two successes enable the item to work
for one scene while three successes or more indicates that the item has been permanently repaired,
burring excessive use or subsequent damage. Failure means the character cannot repair the item,
while a botch renders the device unable to be repaired by anyone – ever.

Flame of the Sun Dance


Source: Werewolf: The Wild West.
The Garou may summon from any fire source, however small, a spirit of flame to perform a
single task. The spirit can ignite flammable objects or blast an enemy with a great explosion as it
departs the material world. This Gift is taught by a fire elemental.
System: The player spends a Gnosis point and rolls Manipulation + Occult (difficulty 8). The
spirit’s fiery explosion inflicts three dice of aggravated damage. A botch on the summoning roll
calls a hostile spirit, which may turn on its summoner.

Flames of Hestia I
Source: Black Furies Tribebook.

243
By spending one Gnosis point and making a Gnosis roll against difficulty 8, the Fury
produces white flames around her hands. These flames purify whatever they touch; cleansing
tainted food or water. They will also reduce damage inflicted by radiation, poison, or disease by one
level per success. The flames do one level per success in aggravated damage to Banes and fomori if
the Fury scores a successful hit while invoking the Gift during hand-to-hand combat.

Flames of Hestia II
Source: Black Furies Tribebook Revised.
The Black Furies revere the holy Wyld places of the world; part of the tribe’s set of tools is
the Flames of Hestia Gift, which enables a Black Fury to purify a person, spirit, or object with
searing white-hot spiritual flame. The fire coruscates around the Fury’s hands, enabling her to apply
the Gift to anything she can touch. This Gift is taught by an avatar of Hestia the teacher.
System: Spend one Gnosis and roll Gnosis with a difficulty of 8. Success enables the Fury to
cleanse tainted food or water, or heal damage caused by radiation, poison, or disease at one Health
Level per success. The Flames of Hestia last for just one turn; however, a Fury can activate the Gift
and strike at a foe in the same turn. Flames of Hestia do one level of unsoakable aggravated damage
per success on the Gift roll, if used against a Bane or fomor in hand-to-hand combat.
MET: Expend one Gnosis Trait and make a static Gnosis challenge, difficulty of eight Traits.
You may touch an object and cleanse it of any taint of disease, poison or radiation. If you use the
Flames of Hestia on a creature, this cures one health level of damage lost to such taint, and may
(Storyteller’s discretion) purge the taint from the subject’s system. Used in combat, you can strike
with your fire-wreathed hands (subject to normal unarmed combat rules) and inflict an extra level of
aggravated damage that cannot be reduced by any means.

Flames of Hestia III


Source: Werewolf Dark Ages.
This Gift mixes the Furies’ capacity to heal and harm at the same time. The Fury may
summon a corona of white flame to surround her hands, flame which purifies anything it touches.
The Fury may cleanse tainted food or water in this manner, cure the ravages of disease or poison, or
even damage Wyrm-tainted creatures with the purity of the flame. This Gift is taught by a spirit
servant of Hestia, an Incarna of purity and healing.
System: The player spends a Gnosis point and rolls Gnosis, difficulty 8. Each success allows
the Fury to remove any taint from enough food to fill a trencher, or a barrel’s worth of water.
Alternately, each success heals one health level of damage inflicted by disease or poison. Finally, if
a Fury invokes this Gift in combat, the flames do one health level of aggravated damage per success
to any Bane or fomor they contact.

Flames of Hestia IV
Source: Dark Ages: Werewolf.
This Gift mixes the Furies’ capacity to heal and harm. A Fury summons a corona of white
flame to surround her hands. The flame purifies everything that the Fury touches. She may cleanse
tainted food, purify contaminated water or cure the ravages of disease or poison. Her flaming hands
also cause damage to Wyrm-tainted creatures. A spirit servant of Hestia (an Incarna of purity and
healing) teaches this gift.
System: The player spends a Gnosis point and rolls Gnosis (difficulty 7). Each success allows
the Fury to remove any taint from a barrel’s worth of water or enough food to fill a trencher.
Alternatively, each success heals one health level of damage inflicted by disease or poison (as well
as cure either one). Finally, if a Black Fury touches a Bane, fomor or other Wyrm-tainted creature
while this Gift is active, the flames cause one health level of aggravated damage per success.

244
Flame of the Wind Rider
Source: Rage across the Heavens.
This Gift makes the Garou harder to damage by engulfing her in a ghostly blue-white flame.
In addition to serving as a form of armor, the flame also offers protection from cold, including the
intense cold of the far reaches of the Aetherial Realm and the freezing damage inflicted by certain
creatures of the Wyrm.
System: The player spends a point of Gnosis and rolls Stamina + Occult (difficulty 7). Each
success lowers the difficulty for soaking damage from cold by one. In addition, the Garou gains two
dice to add to all soak rolls; these dice can even be used to soak silver. The effects last for one
scene.

Fleet Footed
Source: Dark Ages: Werewolf.
Silent Striders have a habit of getting into unpleasant situations, and in recent decades, these
situations often involve arrows. With this Gift, a Strider moves so quickly that he can dodge arrows
or other fast-moving projectiles. Air elementals teach this Gift.
System: The player spends one Rage point and rolls Dexterity + Dodge (difficulty 6). Each
success grants the Strider the ability to automatically dodge one incoming projectile. This Gift
cannot be used against hand-to-hand attacks.

Flight of the Raven


Source: Werewolf: The Wild West.
As the Gift: Spirit of the Bird.

Flight of the Swift


Source: Corax Breed Book
Ravens aren’t the fastest fliers out there. They admit this, and don’t have a problem with it
under most circumstances. However, on those rare occasions when a Corax finds himself chased by
something both airborne, faster and nastier than he is, the Corax gets a little envious of his faster,
smaller cousins.
That’s where Flight of the Swift comes in. In essence, it’s a set of afterburners that a Corax
can hide under her feathers, giving her the wherewithal for an extremely speedy escape. A Swift-
spirit teaches this Gift.
System: All this Gift does is allowing a Corax to double his rate of speed. Corax normally fly
at up to 35 mph, so a Corax calling upon Flight of the Swift can reach up to 70 mph. Using Flight of
the Swift requires the sacrifice of a point of Rage and a Dexterity + Flying roll (difficulty 5).
Multiple successes can allow a Corax to go even faster than he is supposed to go by the Gift’s
parameters.

Flow of Aura I
Source: Hengeyokai: Shifters of the East.
The Kitsune has a fell for “personality of place” and the psychic impressions left on an area
by strong emotion. Walking across a field, she might sense a century-old battle. In a house, every
room might hold a different scene of births, deaths, sickness, argument, grief, joy or thanks-giving.
This Gift is taught by Wood- and Stone-spirits.

245
System: The player rolls perception + Empathy (difficulty 7). With one success, the shinju
has a vague idea of past events (this house is drenched with death), with three, more detail emerges
(this house was the site of a massacre about two centuries ago; a betrayal was involved) with five or
better, she senses the precise emotional texture and depth (this house was the site of a massacre two
centuries ago, a trusted servant let the soldiers in the house, two lovers died right where I’m
standing, a baby cried over there among the bodies for half an hour before the killers got to him…).

Flow of Aura II
Source: Players Guide to the Changing Breeds.
The Kitsune gains a perception for the feel of a place, its general bent and any psychic residue
left on an area by strong emotion. Births, deaths, sicknesses, joys and other such emotions may be
sensed. The Gift is taught by wood and stone-spirits.
System: The player rolls Perception + Empathy (difficulty 7). One success gives a vague
notion of past events (a death occurred here). With three successes, there is more detail (a betrayal
led to a massacre here), while with five or better, the exact emotional texture and intensity (a
century past a lover betrayed his intended bride to a group of foreign mercenaries to save his own
life).

Fluid Grace
Source: Players Guide to the Changing Breeds.
As the lupus Gift: Catfeet.

Flurry of Arrows
Source: Black Furies Tribebook Revised.
The bow of Artemis slew many monsters of both human and Black Fury myth; the incarnation
of Luna as maiden huntress was a swift and accurate shot with the bow. Appropriately, Luna has
taught her children how to nock and release arrows more rapidly than a human might follow. This
Gift is taught by a Lune.
System: Spend a point of Rage; for the remainder of the scene, the character receives a free
shot per turn from a bow (though not a crossbow) at no dice pool penalty. Thus, the character could
simply take two bow shots, each at no penalty, or she might take three shots, and suffer a -2 on the
first shot, -3 on the second, and no penalty on the shot granted by Flurry of Arrows.
MET: Expend one Rage Trait. While using a bow, you gain one extra arrow shot per turn, in
addition to any other actions you may take. This is not cumulative; you cannot use multiple Flurry
of Arrows Gifts to gain several extra shots per turn. Flurry of Arrows, once invoked, lasts for the
remainder of the scene/hour.

Fly Feet
Source: Players Guide 2nd Edition (1st Edition).
Like an insect, the Garou can now cling to vertical surfaces. She can walk along walls or hang
from a ceiling. The adhesive grip of the Garou can even assist her when catching falling objects or
seizing handholds when she is falling. A fly-spirit, naturally, teaches this Gift.
System: The Garou can automatically activate this Gift with a Dexterity + Athletics rolls. The
difficulty depends on the surface. For instance, wood or stone is difficulty 5; glass or ice is
difficulty 9. Moving along the ceiling increases the difficulty by 1. The Storyteller should halve all
movement rates unless the player rolls five or more successes.

246
Foaming Fury I
Source: Book of the Wyrm 1st Edition.
The Garou’s mouth bubbles with a greenish fluid. Anyone bitten must roll Stamina + 4
(difficulty 8) or fly into a rabid frenzy.

Foaming Fury II
Source: Werewolf: the Apocalypse Revised.
The Dancer’s mouth bubbles and foams with a noxious, greenish fluid. His eyes widen and
roll in their sockets, showing the whites. The Dancer yips, barks and howls madly (and
uncontrollably) as if in the grip of a rabid madness — a contagious one.
System: The player of anyone bitten by a Dancer using this Gift must succeed in a Stamina
roll (difficulty 8, 6 if the Garou has Resist Toxin), lest the character fly into a rabid frenzy. (In
effect, the character enters the Thrall of the Wyrm — see p. 191.)

Foe of the Wyrm


Source: Werewolf: The Wild West.
As the Gift: Wrath of Gaia.

Foetracker
Source: Rage across the Heavens.
By using this Gift, the Garou can follow her quarry without risking losing the trail. The scent
of the target becomes so powerful to the Garou that she can follow it even under conditions that
might otherwise obscure the trail. Even if the victim crosses water, lays down a false trail or
attempts to mask his scent with some other odor, the Garou unerringly follows her prey. However,
the Gift’s effects become fainter with time and distance.
System: The player spends a point of Gnosis and rolls Perception + Primal Urge. Each
success allows the character to track her target unerringly for one scene up to a maximum of five
scenes, after which the effects of the Gift end and the trail becomes too faint to follow. No success
means that the Gift fails to take effect, while a botch sends the character in a false direction.

Fog
Source: Players Guide 2nd Edition.
As the Black Fury Gift: Curse of Aeolus. The Warpath camp acquired a Gift similar to the
Black Furies’ to cover their ecoterrorist activities. They learn this Gift from the Rain-spirits.

Fog of War
Source: Fianna Tribebook Revised.
No mattered how disciplined the army and ordered the plan, a battlefield is chaos. Smoke,
noise, hidden enemies and fear can all lead to disorganization. Even in the modern age, mistaken
identity leads to "friendly fire" casualties This Gift exacerbates this problem to often devastating
effect. A commander might not see advancing foes, or see foes that aren’t there; a team may fire
upon allies, or mistake a command to "advance" for a call to "retreat." This Gift is taught by a
raven- or other trickster-spirit.
System: The Garou sings, howls or plays an eerie song (bagpipes are popular), spends a
Gnosis point and rolls Manipulation + Performance (difficulty 8). If successful, foes in hearing
range must make a standard Perception roll every round to be fully aware of what’s happening
around them. They lose one success on this roll for every success rolled by the player, if the end

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result is negative successes; it counts as a botch. Zero successes on perception indicate confusion,
while on a botch the character critically misinterprets what she sees. The Gift lasts as long as the
song or howl continues, but the singer must concentrate on the song (and thus cannot engage in
combat or other strenuous activity).
MET: The Garou performs her song, spends a Gnosis Trait; and makes a Social Challenge
(retest with Performance). With success, all foes in hearing range must make a Mental Challenge at
the beginning of every turn (at Storyteller discretion, this may be performed as a mob challenge for
ease in marshalling). On a win, the foe is unaffected; on a tie, the foe suffers a three-Trait penalty
on any perception or visually related challenge; on a loss, the foe loses on all ties during the turn
due to the increased difficulty of sight.

Fog on the Moon


Source: Dark Ages: Werewolf.
This Gift transforms the Fianna into a ghostly outline of himself, allowing him to pass
through anything except silver as though he were immaterial. He may communicate and strike
opponents normally. He cannot be harmed by anything except silver. All incoming attacks pass
through him. A fog-spirit teaches this Gift.
System: The player spends one Willpower point and rolls Gnosis (difficulty 6) to instantly
transform the Garou into a ghostly form. Each success allows the Garou to stay in that form for one
turn, though the Garou may change back at will.

Fooling the Tiger


Source: Hengeyokai: Shifters of the East.
As the Theurge Gift: Ultimate Argument of Logic.

Fool’s Gold
Source: Frontier Secrets.
The Garou makes relatively worthless objects (beads, cheap metal, cod liver oil) or items of
inferior craftsmanship (blankets, rifles) appear to be highly valuable and desirable. This doesn’t
cause a blind lust in others to possess the objects, but does make them extremely predisposed
toward whatever deal is offered in trade. This is taught by a Magpie-spirit.
System: The player must make a Wits + Subterfuge roll (difficulty 7). The Gift affects all
targets present, although individuals may make Willpower rolls (difficulty 8) to resist its effects.
Alternately, particularly savvy characters may roll Perception + Subterfuge (difficulty 7) to pierce
the deception. The number of successes determines the Gift’s duration; one success only lasts a
couple turns, three lasts the entire scene, while five makes the effect permanent.

Fool’s Luck I
Source: Players Guide 1st Edition.
This Gift allows the Garou to negate botches. For each scene, the Garou spends one Gnosis
point and makes a Gnosis roll (difficulty 9); each success allows the character to negate one botch.
The character can choose when to use this throughout the scene. Fool’s Luck only works in
situations involving trickery, coercion, stealth, etc. It does not apply to combat, tracking, or any
other active skill.

Fool’s Luck II
Source: Mokolé Breed Book.

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The Shining, being owed favors by many spirits of fortune, becomes largely immune to ill
luck in all its forms. This Gift is taught by a Trickster-spirit.
System: The player spends one Gnosis and rolls Gnosis, difficulty 8. Each success allows the
character to convert one botched roll into a simple failure; the player may choose when to invoke
this special favor, but the effects last only for one scene.

Fool's Luck III


Source: Players Guide to the Changing Breeds.
This Gift grants a temporary immunity to "bad luck."
System: The player spends one Gnosis, and rolls Gnosis (difficulty 8). For the rest of the
scene, each success allows the creature to convert a botched roll into a failed roll.

Fool’s Medicine
Source: Werewolf: Wild West – The Wild West Companion.
Bigotry may be commonplace in the West, but that doesn’t mean Gaia’s Children have to like
it. Tribe members use this Gift to teach a harsh lesson to people blinded by hatred. It lets the user
make general alterations to a person’s skin tone and facial features. The person remains
recognizable in many respects but suddenly has a cocoa complexion, say, instead of a ruddy one, or
“Oriental eyes” instead of “round eyes”. Loved ones can usually discern the target’s identity,
however, which is an aspect of the Gift that troubles many bigots more than the alteration itself.
Basically, the target changes to resemble a member of the ethnic group he despises most.
System: The user spends a Gnosis point to activate the Gift and rolls Perception + Empathy
(difficulty 7). The number of successes equals the duration, in days, of the Gift. The user must
touch the target for Fool’s Medicine to take effect, which it does the next time the target sleeps.

Fool’s Silver
Source: Werewolf: Wild West – The Wild West Companion.
The Silver Fang can trick a victim into thinking an ordinary item is made of silver. Whereas
greedy humans flock to the illusion, Garou are usually wary and back away from it. A Lune teaches
this Gift.
System: The Silver Fang concentrates for one turn to make the Gift active. The selected item
gleams with a silvery sheen. Garou who hold the item feel the sting of normal silver for about 10
seconds, after which the illusory “pain” vanishes.

Force Balance
Source: Nagah Breed Book.
Use of this powerful Gift brings the members of the Triat into harmonious balance in a place.
This Gift summons powerful spirits representing the healthiest aspects of the Triat whom then work
in unison to place the site crack into balance. Note that balance does not indicate estate of affairs
that people, shapeshifters or even the user of the Gift will necessarily prefer – it simply means that
the Triat is in healthy balance in a place. Usually, this means that whoever had control of the place
prior to this Gift being used will be very angry as years (if not decades) of proprietary work are
undone.
System: The player spends three Gnosis points and rolls Intelligence + Enigmas against a
difficulty of the Gauntlet or (12-Gauntlet), whichever is higher. Wyrm, Weaver and Wyld spirits
converge to put the place into balance. The number of successes determines the speed of the
transformation as well how strong the “gyroscope” effect is in preventing the place from becoming
unbalanced again. This Gift can be used no more than once a week.

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Successes Effect
1 The process begins and is somewhat weak. Complete balance of the site will take
nearly six months, and mundane forces that try to stop the balance could do so.
Returning the site to an unbalanced condition will not require much effort.
2 The effects of the Gift proceed far faster than they would otherwise. Balance returns to
the site within three months. Gafflings don’t have the power to stop or reverse the
process, although Jagglings or greater spirits could do so.
3 The site effectively has a new spirit. The place is imbued with a sense of balance that
would require the attention of several strong Jagglings, shapeshifters or similarly
powerful creatures to undo. Under mundane conditions, the place will remain balanced
for at least ten years.
4 Change wreaks havoc on the place for a week, at the end of which the place is
balanced. Powerful outside influence (an Incarna avatar, a horde of Jagglings, the
efforts of shapeshifter elders) can still prevent the process, but otherwise, the place
attains balance and will remain in balance for at least fifty years.
5 Everything old is new again, and it takes less than twenty-four hours. Any creature
(including random spirits not part of the balancing effort) caught in the unfolding storm
of order takes one health level of aggravated damage every hour as the primordial
forces at work try to use her as raw materials for the new harmonious state. Only
creatures of Incarna or similar level can actually stop the process of restoring the
balance, and without actual interference, the site remains balance for at least one
hundred years.
6 It’s like watching time-lapse photography. In the space of ten minutes, the site
transforms from a nightmare into a balanced and sustainable system. Any creature
caught in the transformation storm takes five levels of aggravated damage every turn as
the balancing process incorporates him into the new system. Only the direct
intervention of an Incarna or the like can stop the Gift’s effects before completion.
Under mundane condition, the site would require a thousand years for it to slip again so
far out of balance.

Forest Lord
Source: Players Guide to the Changing Breeds.
As the lupus Gift: Beast Life.

Forgetfulness
Source: Players Guide to the Changing Breeds.
Kitsune using this Gift can erase information or memories of a specific event from the target's
mind. This is sometimes the only way that the Foxes, who do not invoke the Delirium, can keep
their secrets. It is taught by fog or mist-spirits.
System: The player spends one Gnosis and one Willpower point, then rolls Manipulation +
Subterfuge (difficulty 6). The target may resist with a Willpower roll with a difficulty level equal to
the Kitsune's number of tails + 3.

Forked Tongue
Source: Players Guide to the Changing Breeds.
As the Ragabash Gift: Obscure the Truth.

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Form of Akhlut
Source: Players Guide to the Garou.
Inuit myth tells of Akhlut, a killer whale that turned into a wolf to walk on land. The legends
are almost right, of course. This Gift allows a Red Talon to take on an aquatic form such as a fish,
dolphin or whale. It is believed by some that this Gift is how the Red Talons spread from their
original lands to other continents. The Gift is taught by the spirit of an appropriate pelagic animal,
although Red Talons respect the orca most of all.
System: Two Gnosis points are required to activate this Gift, and then the player rolls
Stamina + Primal-Urge, difficulty 8. Each success allows the Red Talon to become a more powerful
aquatic denizen. One success might allow the Red Talon to become a goldfish, three a dolphin, five
the genuine killer whale of legend.

Form of Sea
Source: Rokea Breed Book.
The betweener can change her body into liquid, and flow through pipes, under doors, or into
any other space that will admit water. She may retain cohesion in this form, and "walk" as a
humanoid shape made of water. She can even drown an opponent by forcing herself down his
throat. A freshwater-spirit teaches this Gift.
System: The player spends two Gnosis points. The character can stay in liquid form for one
hour for each dot of permanent Gnosis she possesses. The Rokea’s liquid body will not evaporate,
nor will it freeze unless the temperature drops to Arctic levels. If the character’s body is split into
two or more parts, she cannot assume solid form until the parts are combined. The character cannot
bite or claw, but can drown air breathing opponents by making a successful grapple attack and
holding the opponent until he runs out of breath. If the liquid body is immersed in salt water, the
Gift is immediately cancelled.

Forms of Cernunnos
Source: Fianna Tribebook Revised.
Celtic legends abound with heroes transforming into animals, whether to escape, to hunt, or to
spy. Cernunnos the Horned God was the master of animals; with this Gift the Garou is able to
master the form of any animal. A Wyld spirit or a faerie spirit teaches this Gift.
System: As per the Ragabash Gift: The Thousand Forms, with the limitation that mythical
beasts are not possible forms, but with the addition that another willing person can be changed at
the cost of two Gnosis and +1 difficulty. Said person cannot change back without the assistance of
someone who knows this Gift.
MET: As per the Ragabash Gift: The Thousand Forms. Mythical creatures are not options for
this version of the Gift. The Fianna can change another willing participant for two Gnosis Traits and
an additional Trait to the difficulty. The second participant requires the assistance of someone who
knows the Gift to change back. Someone who knows The Thousand Forms may be able to assist for
an additional Trait of difficulty.

Fortuna
Source: Bastet Breed Book.
Cats love their friends, and they’re famous for their luck. This Gift allows them to share some
of that good fortune with others, or even to use a bit of it themselves.
System: For every point of Gnosis spent, the Bastet (or her friend) can call for one re-roll of
the dice. If she spends three Gnosis, she may re-roll the dice three times. Only one re-roll is allowed
per task, and only if the first roll was a failure or a botch. This Gift may only be used once per
scene, but it lasts until all re-rolling has occurred. This luck works for whomever the werecat cares

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to give it to. Only one person can receive this Fortuna – it can’t be given to a number of people
before an adventure begins.

Fossilize
Source: Mokolé Breed Book.
This Gift allows the Mokolé to consign an enemy to memory – by fossilizing him for the
edification of further generations. Paleontologists, needless to say, would probably be baffled by the
results. A Death-spirit teaches this Gift.
System: The Mokolé points a bone at an enemy; the player rolls Gnosis, resisted by the
enemy’s Willpower. For each success, one health level of unsoakable aggravated damage cripples
the target. If the target dies from the effects, he becomes petrified fossil instantly.

Freyja’s Blessing
Source: Bastet Breed Book.
The old Norse goddess of fertility and love traveled in a chariot drawn by cats. Now she
remembers the service by gifting certain cat-folk with a profound fertility, which they may bestow
upon others if they wish. Although the Gift doesn’t insure that a given mating will sire a Bastet
kitten, many within the Folk claim that without the Blessing, their kind might be virtually extinct.
System: By rolling Gnosis (difficulty 7) and calling upon Freyja, Gaia or Nala, the Bastet
summons a Fertility-spirit into herself. By laying her hands on another’s belly, the werecat may
pass the spirit into someone else who wants a child. A male may use the Gift at +1 difficulty to sire
some offspring with his next mating. If the roll succeeds, a child of some kind will result. Whether
that child carries the werecat gene depends on Nala’s (and the Storyteller’s) whim.

Friend In Need I
Source: Werewolf: the Apocalypse Revised.
It takes a lot for a pack to accept a Bone Gnawer as an equal, but once they do, the Bone
Gnawer’s loyalty is unshakable. This Gift allows a Bone Gnawer to risk all, even his own life, to
aid a packmate or tribemate. A dog-spirit teaches this Gift.
System: When a packmate or fellow Bone Gnawer is in danger, the Bone Gnawer may "lend"
him what he needs, be it a Gift the Bone Gnawer knows, his Rage, his Willpower, or even his own
life (in the form of health levels). The Bone Gnawer cannot lend a Gift of a higher rank than the
recipient could know, nor can he lend Abilities or Attributes. The player must spend one Willpower
point and roll 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.

Friend in Need II
Source: Dark Ages: Werewolf.
The Bone Gnawers believe in solidarity. Among tribe and pack, a Bone Gnawer would sooner
die than see a friend be hurt. This Gift allows the Garou to express that loyalty in the strongest
possible terms, lending his strength and very life to a packmate or a fellow Bone Gnawer. A dog-
spirit teaches this Gift.
System: The character may lend a packmate or another Bone Gnawer aid in the form of Rage,
Willpower, health levels or any Gift that the character knows. She cannot lend a Gift of higher rank
than the target could know, nor can she lend Attributes or Abilities. The player spends one
Willpower point and rolls Willpower (difficulty 7). The transfer lasts for one scene unless the

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recipient (or the Bone Gnawer) decides to terminate it early. If the recipient dies before the traits are
returned, they are permanently lost.

Frozen Form
Source: Guardians of the Caern.
Homids and lupus have no idea what it’s like to grow up as a metis, never changing from
Crinos form for years upon years. This Gift, taught by any aerial spirit, lets a metis gives others a
taste of what spending extended time in Crinos is really like.
System: Spend a Willpower point and roll Stamina + Primal Urge, difficulty 6. For each
success, the target must spend one full day in Crinos, consecutively if more than one success is
rolled. This Gift works only on other Garou, including Black Spiral Dancers.

Full Moon Cleansing I


Source: Silver Fangs Tribebook.
This Gift allows the Garou to shake off Harano by overpowering it with Rage. (The Gift does
not dispel Derangements.) Many Silver Fang Ahroun learn this Gift, regardless of lodge. Blood-
warrior spirits teach this Gift. To learn it, the Garou must kill the spirit in ritual combat and then
burn it in an Umbral fire, and smearing herself with the ashes.
System: The player must spend one point of Rage and make a Rage roll (difficulty 7) for the
character to activate this Gift. The Gift’s effects last for one scene.

Full Moon Cleansing II


Source: Silver Fangs Tribebook Revised.
This Gift allows a Garou to turn her own Rage against her Harano, thereby defeating it like
any other enemy. The werewolf learns this Gift in ritual combat with a blood-warrior spirit, who
must be defeated and burnt in an Umbral fire. The Garou then marks himself with the glyph for her
own auspice and the Ahroun glyph. Thus, she learns how the anger of the Full Moon may be made
part of herself.
System: The player must spend one point of Rage and make a Rage roll (difficulty 7,
difficulty 6 for Ahroun) to activate the Gift. The character may then ignore the effects of Harano for
one scene per success rolled.
MET: Basic Gift. By spending a Rage Trait and making a Rage test against a difficulty equal
to the number of scenes spent in her most recent bout of Harano (maximum eleven), the Garou may
ignore Harano for a number of scenes or hours, whichever is longer, equal to her permanent Rage
rating. If the Garou employing this Gift is an Ahroun, she wins all ties on this test, regardless of
whether or not her Rage rating exceeds the difficulty number assigned.

Full Moon’s Light


Source: Dark Ages: Werewolf.
The full moon is Luna’s warrior phase, when she assumes the visage of Diana the Huntress,
and searches out her enemies. The Ahroun can call upon her determination in finding her foes,
illuminating any who oppose her. Lunes teach this Gift.
System: The player spends one Gnosis point. For the remainder of the scene, anyone who is
actively working against the Ahroun or her pack emits a soft glow, as though illuminated by
moonlight. This Gift can be used to confound powers such as Obfuscate or magic designed to hide
the caster, but only if the target is actively attempting to harm, compete with, or otherwise foil the
Ahroun or her pack.

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Full Moon’s Wrath
Source: Silver Fangs Tribebook Revised.
Sometimes Luna’s wrath waxes so great that her enemies fall before her chosen like corn
before a scythe. This Gift allows a hard-pressed werewolf to summon war-spirits to her aid, striking
at her enemies and giving her respite. Their power teaches the werewolf and her allies, not to
mention her enemies, the wisdom and strength of the Full Moon. The werewolf must find and
defeat nine of Falcon’s brood of Jagglings in succession on a night of the full moon to learn this
Gift. At the end of the night, an Avatar of Luna appears and binds the defeated spirits to the Fang’s
service ever more. However, she demands that the Garou be at her disposal on nights of the full
moon in exchange.
System: To activate the Gift the player spends a point of Rage and Gnosis and then rolls
Gnosis (difficulty 7, 5 for Ahroun). One of the defeated bird-spirits appears and attacks the enemies
of the werewolf for each success rolled. The spirits remain part of the fray until they are defeated,
the werewolf dies or the battle ends, at which point they depart into the Umbra once more.
MET: Advanced Gift. With the expenditure of a Rage Trait and a Gnosis Trait, the Garou
may make a number of Simple Tests equal to her Gnosis rating (Leadership retest); for each
successful test, a Jaggling spirit of Falcon appears and attacks one of the character’s enemies until it
is defeated, the werewolf dies or the battle ends. Should an Ahroun use this Gift, a Jaggling is
summoned on a win or a tie of any of the Simple Tests. Needless to say, the Spirit Keeper should be
alerted to this Gift’s use, and it is a good idea to have cards with the statistics of these spirits ready
for when this Gift is used. Note that the Garou must be in dire need for this Gift to work, which
usually translates to fighting against overwhelming odds, obviously superior opponents and/or when
sorely wounded; attempting to use this Gift for lesser circumstances will fail automatically, and
may even incur a Renown penalty for the arrogant Garou. The Narrator has final say on when this
Gift’s use is warranted.

Furrow
Source: Past Lives.
This Gift parlayed the Grondr’s natural animal talent for overturning earth into a potent
supernatural ability. By digging one tusk in the ground, the Grondr could open a long furrow or
ditch as easily as uprooting a weed. Garou who learn this Gift use their claws to create the initial cut
in the earth’s skin that grows into the larger furrow. This Gift was often used to create temporary
fortifications, temporarily divert the flow of streams to wash an area clean, or to dig graves for
fallen warriors.
System: This Gift functions only on earth or sand; rock, concrete or other materials cannot be
excavated (although there are rumors of a more powerful version of this Gift that could be used on
such surfaces.) The character digs into the earth with her claws; the player rolls Strength + Primal-
Urge, difficulty 7. The furrow created may be up to one foot deep, one foot wide and two feet long
per success. Enemies caught above an opening trench must make Dexterity + Athletic rolls
(difficulty 4 + the character’s successes) to avoid falling in. Although this Gift is not considered
harmful to the earth as a whole, overuse of the Gift may anger the local earth elementals.

Furtive Gathering
Source: Ratkin Breed Book.
In Ratkin infestations, high-ranking wererats become masters of conspiracies and politics.
Through this Gift, a Ratkin calls upon the spirits to surround a secretive meeting of rats and
wererats. This must be done in privacy, but once undertaken, none can communicate with the
conspirators... or even know they are there. Oddly enough, this Gift is taught by a Stormcrow-spirit,
since Grandfather Thunder sympathizes with the Ratkin race’s need for revenge.

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System: Spend one Gnosis and roll Intelligence + Occult; the difficulty is the level of the
local Gauntlet. The Ratkin are sealed off from all interruptions; anyone who wanders into the area
cannot sense any aspect of the furtive gathering. The wererats, one and all, are invisible to all
senses.

Future Warning
Source: Bastet Breed Book.
By sensing the whims of Fate-in-Motion, a Bastet may sense some impending disaster. While
not exactly precognition, the Gift grants vague insight into coming perils.
System: A good Perception + Primal-Urge (difficulty 6) roll wins the character a sort of
“danger sense” for one hour per success. This manifest as “bad feelings” whenever something nasty
is waiting nearby; it won’t tell her about the five dekats waiting around the corner, but she’ll
certainly feel like she ought to stop before she turns that corner… Conspiracies, natural disasters,
ambushes and festering rivalries can all be sensed ahead of time, though the outcome of combat
cannot.

Gaia’s Balm
Source: Werewolf: The Wild West.
The werewolf is able to end the suffering of mad spirits in the Storm Umbra. The Gift may
restore the spirit to sanity, or destroy it. This Gift only works on spirits that have been driven mad;
it has no effect on Wyrm-spirits.
System: The Garou spends one Gnosis point and one Willpower point and rolls Charisma +
Enigmas (difficulty 8). Each success strips 10 Power from the spirit; when the spirit reaches zero
Power, the Child of Gaia can opt to cure it (restoring it to full Power and cleansing it of its
madness) or, if such a cure is impossible (Storyteller’s option), to destroy it.

Gaia’s Breath I
Source: Gurahl Breed Book.
Only the wisest and oldest Gurahl may learn this powerful Gift, which remains their most
closely guarded secret. By using this Gift, Gurahl can return the departed spirit to a dead
werecreature, bringing it back from death. In the early times, Gurahl rewarded those among them
who sacrificed themselves for others, either to provide food for human Kinfolk or who gave their
lives in the protection of others. No known instances exist of this Gift being conferred upon non-
Gurahl, nor has Gaia’s Breath ever been used on any Gurahl who has been dead for more than a few
hours.
System: The player must spend a point each of permanent Gnosis and Willpower then roll
Charisma + Occult (difficulty of 6 plus the numbers of hours elapsed since death, not to exceed a
total of 10) in order to entice the departed spirit back into its dead body, infusing it with the breath
of life. Only one success calls back the spirit, but leaves the body in an Incapacitated (as if with
aggravated damage) state unless treated with magical healing. Additional successes restore lost
Health Levels on a one-for-one basis. Missing body parts are not restored through the use of this
Gift, although other Gifts may be used to regenerate lost limbs or eyes. Failure to achieve any
successes means that the Gurahl is unable to recall the spirit to the body. A botch summons a
malicious spirit (usually a Bane of some kind) into the body. Only one attempt may be made on a
single creature at a time. Ever.

Gaia's Breath II
Source: Players Guide to the Changing Breeds.

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With this Gift, a Gurahl may return a departed spirit to a dead werecreature, restoring it to
life. No evidence exists that Gurahl have ever used this on a non-Gurahl or on a werebear who has
been dead for more than a few hours.
System: The player spends two points point of permanent Gnosis and two points of
permanent Willpower and rolls Charisma + Occult (difficulty of 6 + the number of hours since
death up to a maximum of 10). One success restores life to the target but leaves her incapacitated
unless healed magically. Additional successes add lost health levels on a one-for-one basis. Missing
body parts are not restored unless separate Gifts are used. Failure means the spirit does not return. A
botch indicates that a malicious spirit or Bane has possessed the body. This Gift may be used once
and only once on a single creature.

Gaia’s Breath III


Source: Werewolf: Wild West – The Wild West Companion.
Taught only to the wisest of the Gurahl, this Gift brings a dead werecreature back to life. The
Gurahl reserve this Gift for werebears who sacrifice themselves for others. No Gurahl has been
known to use this Gift on non-Gurahl, nor to attempt it on anyone dead for more than a few hours.
The Gurahl do not teach this Gift to the other Changing Breeds.
System: The player spends a point each of permanent Gnosis and Willpower and rolls
Charisma + Occult (difficulty of 6 plus the number of hours elapsed since death, not to exceed a
total of 10) to entice the spirit back into a recently slain body. Only one success is required to call
back the spirit and revive the creature to the status of Incapacitated. Extra success may restore
missing Health Levels. Only one attempt may be made on a single being. Ever.

Gaia’s Embrace
Source: Werewolf: Wild West – The Wild West Companion.
Known only to the Pure Ones, this Gift allows the Garou to become one with the land. If
seriously wounded, the Garou may “crawl into” the earth to seek the Gaia’s aid. Once protected
within Her womb, the wounded child is mended by the power of the Goddess. An Earth-spirit
teaches this Gift.
System: After suffering aggravated wounds, the Garou must be buried alive or dig his own
way under the soil. This Gift sustains an interred Garou and heals his aggravated wounds at a rate of
one per hour, instead of one per day.

Gaia’s Favor
Source: Werewolf: The Wild West.
The Garou may invoke Gaia’s patronage whenever he attempts to do something which may
fail without Her guidance. This Gift is taught by Falcon-spirits.
System: Before rolling for the action in question, the player may spend a point of Gnosis. If
any botches turn up on the dice roll, they are ignored; do not count them toward the successes or
failures of the roll.

Gaia’s Hidden Ways


Source: Werewolf: Wild West – The Wild West Companion.
With their innate knowledge of the foundations of earth and sky, the Ananasi may find safe
pathways through the hazardous or otherwise impassable terrain.
System: The player spends three Gnosis and rolls Perception + Alertness, difficulty equal to
the area’s Gauntlet rating. If successful, the werespider somehow finds a path through the area; such

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a route can be a cleft in a rock wall out of a canyon, a cunningly hidden tunnel that leads underneath
a raging river, etc.

Gaia’s Resilience
Source: Werewolf: The Wild West.
As the Gift: Adaptation. This Gift is taught by Bear- and Armadillo-spirits.

Gaia’s Toolbox
Source: Book of the City.
Garou are half wolf, and so runners after prey. But they are also half human, and thus
toolmakers and tool users whose brains and hands enable them to control far more of the cosmos.
This Gift enables the Garou to see how any tool or any task fits into the greater "toolmaker puzzle":
the question of how humans can survive their own cleverness. A monkey-spirit teaches this gift.
System: The Garou holds a tool or thinks of a task. She need not be in Homid form, but must
be able to do what the Gift requires. She breathes carefully, asking Gaia’s will for the place of the
tool or deed; the player rolls Intelligence + Primal-Urge. The Storyteller, based on the number of
successes, will allow the Garou some insight into how the tool can be used to affect the web of life,
often in ways that are not obvious. As the Garou doesn’t receive the answer to any one particular
question (other than "What can this object/deed accomplish in the greater scheme of things?"), this
Gift is mainly useful for gaining "hints" from the Storyteller as needed.

Gaia’s Vengeance I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou can cause the very features of the land to animate and attack intruders: branches
will lash out, rocks will roll and smash, vines will trip, water will such victims under. This Gift is
taught by an avatar of Gaia herself.
System: The Garou spends one Gnosis point and then one Rage point. He then rolls Charisma
+ Enigmas (difficulty of the local Gauntlet). The game effects are up to the Storyteller.

Gaia’s Vengeance II
Source: Werewolf: the Apocalypse Revised.
The Garou calls to the spirits of the surrounding forest to attack intruders. The terrain
responds as best it can: Rocks roll and smash, vines trip, and water sucks victims under. An avatar
of Gaia herself teaches this Gift.
System: The player spends one Gnosis point and one Rage point then rolls Charisma +
Primal-Urge (difficulty of the local Gauntlet). The exact effects depend on the terrain and are left to
the Storyteller.

Gaia’s Vengeance III


Source: Dark Ages: Werewolf.
The Red Talon calls upon his intimate connection to Gaia, inspiring the land itself to enact
righteous vengeance on his foes. Trees, rocks and other natural features hinder, hamper and batter
the Garou’s enemies. An avatar of Gaia herself is the only spirit able to teach this Gift.
System: The player spends one Gnosis point and one Rage point, then rolls Charisma +
Enigmas (difficulty equal to the Gauntlet of the area). The character pleads with Gaia to cleanse the
land, and Gaia responds with whatever weapons the area has to offer. The actual effects of this Gift
are left to Storyteller discretion.

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Ganga's Caress
Source: Players Guide to the Changing Breeds.
As the Theurge Gift: Mother's Touch.

Garafena’s Crown
Source: Players Guide to the Garou.
Garafena was a mythical serpent in Russian folklore that sat upon a golden crown and was
called upon to give blessings to his followers. A recent Gift that has only been known since 1998,
Garafena now offers his blessings to any Garou who wears his mark. This Gift is taught by a snake-
spirit.
System: The Glass Walker must don a crown of some description, a hat or even a scrap of
fabric wrapped around their head will do. The player then spends one Gnosis. For the rest of the
scene, any guns fired by the Glass Walker will never run out of ammunition.

Gate of the Moon I


Source: Werewolf: the Apocalypse 2nd Edition.
This power only works at night, and there must be at least a sliver of a moon in the sky. The
Garou can open a special type of Moon Bridge, allowing instantaneous travel to her destination.
This Gift is taught by Lunes.
System: The Garou spends one Gnosis point for every 100 miles she wishes to travel, and she
rolls Intelligence + Alertness (difficulty depends on the distance of the journey and the accuracy
with which she knows her destination (up to 10 for a far journey or an unknown place). Success
allows the Garou to travel to that place instantly. She will be disoriented for a turn unless she scored
at least three successes. A botch means that the character is hurled through space in a random
direction, arriving far from her destination (or even high in the air). The Garou may take others with
her by spending one Gnosis point per person.

Gate of the Moon II


Source: Werewolf: the Apocalypse Revised.
This Gift creates a specialized moon bridge that takes the Strider to her destination instantly.
At least a sliver of the moon must be visible at her area of departure. A Lune teaches this Gift.
System: The player spends one Gnosis point for every 100 miles the Garou needs to travel.
She then rolls Intelligence + Alertness (difficulty varies on how far the journey is and how well the
Garou knows the way). Success transports the character to her destination, but she will be
disoriented for one turn unless the player scored three successes. A botch takes the character miles
in the wrong direction — possibly straight up.

Gate of the Moon III


Source: Dark Ages: Werewolf.
This fantastic Gift grants the Strider the ability to create a moon bridge that instantly
transports him to his desired destination, which might be many leagues away. A Lune teaches this
Gift.
System: The player spends one Gnosis point for every 100 miles the Garou desires to travel.
The Garou cannot travel to a place he has not seen, but beyond that, he is limited only by the
amount of Gnosis the player wishes to spend.

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Gauntlet Runner I
Source: Corax Breed Book
With all the time the Corax spend popping in and out of the Umbra, it’s no surprise that
they’ve acquired a trick for lowering the Gauntlet and making the trip back and forth immeasurably
easier. After all, when you need to get into the Umbra fast, lowering the Gauntlet before you start
makes life a lot easier. Any Wyld-spirit can teach this Gift.
System: A roll of Wits + Enigmas (difficulty 8) reduces the Gauntlet by 1 for every two
successes. The area affected can be up to 20 feet on a side, but no matter how successful the Corax
is on her roll, she must still use a reflective surface to enter the Umbra.

Gauntlet Runner II
Source: Players Guide to the Changing Breeds.
Any Wyld-spirit can teach this Gift, which allows the Corax to lower the Gauntlet in her
vicinity.
System: A roll of Wits + Enigmas (difficulty 8) reduces the Gauntlet by 1 for every two
successes. The area affected can be up to twenty feet on a side.

Gauntlet Runner III


Source: Frontier Secrets.
Raven taught his children a few tricks for getting around in the spirit world as well as in the
physical. The Corax can weaken the Gauntlet in an area - although this can sometimes be a bad
idea, as it can let certain Umbral critters loose on this side. The Gift is taught by a Raven-spirit.
System: A roll of Wits + Enigmas (difficulty 8) reduces the Gauntlet by one for every two
successes. The area affected can be up to twenty feet on a side, but no matter how successful the
Corax is on her roll, she must still use a reflective surface to enter the Umbra.

Gaze of the Gorgon


Source: Dark Ages: Werewolf.
With a gaze, the wielder of this Gift can turn living flesh into stone. Any target with whom
the Fury makes eye contact can be changed into a stone statue, frozen in action for a short time. The
Black Furies guard the secret of this Gift even more than most, and only trustworthy tribe members
are allowed to receive it. More frightening still is the rumor that the elders know a way to make the
hideous effect permanent. A Gorgon can teach this Gift, but a Fury seeking this Gift must be wary
of approaching these rare and unpredictable spirits.
System: After making eye contact, the player rolls Perception + Occult (difficulty equal to the
target’s Willpower) to determine the number of rounds the victim remains stone.

Gaze of the Hunter


Source: Red Talons Tribebook.
The Garou stares into the eyes of an intended victim, and communicates to them the ancient
bond between predator and prey — beginning the sacred hunt. This Gift is taught by the spirit of
any predatory mammal — wolf, mountain lion, bear, etc.
System: The Garou spends one Gnosis point and rolls Manipulation + Intimidation (difficulty
6 for animals or the human [or other sentient] target’s Willpower — whichever is higher). If the
Gaze is successful, the target (human or animal) understands the link and will act accordingly: Wild
animals will run into the open, allowing the hunter to eventually catch and kill them. Humans and
domesticated animals — for whom this is a terrifying experience — may run or cower, terrified. No
victim will begin a fight, although if the Red Talon pursues and catches the prey, a battle might

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result. The Gift does not work on other Garou, but will be effective against most creatures the
Garou sets out to hunt.

Gaze of the Serpent I


Source: Hengeyokai: Shifters of the East.
The Nagah can lock gazes with an opponent and petrify his enemy with the intensity of his
glare. An enemy under the influence of this Gift is unable to take any actions save to regenerate.
System: the player rolls Manipulation + Intimidation against the target’s Willpower. Even
one success freezes the target with fear. The target could well spend hours or days frozen in this
way, experiencing the equivalent of a petit mal epileptic seizure. However, the effects of this Gift
last only until the target is distracted (by, say, an attack). Once the target is disturbed physically, he
is freed from Gaze of the Serpent. This Gift works against only one opponent at a time. Once a
target is struck by the Gift’s power, he can’t be affected by it again until the next scene. Nagah
often use this Gift to aid in escaping from powerful foes; few use it as a means of gaining advantage
in combat.

Gaze of the Serpent II


Source: Nagah Breed Book.
The Nagah can lock gazes with an opponent, petrifying her with the intensity of her glare. An
enemy under the influence of this Gift is unable to take any actions save to regenerate.
System: The player rolls Manipulation + Intimidation against the target’s Willpower. Even
one success freezes the target with fear. The target could spend hours or days frozen in this way,
experiencing the equivalent of a petit mal epileptic seizure. However, the effects of this Gift last
only until the target is disturbed (by, say, an attack). Once the target is disturbed physically, he is
freed from gaze of the Serpent. This Gift works against only one opponent at a time. Once a target
is struck by the Gift’s power, he can’t be affected by it again until the next scene. Nagah often use
this Gift to aid in escaping from powerful foes; few use it as a means of gaining advantage in
combat.

Geas I
Source: Werewolf: the Apocalypse 2nd Edition.
A Geas causes others to do a Garou’s bidding, though the Geas-layer cannot make the targets
act contrary to their basic instincts. Thus, she could send a group on a quest, but could not make its
members attack and try to kill each other — unless they were psychotics or werewolves. This Gift is
taught by an Incarna avatar.
System: The Garou spends one Gnosis point and rolls Manipulation + Leadership (difficulty
of the target’s Willpower). In the case of a group, the difficulty is the highest Willpower among its
members.

Geas II
Source: Ratkin Breed Book.
Similar to the Philodox Gift of the same name. The Knife-Skulker can punish a victim or
group of criminals by forcing him to undertake a quest. The victim or victims may even be forced to
act against their Basic instincts. In addition, Rat-spirits will harry and harass every victim who
strays from the purpose of the Geas.
System: Spend one Gnosis and roll Charisma + Leadership (difficulty of the victim’s
Willpower). With a group of criminals, the difficulty is based on the victim with the highest
Willpower. Each victim then makes a final Willpower roll (difficulty 9) to determine if their guilt is

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powerful enough to force a personality change until the Geas is fulfilled. The Geas must be a
specific task the victims can perform and survive; they have up to one month to complete it.

Geas III
Source: Werewolf: the Apocalypse Revised.
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 one Gnosis point and rolls Manipulation + Leadership (difficulty
of the target’s Willpower). In the case of a group, the difficulty is the highest Willpower among its
members. The geas’ compulsion lasts until the task is completed or until the target is dropped to the
Incapacitated health level in pursuit of the quest. No victim can labor under more than one geas at a
time; the first one laid always takes precedence.

Geas IV
Source: Dark Ages: Werewolf.
This Gift pledges an individual or a group to a sacred oath.’ While the geas cannot force an
individual to act in ways that are against her nature (such as allow herself to be killed), it also does
not allow her to act against the task that the Philodox has set before her — a task that is
undoubtedly toward Gaia’s greater good. This Gift is taught by an Incarna avatar.
System: The player spends one Gnosis point and rolls Manipulation + Leadership (difficulty
is the opponent’s Willpower — in a group, use the highest Willpower rating). The compulsion to
complete the task set out in the geas lasts until the task is completed or the target is harmed to the
point of incapacitation in service to the quest. Only one geas may be laid upon an individual at a
time. This sacred Gift is often used to bind together disparate individuals in order to achieve a goal
of great importance to the Garou. If the Storyteller feels that the character has abused the Gift for
personal gain, he is well within his rights to temporarily or permanently disallow the use of this Gift
— the spirits will no longer sanctify the binding words. The Moon Dancers’ role is bittersweet.
They share the joyful task of preserving Garou victories in legend and song, along with the onerous
one of teaching caution and wisdom through tales of tragedy and defeat. While the Galliards are
fierce warriors themselves when the moon swells, their most important task in times of war is to
rally their packs and tribes to fight on against any odds.

Ghosts at Play
Source: Bastet Breed Book.
By spraying around an area, the werecat can expose all nearby spirits. Although the Gauntlet
remains intact, any active spirits become visible, as if everyone in the vicinity had used the Level
One Common Gift: Spirit’s Sight.
System: The Bastet’ player rolls Manipulation + Enigmas against a difficulty of the Gauntlet.
Success reveals all spirits in the area. The range of the Gift extends 10 feet for every success the
player rolls; the vision itself lasts for one turn per success.

Ghost Caress I
Source: Bastet Breed Book.
This secret, called the “Ghost Caress” because most people blame ghosts for its effects,
recalls the time when all things were still one. By tapping the spirits that bond objects together, the

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Swara can send sensations across a distance. To use the Gift, a cheetah must hold something that
contains the essence of the person she wants to affect; locks of hair, prized possessions, or items of
clothing are good examples. Focusing her intention on the items of clothing are good examples.
Focusing her intentions on the item, she does whatever she wants done to the item, not the target. A
sympathetic pulse passes between the two objects and, if the cat has been successful, transfers a
feeling from the item to the target. Although the magic can’t physically harm someone, it can drive
him nearly crazy as phantom pains or pleasures wash over him without noticeable cause.
System: To reach across space, the Swara’s player spends a Willpower point and rolls
Gnosis. The difficulty depends on the distance between the Bastet and her target. Whatever she
does to her focus from that point passes the sensation on to the person on the receiving end. Each
success gives her one action to perform. When those actions are done, the spell ends. This Gift
passes sensations only, not damage; it can send the feeling of being slapped, but it will not do harm.
Likewise, it cannot move the target at all; a Swara who simply lifts a handkerchief cannot lift the
person who owned it.

Distance Difficulty
Nearby (one mile) 7
A ways off (two to five miles) 8
Distant (six to 10 miles) 9
Really distant (10 to 50 miles) 10

Ghost Caress II
Source: Players Guide to the Changing Breeds.
This Gift, so named because most people blame ghosts for its effects, allows the Swara to use
sympathetic magic to send sensations across a distance. Although the magic can't physically harm
some one, it can drive him mad as phantom pains or pleasures wash over him without perceptible
cause.
System: To reach across space, the Swara spends a Willpower point and rolls Gnosis. The
difficulty depends on the distance between the Bastet and her target; short distances (under a mile)
are difficulty 7, while great distances (up to 50 miles) are difficulty 10. Whatever she does to her
focus from that point onward passes the sensation on the person on the receiving end. Each success
gives the Swara one action to perform. When those actions are done, the spell ends.

Ghost Dance
Source: Werewolf: Wild West – The Wild West Companion.
Preying on the fears of the European settlers, the Wendigo use this Gift to seed doubt and
guilt among the invaders. A vision of the walking dead clouds the judgment of the targets, causing
them to panic and flee. An Ancestor-spirit teaches this Gift.
System: The player spends a Gnosis point to make the Gift active. He rolls Wits + Occult
(difficulty 7). The number of successes indicates the number of people affected. People caught in
the Gift’s spell see “spirits of the dead” rise from their graves and advance. Most humans flee from
the illusion. Garou and other supernaturals may try to interact with or even fight the visions.

Ghost Danse
Source: Frontier Secrets.
This stage of the Storm Danse permits the Nuwisha to fight in the material world and the
Penumbra simultaneously. The Nuwisha can attack and then completely avoid damage. This Gift is
taught by an avatar of the Trickster.

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System: The Ghost Danse requires the continued expenditure of one Gnosis point per turn
while engaged in combat, during which the Nuwisha cannot be harmed by any attacks short of this
Gift or the Gift: Sideways Attack.

Ghost Pack I
Source: Players Guide 2nd Edition.
This Gift allows the Wendigo to call upon the aid of their ancient relatives. Much like the Past
Life Background, the Ghost Pack can aid the Garou when she is in trouble or needs advice. The
Ghost Pack 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.

Ghost Pack II
Source: Players Guide to the Garou.
Much as the Glass Walkers summon the Net Spiders and the Shadow Lords the Stormcrows,
so too can the Wendigo summon their ancestral allies, the Ghost Pack. They are not warriors, nor
spies, but instead wise men and elders for those who need guidance. Buffalo-spirits teach this Gift.
System: The player must spend one Gnosis and one Rage, and then rolls Charisma + Occult
(difficulty 7). The conjured Ghost Pack acts much as the Background: Ancestors, at a rating equal
to the number of successes rolled. This is cumulative with any Ancestors rating the Wendigo may
already possess.

Ghost Speech I
Source: Hengeyokai: Shifters of the East.
Through the Gift: Spirit Speech, Kitsune can communicate with spirits in the Yang Realm;
this Gift allows them to talk with the denizens of Yin. This Gift is taught by Ancestor-spirits and
those associated with Yin or deathly influences (e.g. a local Mountain-spirit whose territory is
mostly tombs).
System: When in the Yin Realm, the Doshi can speak to spirits there as naturally as to Yang
spirits in that Realm. Wraiths and other once-human residents may still present linguistic challenges
(and intelligence problems). When the Kitsune is in the Middle Kingdom, Yin spirits and wraiths
that can normally speak across the Wall find it easier to talk to her. (For Wraith: The Oblivion
crossover purposes, treat all Kitsune with this Gift as mediums.)

Ghost Speech II
Source: Players Guide to the Changing Breeds.
This Gift allows Kitsune to speak with the inhabitants of the Yin Realm. It is taught by
ancestor-spirits and spirits associated with death or Yin.
System: No dice need be rolled and there is no cost. Kitsune may speak with Yin spirits,
wraiths and suchlike either in the Yin Realm or in the Middle Kingdom. If using crossovers with
Wraith, treat all Kitsune with this Gift as Mediums.

Ghost Touched
Source: Silent Strider Tribebook Revised.

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Once a Garou steps into the Dark Umbra, he carries an aura of death and decay with him
always. The aura is difficult to see, but it is there nonetheless - the perceptive might smell a faint
must in his fur, or catch strange reflections in the pupils of his eyes. This Gift harnesses that deathly
aura, weaving it into a protective shield against the attacks or special abilities of ghosts. This Gift is
taught by the denizens of the Dark Umbra, and is not easily come by.
System: Once learned, this Gift is always in effect; no roll need be made. The difficulties of
all rolls made by ghosts (wraiths or spectres, if you’re also using Wraith: The Oblivion) to affect the
character are made at +2 difficulty (maximum 10). This includes effects that would be beneficial.
Using the energies of the Dark Umbra in this way reinforces the impression of death that others
may feel, which will increase the difficulty on Social rolls when the Storyteller feels it to be
appropriate.
MET: After the character learns this Gift, the character wins all ties against ghosts who
attempt to use their magical abilities on him. However, a ghost that wishes to use a beneficial ability
on him must succeed at a static Mental test.

Ghost Town
Source: Werewolf: The Wild West.
The werewolf can make a whole town or other place appear to be abandoned or seem to
disappear altogether. This Gift is taught by a Mirage-spirit.
System: The player spends two Willpower points and makes a Wits + Subterfuge roll
(difficulty 8) as the character imposes an image of his own creation over the specified locale. The
number of successes required depends on the size and activity of the town or place affected. If the
roll botches, the character is thrown into the ghost town reality that he would have others perceive.
Inhabitants of the town, mine, reservation or whatever is affected perceive no changes.
Newcomers, passersby or people who have been away for some time perceive the place to be
abandoned or do not even acknowledge its existence, even on a map. Only people who actively
investigate the ghost town may see through the ruse; Perception + Investigation rolls required
(difficulty of the Ragabash’s Wits + Subterfuge).
Inhabitants of a “ghost town” and newcomers do not recognize or even perceive each other’s
movements. Physical objects can be moved around by both parties, though, which reinforces the
ghost town image or mystifies and aggravates citizens. The effect lasts for one story.

Gibberish
Source: Werewolf: Wild West – The Wild West Companion.
This Gift destroys the ability to communicate. The Silent Strider causes one target to lose her
knowledge of speech, writing and any other form of communication. Should the victim try to speak,
no one can understand her. Should she try to read a telegram, the message appears to be garbled
nonsense.
System: The player spends one Willpower point and rolls Manipulation + Enigmas (difficulty
equals the target’s Willpower). Each success removes the victim’s ability to communicate for five
minutes. The victim can resist with Willpower, but each point allows her to read or speak only one
sentence.

Gibbous Moon Song I


Source: Silver Fangs Tribebook.
When used by Fangs of other auspices, this Gift makes the Garou more adept at social
situations. It makes Galliards loquacious and silver-tongued in the extreme. Galliard moon-dancers
who use this Gift draw upon the moon’s mysteries to cast complementary light on their every
action. The Galliard naturally draws people’s attention. A "social Gaffling" of the Great Green

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Cheese Spirit (a traditional Bone Gnawer ally) teaches this Gift. This fact is scandalous to most
Silver Fangs.
System: To learn this Gift, the Garou must best the spirit in a word contest (Wits + Enigmas,
difficulty 8). The player spends a point of Gnosis for the Garou to use this Gift. All Social Skills are
-1 difficulty for the duration of the scene. Galliards who use this Gift are -3 difficulty on all Social
rolls.

Gibbous Moon Song II


Source: Silver Fangs Tribebook Revised.
The Gift allows a Garou to learn the benefits of a smooth tongue and social awareness. It
makes the werewolf talkative, interesting and likable, the very life and soul of any gathering. The
moon’s own light seems to make her more interesting and attractive than she normally seems. A
Great Green Cheese spirit, a lively and somewhat aromatic member of Luna’s brood, best known to
the Bone Gnawers, teaches this Gift. Arrogant Silver Fangs who will not deign to deal with such a
spirit will struggle to progress on this cycle. The werewolf and the spirit engage in a battle of wits,
to see who can come up with the cleverest word play. If the Garou wins, the spirit happily teaches
the Gift. Thus, she makes the persuasiveness of the Gibbous Moon part of herself.
System: The player rolls Wits + Enigmas (difficulty 8) to best the spirit. This roll may only
be attempted once per month and only during a gibbous moon. Once the character knows the Gift,
the player activates it by spending a point of Gnosis. All Social rolls gain an extra die for the
remainder of the scene (three dice for Galliards).
MET: Basic Gift. To learn this Gift, the Garou must locate a suitable spirit teacher and best
them in a battle of wits and wordplay — while ideally this exchange should be roleplayed out as
much as possible, either the player or the Narrator may choose to make it a straight-forward Mental
test (retest Enigmas) between the two parties to determine the outcome. Furthermore, a Garou may
only attempt to learn this Gift once per lunar cycle, and only during the gibbous phase of the moon.
Once it has been learned, activation requires only the expenditure of a Gnosis Trait, and lasts until
the end of the scene — during that time, the Garou gains the Social Traits Friendly and Eloquent,
and receives a free retest on all positive Social tests.

Gibbous Moon’s Understanding


Source: Silver Fangs Tribebook Revised.
The greatest of the Silver Fangs’ Galliards have sometimes also been some of the tribe’s most
successful battlefield leaders. This Gift can take some of the credit for this. It allows the werewolf
to howl out general or specific instructions to her allies, and have them heard and understood even
over the noise of battle, thus showing everyone the Gibbous Moon’s wisdom. To learn this Gift, the
werewolf must persuade three different Lunes to spend a whole night in the character’s company.
Just before dawn, one of them will teach the Gift.
System: The player spends a point of Rage and rolls Charisma + Leadership (difficulty 7).
The number of successes is the number of howls the werewolf can make during this scene that will
be understood as an order by any ally fighting in the same battle as the character. A Galliard
character makes the roll at difficulty 5.
MET: Intermediate Gift. Use of this Gift requires the expenditure of a Rage Trait and a
Social Trait, and lasts for the duration of one battle or one hour, whichever comes first. During this
time, the Garou may howl out specific instructions to her allies and be heard clearly, even by
deafened comrades or over the din of a terrible battle. Use of this Gift does not require an action,
though considerate players should carry cell phones, walkie-talkies or some other means of
communicating to avoid running Narrators ragged if they are communicating over particularly long
distances. Note that this Gift does not allow the Garou to be heard at a longer range than she could
normally howl, merely ignore any noise or other obstructions within that range, and does not allow

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two-way communication, only the relaying of instructions from the Garou to her fellows. Should a
Galliard use this Gift, the Rage Trait cost is waived.

Gift of Breath
Source: Nagah Breed Book.
While Nagah have no problem breathing underwater in any Kali Dahaka form, Gift of Breath
allows a wereserpent to grant the ability to breath underwater to others as well. This Gift saw the
most use during the War of Rage, when the Nagah used it to transport certain of their beloved
Kinfolk to their underwater dens.
System: The player rolls Stamina + Enigmas to extend the Nagah’s ability to breath
underwater to another. One success allows a target enough air to survive as long as he remains
relatively still. Two successes allow for normal movement including swimming or walking, and
three successes provide the target with enough oxygen to support strenuous activity, like combat.
The Gift’s effects last for five minutes; if the Nagah is willing to expend a Gnosis point, the effects
last for an hour instead.

Gift of Eyes I
Source: Corax Breed Book
The Corax’ duty of drinking the eyes of the slain can inflict a montage of supremely horrific
images upon those who tend to their duties. In many cases, those images are the Corax’ burden, to
suffer with in silence. That’s not always the case, however. With Gift of Eyes, a Corax can pass
along a vision from an eye he’s drunk to any non-Corax he chooses. The image is transferred in all
its glory and gore, just as the Corax himself first saw it. Unprepared viewers may faint or scream;
prepared ones may find clues or details they need in this glimpse of a dead man’s last seconds.
Raven or one of his spirits teaches this Gift.
System: The expenditure of a pair of Gnosis points and a contested Willpower roll against the
intended victim are what’s needed to effect a Gift of Eyes. The Corax can transfer any memory he’s
devoured with no distortion or dilution of the image.

Gift of Eyes II
Source: Players Guide to the Changing Breeds.
With Gift of Eyes, a Corax can pass along a vision from an eye he's drunk to any non-Corax
he chooses. The image is transferred in all its glory and gore, just as the Corax himself first saw it.
Raven or one of his spirits teaches this Gift.
System: The expenditure of a pair of Gnosis points and a contested Willpower roll against the
intended victim are what's needed to effect a Gift of Eyes. The Corax can transfer any memory he's
devoured with no distortion or dilution of the image, even clearer than the Corax's own memory.

Gift of Flesh
Source: Past Lives.
Although herbivorous in their aurochs form, the Apis were as omnivorous as any human in
their Homid or minotaur-like Crinos forms, and were famous for ritually devouring their enemies.
This Gift was a favorite of the more martial war-bulls, as it allowed them to refresh their own
strength by the "gift" of their foes’ flesh. The Garou who learns this Gift may do the same, but at
the cost of potentially violating the Litany.
System: Once learned, this Gift’s effects are permanent. If the character spends ten minutes in
Crinos form devouring the body of a foe slain in combat (not a prey animal), he immediately
regains his choice of two temporary Rage, one temporary Willpower or one temporary Gnosis.

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However, the flesh of the undead provides no spiritual nourishment, and creatures with poisonous
flesh are no less toxic to the eater.

Gift of Laughter
Source: Nuwisha Breed Book.
The Nuwisha may end a frenzy with this Gift, or may simply use it to lighten the mood in
tense situations. This Gift may also be used to end the pain of someone who is mortally injured,
allowing him to use the last few moments of life in full control of his faculties. This Gift is taught
by a spirit of Kishijoten.
System: The player rolls Charisma + Expression against a difficulty matching the target’s
Willpower. At least one success is required to use this Gift, and at least three successes are needed
to end a frenzy.

Gift of Plenty I
Source: Croatan Song.
Corn Maiden’s earthen spirits of fecundity teach this Gift, by which any single chosen object
can be multiplied into many duplicate objects. In this way, a warrior can make more arrows from a
single arrow, or more bullets from one bullet. Any object without spiritual power (in other words,
no fetishes) can be multiplied: $ 20 bills, strips of steak, ears of corn, and so on.
System: The player spends one Gnosis point and rolls Charisma + Crafts, difficulty 7. The
number of successes determines the number of objects (including the original) that result; two
successes would create one extra duplicate, four successes would create three duplicates, and so on.
The newly created objects last for only 24 hours, and then disappear. But their effects remain
— arrow or bullet wounds heal at normal rates, goods bought with multiplied money remain,
multiplied food still provides nutrition as long as it was digested before time runs out, and so on.

Gift of Plenty II
Source: Past Lives.
Corn Maiden’s earthen spirits of fecundity originally bestowed this Gift on the Croatan. The
Gift of Plenty allows the werewolf to multiply any single chosen object into many duplicate objects.
In this way, a warrior can make more arrows from a single arrow, or more bullets from one bullet.
Any object without spiritual power (no fetishes, awakened objects or the like) can be multiplied:
$20 bills, strips of steak, ears of corn, and so on.
System: The player spends one Gnosis point and rolls Charisma + Crafts, difficulty 7. The
number of successes determines the number of objects (including the original) that result; two
successes would create one extra duplicate, four successes would create three duplicates, and so on.
Duplicating precious metals or rare ritual components requires an expenditure of two Gnosis; rare
gems or materials such as plutonium, three Gnosis.
The newly created objects last for only 24 hours, and then disappear. But their effects remain
- arrow or bullet wounds heal at normal rates, goods bought with multiplied money remain,
multiplied food still provides nutrition as long as it was digested before time runs out, and so on.

Gift of Rage I
Source: Bastet Breed Book.
By tapping into her inner Beast, the werecat may summon a Berserk frenzy, lashing out at
everyone within range until the Gift wears off. Sadly, this is usually a last-ditch tactic; most
werecats use the Gift only once.

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System: To invoke a frenzy, the cat’s player rolls her Rage (difficulty 6). This sends her into
a killing state where tactics and mercy are impossible and all Health Level penalties are suspended.
This rage lasts as long as there’s danger around, and in this state, anyone present seems dangerous.
The Thrall of the Wyrm (Werewolf: the Apocalypse, p. 201) applies to werecats, too.

Gift of Rage II
Source: Players Guide to the Changing Breeds.
While the Nuwisha do not, for the most part, envy their Garou cousins' ability to Rage, they
admit that is comes in handy. With this Gift, the werecoyote gains Rage for a short time, with all the
benefits and drawbacks it carries. A spirit servant of Loki teaches this Gift.
System: The player rolls Will-power (difficulty 7). If successful, the character gains a Rage
rating of 5 for the scene (though she may cancel it at any time). While this Gift is in effect, the
character can take extra actions and shapeshift instantly, as Garou can — but is also subject to
frenzy and vulnerable to silver.

Gift of Rage II
Source: Nuwisha Breed Book.
The Nuwisha with this Gift can Rage. While this Gift is in effect, the Nuwisha is capable of
taking the extra actions that any other Changing Breed takes for granted. The Nuwisha also loses
her immunity to silver while this Gift is in action, as Coyote does not want his children to be
comfortable with the notion of hatred. Gift of Rage is taught by a spirit of Loki.
System: The player makes a Gnosis roll (difficulty 7) and expends one Willpower to gain five
Rage points for the duration of the scene. The character may never exceed five Rage. As long as the
Nuwisha has any Rage left, she takes aggravated damage from silver.

Gift of Salt I
Source: Werewolf Dark Ages.
This unassuming and yet highly useful Gift allows a Warder to preserve food at the peak of its
freshness, that he might enjoy its bounty year-round. The Warders use this Gift often, not only to
assure that they have a supply of food that won’t offend their acute senses, but also to help maintain
the health of their Kin. The only drawback is that all food preserved in this manner takes on a
slightly salty taste (as if dusted with tears) – but most folk consider this aftertaste, even on fruit,
much preferable to the usual flavors of mold and rot. This Gift is taught by a Salt-spirit.
System: The player spends a Gnosis point for each twenty pounds of food to be preserved,
and rolls Intelligence + Herbalism (difficulty 6). The food remains fresh and insect-free for one
month per success.

Gift of Salt II
Source: Dark Ages: Werewolf.
This unassuming and yet highly useful Gift allows a Warder to preserve food at the peak of its
freshness, that he might enjoy its bounty year-round. The Warders use this Gift often, not only to
assure that they have a supply of food that won’t offend their acute senses, but also to help maintain
the health of their kin. The only drawback is that all of the food preserved in this manner takes on a
slightly salty taste. This Gift is taught by a salt-spirit.
System: The player spends a Gnosis point for every 20 pounds of food to be preserved, and
rolls Intelligence + Medicine or Hearth Wisdom (difficulty six). The food remains fresh and insect-
free for one month per success.

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Gift of Terror
Source: Players Guide to the Changing Breeds.
As the Red Talon Gift: Wolf at the Door.

Gift of the Cricket


Source: Hengeyokai: Shifters of the East.
Although the Khan are mighty warriors, their first duty is that of gathering secrets. This Gift
is another trick designed to aid them in such affairs, permitting them to hear things through walls
and across streets as if they were in the very room of the sound’s origin. This Gift is taught by the
unobtrusive Cricket-spirit, and the Khan honor their teacher in the name of the Gift.
System: The Khan nominates a point anywhere within 250 yards and the player rolls Gnosis,
difficulty of the local Wall. If successful, the Khan may eavesdrop on that very point for one turn
per success. Note that the Khan must have a very good idea of where the target area is; if he cannot
see it from her current location, she must be reasonably familiar with it. "The noodle shop where I
had lunch" would be a reasonable request, while "Mituchi-san’s 14th-floor office," presuming the
Khan has never been to the 14th floor of the building in question, would not.

Gift of the Giants


Source: Apocalypse.
The Garou knew this Gift in the First Times, but only the Mokolé remember it now.
Mammoth or Elephant teaches this Gift (and so the Mokolé cannot learn it save through Mnesis).
System: The user spends a Gnosis point and becomes the largest creature in the scene,
whether they are in battle, at a rite, or simply hunting. The Garou is bigger than the next biggest
character, so allow 1 extra point of each Physical Attribute beyond the attributes of the next largest
character. Note that if multiple characters use this, then it only works once for each Gnosis point
spent. This is different from the Fianna: Gift of the Spriggan in that the Garou may not increase
very much in size, or (around Mokolé, huge Gurahl, and so on) may become gigantic indeed.
If multiple Garou in one scene use this Gift, then each must spend twice as much Gnosis (two,
for, then eight points for each successive use of the Gift by an individual) to become larger than the
others. This can go on until all are out of Gnosis.

Gift of the Iron Horse


Source: Werewolf: The Wild West.
When between the rails of a railroad line, the Iron Rider can draw on the strength of the
locomotive itself.
System: This Gift need not be activated; its effects are automatic once learned. The Garou
can run at double speed without tiring, and gains an extra die to all her Physical Attributes while
touching railroad tracks. When on open ground, her abilities return to normal.

Gift of the Porcupine I


Source: Werewolf: the Apocalypse 2nd Edition.
This Gift allows a Garou’s fur to become bristly and sharp like the quills of a porcupine. The
Garou must be in Crinos, Hispo or Lupus form. This Gift is, of course, taught by a Porcupine-spirit.
System: The Garou spends a Gnosis point to sharpen his fur. Anyone whom the Garou body
slams, grapples or immobilizes takes aggravated damage from the Garou’s sharp fur (Strength + 1).
Furthermore, anyone who hits the Garou with bare flesh and scores fewer than five successes takes
damage based on the attacker’s Strength, although the Garou still takes normal damage. This Gift
lasts for one scene or until the Garou deactivates it.

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Gift of the Porcupine II
Source: Werewolf: the Apocalypse Revised.
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 Gnosis point to sharpen his fur. Anyone whom the Metis
tackles, grapples or immobilizes takes aggravated damage from his newfound quills (Strength +1).
Furthermore, anyone who strikes him with bare flesh (and scoring fewer than five successes on the
attack roll) takes damage based on the attacker’s own Strength, although the Metis still takes normal
damage. This Gift lasts for one scene or until the werewolf wills his fur to return to normal.

Gift the Ray


Source: Players Guide to the Changing Breeds.
Stingrays belong to the same family as sharks — elasmobranchs, fish whose skeletons are
made of cartilage. This distinction means nothing to the Rokea, but they can and do learn Gifts from
any fish-spirit, rays included. The Gift allows the Rokea to deliver a venomous sting with its tail or
fingertip, often a good defense against an opponent too tough to simply be beaten down.
System: The player spends one Gnosis point for the character to manifest the stinger, either at
the end of the tail or at the tip of the index finger. The character can then sting an opponent (this
requires a Dexterity + Brawl roll, difficulty 7). The victim must roll Stamina (difficulty 7). Failure
indicates the target takes lethal damage equal to the Rokea's Rage. One or two successes means the
target suffers no damage, but does take a -2 penalty to all rolls for the remainder of the scene due to
the extreme pain the wound causes. Three successes negate the effect, as does the Gift: Resist
Toxin.

Gift of the Salamander


Source: Werewolf Dark Ages.
The Ahroun with this Gift can become virtually impervious to flame. She can walk through a
blazing building, hold her hand in a torch flame or even plunge her arm into a cauldron of boiling
oil without ill effect. This Gift is taught by a fire elemental, most often a Salamander.
System: The player spends one Rage to activate the Gift; the effects last for one scene. While
under the Gift’s protection, the Ahroun receives four extra dice for the purposes of soaking any
form of heat or fire damage, whether supernatural or not. She also becomes immune to the effects
of smoke inhalation, although she still needs oxygen to survive.

Gift of the Skunk


Source: Werewolf: the Apocalypse 2nd Edition.
With this Gift, the Garou can swell his musk glands, allowing him to spray musk like a skunk.
This Gift is, of course, taught by a Skunk-spirit.
System: On any turn, the Garou may spray his musk at any target. Dexterity + Primal-Urge
(difficulty 7; modified by range) is required to hit. A target hit by the musk doubles over retching
and must spend a Willpower point to do anything all for the remainder of the scene. Even then,
however, he subtracts one from his Dice Pool for each success the Garou scored of his roll. The
effect lasts for the duration of the scene or until the target rigorously bathes.

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Gift of the Spriggan I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may grow up to thee times her normal size or shrink to the size of a small puppy.
This Gift is taught by faerie or a Chimerling.
System: The Garou spends one Gnosis point and rolls Stamina + Primal-Urge (difficulty 8).
The effects last one hour per success. When larger, the Garou gains +3 Strength and one extra
Health Level for each 100% increase in size; when smaller, the Garou retains her normal Strength
and abilities, but may sneak around unnoticed or pass as a "cute little doggie" among humans.

Gift of the Spriggan II


Source: Werewolf: the Apocalypse Revised.
The Fianna may grow to up to three times her usual size or shrink to the size of a small puppy.
A faerie or a Chimerling teaches this Gift.
System: The player spends one Gnosis point and tests Stamina + Primal-Urge (difficulty 8).
The effects last for one hour per success or until the Garou cancels the Gift. If the Garou grows
larger, she gains three Strength dice for every 100% increase in size. If she grows smaller, she
retains her normal Traits, but she may sneak around unnoticed or masquerades as someone’s pet.

Gift of the Spriggan III


Source: Dark Ages: Werewolf.
This Gift allows the Fianna to swell to the size of a giant or shrink to the size of a puppy. The
Garou can grow to or shrink as much as three times his size or any size in between. A faerie or
Chimerling teaches this Gift.
System: The player spends one point of Gnosis and rolls Stamina + Primal Urge (difficulty
8). The effect lasts for one hour per success, the Garou may return to normal size at will. When the
Garou increases size, he gains one dot of Strength and one of Stamina for every 100% increase in
size. When the Garou shrinks in size, he does not lose any Strength or Stamina.

Gift of the Termite


Source: Players Guide 2nd Edition (1st Edition).
The Gnawer can cause wood and paper to rot with astonishing speed. Furniture falls apart,
documents disintegrate and even buildings collapse. Obviously, one of the best instructors is a
termite spirit.
System: After spending a Gnosis point, the character rolls Intelligence + Repair (difficulty 7).
The number of successes determines the amount of wood or paper destroyed: One success can rot a
ream of paper, three can deteriorate a wall and five successes can collapse the roof of a small
building. Strategic use of this power can dramatic results even for those of lesser skill.

Glass Talons
Source: Werewolf: The Wild West.
When using this Gift, the Gnawer can change her claws to glass. Upon clawing an opponent,
the glass talons tear through flesh and bone, breaking off in the target’s wounds. The Garou is
incapable of using this Gift or making a claw attack next turn, for her claws must actually
regenerate. This Gift is taught by a Pain-spirit.
System: The player spends one Gnosis point to make the change. If the Garou using this Gift
damages her target with a claw attack, her claws break off, leaving large shards in the open wounds.
The glass does an additional aggravated Health Level of damage every round the shards remain in

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the wound. The glass can be removed, but this takes a full turn, and the victim can’t be running
around or fighting.

Glib Tongue I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou is mystically able to make whatever she says be what the target wants to hear.
Whatever the Garou says, even gibberish, will be heartily agreed with, although the Garou won’t
have a clue what the target thinks she is saying. This Gift is taught by a Trickster spirit.
System: The Garou spends one Gnosis point and rolls Wits + Expression (difficulty of the
victim’s Wits + Alertness). The effects last for one turn per success.

Glib Tongue II
Source: Mokolé Breed Book.
As the Fianna Gift. This is taught by a Parrot-spirit.

Glib Tongue III


Source: Werewolf: the Apocalypse Revised.
This Gift makes listeners hear whatever they wish to hear. The Fianna can say anything, even
total gibberish, but anyone listening will agree heartily. While this Gift is not a way to talk a
millionaire into signing over all his goods, it is a superb method of talking one’s way into a party,
making fast friends or avoiding being caught in a lie. A rabbit-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Wits + Expression (difficulty of the
listener’s Wits + Alertness). The effects last for one turn per success.

Glory-Scars
Source: Get of Fenris Tribebook Revised.
Fenrir are proud of their scars, even those that have maimed them permanently. This Gift
allows a werewolf to overcome her old injuries for a brief period of time, acting as though her body
was never injured. The Fenrir’s scars blaze with silver light, and any missing extremities are
replaced with temporary substitutes made of the same cold, bright energy. Any war-spirit of Fenris’
brood may teach this Gift.
System: The player spends a Rage point and rolls Rage, difficulty 5 + the number of Battle
Scars her Garou has acquired. The Gift’s effects last for two turns per success. As long as the Gift is
in effect, the Garou may ignore wound penalties and the debilitating effects of her Battle Scars;
Even those that have lost a limb may fight as if whole. Extremities temporarily restored by Battle
Scars function as normal, causing no extra damage. This Gift cannot restore lost abilities in any
other sense but that of combat; a Fenrir who has received the Battle Scar: Gelded cannot use this
Gift to sire offspring, for instance.
MET: Spend a Rage Trait to activate the Gift, plus one for each Battle Scar. The Gift lasts for
four turns. While the Gift is active, you suffer no wound penalties or debilitations from your Battle
Scars, including missing limbs (which function normally while the Gift is active). This Gift only
restores combat-related abilities.

Gluttony I
Source: Player Guide 1st Edition.
The Garou can swallow other things or beings whole. Roll Stamina + Primal-Urge (difficulty
8). Beings can resist with Dexterity + Dodge. In the case of a very large being or object, one extra

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success is required for every Health Level the target possesses beyond the normal seven, or for
every extra three feet in size over the Glutton (obviously, Crinos form is best for this Gift). This
Gift is a specialized variant of the shapeshift power, allowing the Garou to widen the mouth and
swallow nearly anything. Swallowed objects/beings wind up in the Umbra, in a subrealm that is a
mystical "stomach" of the Glutton. The Garou can belch these objects out later. Objects can be held
for a number of hours equal to the Glutton’s Stamina; after this time, the Garou automatically
regurgitates them back into the physical world. The objects appear next to the Garou, and are
unharmed.

Gluttony II
Source: Werewolf: The Wild West.
The Bone Gnawer can open his jaws far wider than is normally physically possible, and can
swallow things or beings whole. A werewolf with this Gift is even capable of gulping down an
entire buffalo, or a whole pack of Black Spiral Dancers, only to regurgitate the creatures later.
System: The player rolls Stamina + Primal-Urge (difficulty 8). Beings can resist with
Dexterity + Dodge. In the case of a very large being or object, one extra success is required for
every Health Level the target possesses beyond the normal seven, or for every extra three feet in
size over the Bone Gnawer (obviously, Crinos form is best for this Gift). Swallowed objects/beings
wind up in the Umbra, in a subrealm that is a mystical "stomach" of the glutton. The Garou can
belch these objects out later. The werewolf can store objects in this mystical stomach for a number
of hours equal to his Stamina; after this time, the Garou automatically regurgitates them hack into
the physical world. The objects appear next to the Garou, and are unharmed.

Gnaw I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may strengthen her jaws to the point that, given time, she can chew through just
about anything. In addition, her jaws do more damage in combat. This Gift is taught by a Wolf-
spirit.
System: The Garou spends one Willpower point and rolls Stamina + 4 against a variable
difficulty (3 for wood, 6 for steel cables, 9 for a titanium door). The length of time it takes to gnaw
through something is up to the Storyteller. When employing this power in combat, the Garou’s bite
does an extra die of damage.

Gnaw II
Source: Ratkin Breed Book.
Similar to the Lupus Gift of the same name.
System: Spend one Willpower and roll Stamina + Survival. If you succeed, your Ratkin can
chew through just about anything. The difficulty depends upon the material you’re chewing (3 for
wood; 6 for steel cables; 9 for titanium). Chewing through a live human torso is difficulty 5 and
inflicts damage equal to the number of successes on the initial roll.

Gnaw III
Source: Werewolf: the Apocalypse Revised.
The werewolf’s jaws strengthen 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 one Willpower point and rolls Stamina + 4 against a variable
difficulty (3 for wood, 6 for steel handcuffs, 9 for a train car coupling). The length of time it takes

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to gnaw through something depends on the number of successes. In addition, this Gift gives a
character’s bite two extra dice of damage for the duration of the scene.

Gnaw IV
Source: Dark Ages: Werewolf.
The werewolf’s jaws strengthen to the point that she can chew through nearly anything. Her
fangs inflict 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 one Willpower point and rolls Stamina + 4 against a variable
difficulty (3 for wood, 6 for iron, and 9 for steel). The length of time that it takes to gnaw through
something depends on the number of successes. In addition, this Gift gives a character’s bite two
extra dice of damage for the duration of the scene.

Gnowee’s Torch
Source: Past Lives.
In Australian Aborigine myth, the sun is the torch carried by Gnowee, a mother who spends
each day searching for a lost son. This Gift allows the Garou to conjure a miniature replica of her
torch, a ball of sunlight and flame.
System: The player spends one Gnosis and rolls Intelligence + Occult, difficulty 7. The
conjured flame appears in the Garou’s hand, and can be held there for one turn per success before it
gutters out; while it is in the Garou’s hand, the area around the Garou counts as lit by ambient
sunlight. The Garou may also hurl the "torch" at an opponent or object (Dexterity + Athletics,
difficulty 7), ending the Gift prematurely, but inflicting a number of dice of aggravated (fire)
damage equal to the Garou’s Gnosis, plus one die per two successes on the Intelligence + Occult
roll.

Gold Claws
Source: Mokolé Breed Book.
As the Ahroun Gift: Silver Claws, save that the Mokolé’s claws become gold. This Gift is
mainly used against fallen or undutiful Mokolé.

Gold Fever
Source: Werewolf: Wild West – The Wild West Companion.
The lure of easy money draws many settlers to the Savage West. This Gift lets the user tap
into these feelings of avarice and bring them to the surface. Even those humans with generous
natures find themselves slavering for a taste of wealth and the easy life. A Greed-spirit teaches this
Gift.
System: The Storyteller spends one Willpower point and rolls her Manipulation + Larceny
(difficulty 7). The number of successes indicates the number of people affected. Victims of the Gift
lose any semblance of propriety and enter a near-frenzied state of greed. Garou are unaffected and
the target can resist spending Willpower.

Good Faith
Source: Children of Gaia Tribebook.
With this Gift, the Garou can cause all those in his presence to become filled with a sense of
higher purpose. They all feel the work they must do together is more important than their
differences. All other distractions are gone, and they feel inspired to take reasonable positions,

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rather than inflexible positions 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.

Gorge I
Source: Werewolf: the Apocalypse Revised.
Natural wolves will eat as much as possible when food is available, for they never know when
their next meal will arrive. With this Gift, a Red Talon can do much the same thing with Rage,
Gnosis or Willpower, storing such energy against the day when she will need it. A wolf-spirit
teaches this Gift.
System: Upon learning this Gift, the player chooses which Trait (Rage, Gnosis or Willpower)
her character can store. Thereafter, the character can hold three more points in the appropriate Trait
than her permanent rating. These extra points must be regained as usual, and they do not ad extra
dice to rolls involving these Traits. To amplify more than one Trait the character must learn the Gift
(i.e., pay the experience cost) a second time.

Gorge II
Source: Dark Ages: Werewolf.
Wolves never know when their next meal will come, and in the winters of the Dark Medieval,
fresh kills can be hard to come by. When prey is available, wolves eat as much as they possibly can.
For the Red Talons, the same can be done with Gnosis, Rage and Willpower, storing such energies
until the day when she needs it. A wolf-spirit teaches this Gift.
System: Upon purchasing this Gift, the player specifies which trait (Gnosis, Rage or
Willpower) the character is able to store. After the choice has been made, the character is able to
store three more points of her chosen trait than her permanent rating. These extra points must be
regained through the usual means, and they do not add additional dice to pools involving these
traits. That is, a character with a Rage rating of 3 who adds this Gift’s effects to Rage has a pool of
six Rage points, but still rolls three dice on any Rage rolls. To amplify more than one trait, the
character must learn the Gift (i.e., pay the experience cost) a second time.

Gorgon’s Gaze
Source: Players Guide 2nd Edition (1st Edition).
This hideous power of legend can turn living flesh into stone with but a gaze. Victims who
make eye contact with the user of this Gift find themselves changed into statues where they stand.
This Gift is a closely guarded secret, not to be shared with the other Tribes. Rumors persist that the
elder Black Furies can make the effect permanent. Difficulty to find and even more dangerous to
approach, the legendary Basilisk spirit can teach this Gift.
System: After making eye contact, the player rolls Perception + Occult (Difficulty of the
target’s willpower) to determine the number of rounds the victim remains stone. The player can
double this time with a Willpower point.

Graceful Strike
Source: Silent Strider Tribebook Revised.

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This Gift was used in bygone days to assassinate corrupt officials or merchants who were the
tools of vampires. Beautiful young Garou would dance for them, then strike when the target least
suspected. The secrets of the dancer’s knife had been kept alive by members of the Dispossessed
camp, who found it useful to play on their gypsy heritage. In these desperate times, it’s a common
tool of the camp’s Galliards when a fight gets messy. This Gift is taught by a cobra-spirit.
System: The player spends one point of Gnosis before making an attack roll as usual
(Dexterity + Melee, difficulty dictated by the weapon), though the character’s attack is unusually
fluid and dance-like. If the attack is successful, the player adds the character’s Performance skill
rating in dice to the damage roll.
MET: The character must have the Performance ability. Expend one Gnosis trait and declare
Graceful Strike to be active. The character’s next attack, if successful, does an additional health
level of damage.

Grand Gesture
Source: Rage across the Heavens.
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
favorably 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. The 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 this Gift is in effect, all Gifts
or Social rolls involving persuasion are automatically successful against the affected individuals.
No successes indicates that the Gift has no effect while a botch makes the targeted person or group
resent the character, who suffers a penalty of + 1 to the difficulty of Social rolls for the remainder of
the scene.

Grandmother’s Touch I
Source: Children of Gaia Tribebook.
This Gift is exactly like Mother’s Touch, but the Garou can use it to heal herself as well as
others. This Gift is taught by a Unicorn spirit.

Grandmother’s Touch II
Source: Children of Gaia Tribebook Revised.
This Gift heals as does Mother’s Touch, but can heal the user of the Gift. This Gift cannot
heal spirits or the undead. A unicorn -spirit teaches this Gift.
System: The player spends a Gnosis point and rolls Intelligence + Medicine (difficulty of the
wounded individual’s Rage, or 6 for non-Garou). Each success heals one health level, and the Child
may heal Battle Scars as well with the expenditure of an additional Gnosis point, as long as the
Battle Scar was received in the same scene.
MET: As Mother’s Touch; spend one Gnosis to heal one health level of damage (a Mental
Challenge is also required to heal non-Garou). This power does not work on the undead. Battle
Scars may be healed with an additional Gnosis Trait, provided they are healed during the same
scene in which they were made.

Grasp the Beyond I


Source: Werewolf: the Apocalypse 2nd Edition (Players Guide 1st Edition).

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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.

Grasp the Beyond II


Source: Players Guide 2nd Edition.
This Gift allows the user to take objects out of the Umbra (or put them into it) without
stepping sideways. After using the Gift: Umbral Sight, the Garou can reach through, pick up
anything – such as a pocket watch or an unconscious Garou – and bring it into the physical world.
The clever Raccoon-spirit teaches this Gift.
System: Once the Garou knows what she wants to recover from the spirit world, she need
only spend an appropriate amount of Willpower points and be able to lift the object. The player
must spend one Willpower point for any small, handheld object and up to three for a larger item,
such as a motorcycle. She can also place objects into the Penumbra in the same manner, although
she cannot place sideways anything living (or undead) without its consent.

Grasp the Beyond III


Source: Werewolf: the Apocalypse Revised.
The Garou may take things to and from the Umbra without having to dedicate them to herself
(see the Rite of Talisman Dedication, p. 160). This Gift affects 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 (a pocket-watch or knife), two
for larger items (a backpack or bow) and three for huge items (including people). The player makes
the usual Gnosis roll to pierce the Gauntlet and step sideways; if successful, both he and the desired
object or person passes 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.
Unless she has the ability to step sideways, any person taken to the Umbra must rely on the
Garou to escape, or she must 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, regardless of the Gauntlet rating. If left in the Umbra to long, a living creature
eventually turns to spirit matter entirely.

Grasp the Beyond IV


Source: Dark Ages: Werewolf.

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The Garou can take things into the Umbra without first dedicating them to himself (see the
Rite of Talisman Dedication, p. 149). This Gift can also be used to transport willing or unwilling
living beings into the spirit world. Garou often use this Gift to take favored kin with them on
Umbral quests or to shake the faith of annoyingly persistent clergy. An opossum-spirit teaches this
Gift.
System: The Garou must have the item or being he wishes to transport in one or both hands.
The player must then spend a number of Willpower points dependent on the size of the item: one
for small items (a knife or locket), two for larger items (a baby or pair of saddlebags), and three for
anything larger that can still be held in two hands (an adult person or a church altar). The player
then makes the usual Gnosis roll to step sideways through the Gauntlet. If he is successful, both the
character and the item enter the Umbra. An unwilling individual may resist with a Willpower roll
(difficulty 7); each success subtracts one from the roll to step sideways. A minimum of three net
successes are necessary for the Garou to force the resisting individual into the Umbra. Unless the
transported individual can step sideways on her own, she must have help to re-cross the Gauntlet
(most likely the Garou who brought her). If she can find a caern or a similar spirit-touched place
where the Gauntlet is lower than 3, she may exit the Umbra there on her own, but not re-enter.
Living creatures who are left in the Umbra for too long eventually lose their physical nature and
become spirits.

Great as a White Hill


Source: Mokolé Breed Book.
As the Fianna Gift: Gift of the Spriggan. It is taught by a Monkey-spirit.

Great Bison
Source: Werewolf: Wild West – The Wild West Companion.
For centuries, the bison provided the Pure Ones and their Kinfolk with all they needed. With
the incursion of the Europeans, both Garou and human, the bison population dwindles and the open
plains vanish. With this Gift, the Wendigo summons a ghostly stampede of spirit bison to trample
his enemies. A Bison-spirit teaches this Gift.
System: The player spends one Willpower, one Gnosis and one Rage point to summon the
stampede. The stampede, 50 yards wide and 100 yards long, tramples everything in its path and
causes 10 dice of damage. The bison are spirits and pass through man made obstacles, such as
buildings, to crush anyone inside. The targets can find safety out of the bison’s path, to either side
of the stampede or by climbing trees and the like.

Great Grandfather’s Summons


Source: Gurahl Breed Book.
In a time of great need or dire emergency, this powerful and rarely used Gift enables the Great
Grandfather (or Ancient One) to send out a summons to all Gurahl, calling them to his side so that
he can inform them of the reason for the call. The summons is so powerful that it can even awake
Gurahl who are locked in the sleep of hibernation. Gurahl need not respond to the summons, and
some, in fact, refuse or ignore the call of the Ancient One. Most Gurahl, however, gather together
healing items, weapons and food, then travel to where the Great Grandfather waits for them. This is
the Gift which resulted in the mass awakening or many Gurahl when the Storm Eater was loosed.
System: The player sacrifices three points of Gnosis and one point of Rage. No roll is
necessary.

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Great Leap I
Source: Werewolf: the Apocalypse Revised.
The Strider with this Gift can jump truly astounding distances. A jackrabbit-spirit teaches this
Gift.
System: The player spends one Willpower point and rolls Strength + Athletics. Each success
allows the character to jump 100 feet.

Great Leap II
Source: Dark Ages: Werewolf.
The Strider with this Gift can jump truly astonishing distances. A jackrabbit-spirit teaches this
Gift.
System: The player spends one Willpower point and rolls Strength + Athletics (difficulty 6).
For three turns, the character may jump 30 additional feet per success plus his normal jumping
distance.

Great Peace
Source: Frontier Secrets.
Often, war is not the answer to a problem. Fighting may feed the enemy even if the battle is
just, and sometimes old foes must put aside their weapons, sit down and talk. This Gift may end a
fight, brushing aside angry passions and replacing them with a soothing calm. The Great Peace
cannot force people to stop hating, but it will make them stop fighting, if only for a few moments.
Old Stone Face uses this secret to unite the Pumonca, and later to effect a truce with the Garou.
System: The player rolls Charisma + Empathy and spends one Gnosis point for every five
combatants (not counting the werecat) in the area. The difficulty depends on the nature of the fight:
a mere argument is difficulty 5; a brawl, 6; a skirmish, 7; a battle, 8; a duel or grudge match, 9; a
genocidal bloodbath, 10. If the roll succeeds, all combatants step away from each other and lower
their weapons. A warrior who wants to resist the Gift must roll his Willpower (or Rage, if he has
any) against difficulty 8. Otherwise, everyone within 10 yards per success stays his hand and listens
to what the Pumonca has to say. From there, it’s up to the peacemaker to talk sense to them. The
Gift lasts one minute per success; after that, the fight begins again unless the cougar has convinced
the others to stop for good.

Great Summons
Source: Players Guide to the Changing Breeds.
As the lupus Gift: Song of the Great Beast. This Gift is usable only at sea, and typically calls
up giant sharks or aquatic dinosaurs.

Greater Unweaving
Source: Ananasi Breed Book.
As the Level Two Gift: Minor Unweaving, save that this Gift unravels any single Gift or
power of Level Three or lower, and the Gnosis cost is raised to two.

Gremlins I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou can cause a technological device to malfunction merely by touching it. Use of this
Gift actually intimidates the spirit that inhabits the device and causes it to function. If the Garou can

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sufficiently frighten the spirit, it will flee the device, causing it to malfunction permanently. This
Gift is taught by a Gremlin, a type of Wyld spirit that enjoys breaking things.
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

Gremlins II
Source: Werewolf: the Apocalypse Revised.
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 Manipulation + Intimidation; the difficulty is determined by the
complexity of the item. The more successes the Garou obtains, the more the device is damaged.
Five successes disable the device permanently (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

Grim Resolve
Source: Silent Strider Tribebook Revised.
As the Ahroun Gift: Inspiration. The Harbingers learn to strengthen the willpower of their
allies not through inspired leadership, but by a contagious determination to spit in Death’s face.

Grisly Aspect I
Source: Gurahl Breed Book.
By using this Gift, a Gurahl assumes a truly frightening aura, augmenting his height, mass and
general appearance. If a Gurahl uses this Gift while in full Crinos form, the effect is terrifying.
Gurahl often invoke this Gift to dishearten opponents before a battle; in some cases, the effect is so
traumatic that an enemy flees without engaging in combat. Besides enhancing a Gurahl’s horrific
appearance, this Gift also enables the user to emit a pheromone that invokes a panic response
among herbivores and arouses dread in even the most voracious carnivores. By provoking an enemy
to flight, a Gurahl often manages to avoid having to battle an opponent head-on. This Gift is useful
in cases where enemies are not Wyrm-creatures but are merely misguided or petty attackers. The
Gift is especially effective against hunters and poachers.
System: To activate this Gift, the player rolls Charisma + intimidation (difficulty equal to the
target’s Willpower). One success causes the target creature to falter in his tracks, often rethinking
his intent to attack the Gurahl. Three or more successes routs the victim completely, sending him

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into a heading rush to escape the terror that has suddenly manifested in his presence. No successes
means that the Gurahl fails to evoke the proper fearsome aspect, while a botch results in an
immediate attack by the enraged (and often panicky) target. The use of this Gift while in Crinos
form has occasionally resulted in the sudden death of human victims from heart failure.

Grisly Aspect II
Source: Werewolf: Wild West – The Wild West Companion.
Gurahl use this Gift to appear even more formidable than usual, making themselves seem
taller, broader and more ferocious. The Gurahl also gives off a subtle scent that engenders panic or
dread in most creatures, even predators.
System: The player rolls Charisma + Intimidation (difficulty equals the target’s Willpower).
A single success causes the victim to hesitate; three or more successes force the target to flee.

Groom
Source: Ananasi Breed Book.
This Gift allows the Ananasi to insure his appearance in any situation. No matter what the
circumstance — covered in mud, walking in a hurricane, anything — the character always looks his
best.
System: This Gift is always active, and the character need do nothing to have it take effect.
The Tenere becomes immune to circumstantial Appearance penalties, although actual supernatural
powers can overcome this Gift’s protection.

Grovel
Source: Players Guide 1st Edition.
By showing your throat to any Garou, you can stop them from harming you further. Roll
Charisma + Performance resisted by attacker’s Rage, and spend one Gnosis point. If successful,
other Garou will instinctively cease to fight you. This does not mean they will leave you alone.
They may continue to watch you and may verbally berate you, but they will not harm you as long as
you do not initiate any attack. If you make an attack, the effect of this Gift wears off. It normally
lasts for one scene. This Gift costs Honor every time it is used (Storyteller’s judgment).

Guardian of the Dreamtime


Source: Werewolf: Wild West – The Wild West Companion.
A Bunyip who learns this Gift no longer has any restriction on her ability to step sideways.
The Bunyip can ride the Gauntlet between the two worlds with ease, phasing in and out the spirit
world effortlessly and keeping tabs on both environments seemingly at once. An avatar of Mu-ru-
bul Tu-ru-dun teaches this Gift.
System: Day or night, reflective surface or not, the Gauntlet is always treated as two less for a
Bunyip using this Gift. Also, the Bunyip can reduce for other Garou the Gauntlet in her immediate
area (a radius of 10 feet). She makes an Intelligence + Primal Urge roll (difficulty 7), with each
success indicating either a reduction of one for the Gauntlet or a duration of an hour for that
reduction (e.g. three successes lower the Gauntlet by one for two hours or by two for one hour) at
the player’s option.

Guardian's Fortitude
Source: Uktena Tribebook Revised.

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In desperate times the Uktena must call upon their endurance reserves to be vigilant, whether
it is a Theurge locked in a multi-day rite, a Bane-Tender waiting vainly for reinforcements, or a
lone warrior holding a mountain pass with no hope of retreat. This Gift gives them the strength to
stave off the needs of the body in order to focus on the daunting task at hand. Those needs are not
erased but merely deferred, however, so this ancestor-spirit-taught Gift is used only at great need.
Many Bane-Tenders learn this Gift.
System: To use the Gift the player spends a Gnosis point and succeeds in a Willpower roll
(difficulty 6); the Gift lasts one day per success. During this time, the Garou can stay sharp without
needing food, water, or sleep. If necessary, the Gift can be extended by spending one Willpower for
every additional twelve hours. Once the Gift ends, the accrued effects of hunger, muscle fatigue and
lack of sleep all rush back. The exact effects are up to the Storyteller, but after several days of
intense activity and the resulting sleep-depravation psychosis the least one could expect is an
immediate roll to Frenzy followed by Willpower rolls to do anything except eat, drink and sleep.
MET: Intermediate Gift. This Gift has two uses: downtime and during a game session.
During downtime, an Uktena using this desperate Gift spends a Gnosis Trait and makes a number of
Simple Tests equal to their Willpower rating; for each such test they win or tie, they may go one
day without suffering any ill effects due to lack of food, water or sleep. They may also choose to
spend Willpower Traits to increase the duration, with each such Trait adding an additional twelve
hours to the vigil. Willpower cannot be regained naturally for the duration of this Gift, and when it
is over the Uktena must immediately make a Rage test to avoid frenzy, as well as spend a
Willpower Trait to do anything other than eat, drink and sleep.
During a game session, this Gift allows an Uktena to heighten their senses and remain alert
while standing guard or watching over a particular person or location. Starting such a vigil costs one
Gnosis Trait, and lasts for the rest of the session so long as the Uktena does not stray from their
appointed purpose or until they next enter combat. During this time, the Uktena ignores all Trait
penalties except wound penalties on any challenges related to watching over their charge, and is
considered to have the bonus Traits Vigilant x2 and Enduring x2, which can be bid and lost as
normal.

Guided Strike I
Source: Nagah Breed Book.
Some enemies are more difficult to hit than others. This Gift increases the wereserpent’s
accuracy for one strike.
System: The player spends a Willpower point and rolls the Nagah’s Gnosis, difficulty 8. For
each success, the Nagah gains one additional die on his next roll to hit target.

Guided Strike II
Source: Players Guide to the Changing Breeds.
This Gift increases the Nagah's accuracy for his next attack.
System: The player rolls Gnosis (difficulty 8) and spends one Willpower. Each success adds
one die to the next roll to hit a target; the ability must be used during that scene, and the dice pool
cannot be raised over 12.

Guiding Hand of Djeheuty


Source: Players Guide to the Garou.
None could stay the words of Djeheuty, the messenger of the Gods. Those who have this Gift
do not even have to accompany the message, but can send it on its way and be assured that it will
reach its destination. The spirit of any migrating animal teaches this Gift.

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System: The player spends two points of Gnosis and rolls Charisma + Occult, difficulty 8,
while the Strider loudly states the message’s destination. The message must be written on
something physical (paper, tablet, bone shard). A simple success imbues the message with a
Gaffling that will ensure it arrives at the stated destination. The method of delivery is a matter of
coincidence; the message is picked up by someone curious, ends up on a truck heading that
direction, floats on the wind, etc. The number of additional successes determines how long this
takes, regardless of distance.

Number of Successes Length of Transit


1 A year
2 Six months
3 One season
4 One week
5 One day

While the message is in transit, the Silent Strider cannot regain the two points of Gnosis
invested in it. Nor can they revoke the message. As a result, this Gift tends to be used only when all
other avenues have been tried and failed, or if the Strider’s death is certain. The Strider’s death will
not disrupt this Gift.

Guilt Trip
Source: Players Guide 2nd Edition (1st Edition).
By unearthing buried guilt and remorse, the Child of Gaia can force another to perform an
action against her own will. Even if little relation exists between the guilty conscience and the task
at hand, the Gift can be effective. Better results occur when there is a direct link, however. The Gift
works best when the target wants to perform the action, but pride or fear prevents her from doing
so. Many urban spirits that have witnesses the cruelty of humanity toward itself know this Gift and
teach it to the Garou.
System: The player must roleplay the plea; otherwise the Gift automatically fails. Excellent
roleplaying can even negate the need for a roll (or even the need for the Gift). Otherwise, the player
must roll Manipulation + Empathy versus the target’s Willpower. One success barely gets a Bone
Gnawer to lift his pinkie, whereas five successes can force a proud Silver Fang to beg for
forgiveness. The target can spend Willpower points to resist this Gift.

Gulp I
Source: Rokea Breed Book.
The Rokea can swallow any object she can fit through her jaws, and regurgitate it later,
completely unharmed. Many Rokea use this Gift to transport clothing (so they don’t have to steal
clothing every time they go ashore). Living beings are not protected by this Gift. This Gift is taught
by a tiger shark-spirit.
System: The player spends one Gnosis to activate the Gift. Items can be stored in the Rokea’s
gullet indefinitely; the item is considered part of the Rokea’s body like a dedicated item. When the
Rokea swallows her "cargo," she must, of course, be in a form large enough to do so, and she must
assume the same form to reclaim the items.

Gulp II
Source: Players Guide to the Changing Breeds.
A favorite of betweeners, this Gift allows the Rokea to swallow any non-living object she can
fit into her jaws, and then regurgitate it later, unharmed. A tiger shark-spirit teaches this Gift.

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System: The player spends one Gnosis point to activate the Gift. The Rokea may store items
in her gullet indefinitely, and anything swallowed is considered dedicated for purposes of
shapeshifting. The Rokea must be in the same form when she swallows and regurgitates the items,
and may not use this Gift to swallow something new without first spitting up anything already
carried.

Half Moon Mnemonics I


Source: Silver Fangs Tribebook.
Luna’s Philodox aspect is the teacher of ways and the keeper of memories. The Garou who
learns this Gift may recall any moment with crystal clarity, freezing it forever in her mind. The
Garou may then study the moment at her leisure, coming at it from almost any angle. Silver Fang
Philodox are forever replaying captured memories, and thus seem especially distant to others. A
Sea-spirit teaches this Gift; the Garou hears indistinct water-spirit voices throughout her training.
Ideally, the Silver Fang stares into water when using this Gift to recall a memory.
System: The player must spend one point of Gnosis for the character to "photograph" a
moment, and must make a Wits + Alertness roll, difficulty 6. If the Garou attempts to access the
memory later, the player must make an Intelligence + Occult roll (difficulty 7; 5 when the Fang is
looking into water). A botch means the image disappears forever, leaving an actual hole in the
Garou’s memory. A Fang may have on more memories "on file" than her permanent Gnosis score,
but may "dump" unwanted images at will.

Half Moon Mnemonics II


Source: Silver Fangs Tribebook Revised.
This Gift allows a Garou to remember a moment with perfect clarity, fixing it forever within
their mind. They may recall that moment at any time, and examine the memory from any angle they
wish. The memory does not dim with age, and the recall is always perfect and total. A sea spirit
teaches this Gift. The werewolf must seek an Umbral sea and mediate on the sound of its waves,
until she can hear the sea spirit calling to her. She must then focus on those instructions while at the
same time keeping total awareness of the moment to learn this Gift. Thus, she makes the wisdom
and reflection of the Half Moon part of herself.
System: The player must spend one point of Gnosis to store a memory and then rolls Wits &
Alertness (difficulty 6) to fix it in the characters mind. The roll is at difficulty 5 for a Philodox. The
character can store one memory for every point of permanent Gnosis she has. To recall the memory,
the player must make an Intelligence + Occult roll (difficult 7, 6 if the character is a Philodox, 5 if
the character is a Philodox and staring into water). A botch means the memory vanishes, leaving a
permanent hole in the character’s memory. The character may dump memories at any time, leaving
her only a normal, fallible recollection of the event.
MET: Intermediate Gift. Once learned, a Garou may spend a Gnosis Trait and make a Mental
test (retest Alertness) to fix a memory in her mind, a process which takes one full turn to perform
during stressful circumstances. The difficulty of this test is normally seven Traits, though for a
Philodox using this Gift it is only four. Once stored, the memory remains perfect, and can be
viewed and replayed from any angle the Garou desires with only a moment’s concentration. A
Garou may store as many memories as her permanent Gnosis rating in this fashion, however she
may also choose to "dump" unwanted memories at any time, returning them to normal, fallible
recollection. Due to the intense detail that is recalled, it is advisable to either bring suitable
recording equipment as an out-of-game representation of the Garou’s perfect memory — video
camera, microcassette recorder, etc. — or have a Narrator on hand to help take down what will be
remembered so there is no doubt later on as to what occurred. The maximum length of a memory
that can be stored is up to the Narrator’s discretion; while a romantic interlude might be possible,

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for example, an extended siege would not be, and Narrators should feel free to allow only memories
of relatively short duration (say a minute or so) in order to avoid confusion later on.

Half Moon’s Diplomacy


Source: Silver Fangs Tribebook Revised
Sometimes the first step to resolving a dispute is to prevent yourself saying anything to make
the situation worse. This Gift allows a werewolf to try to calm an explosive moment by preventing
everyone present from saying anything inflammatory, thus bringing them all the Half Moon’s
wisdom. To learn this Gift, the werewolf must follow a harrier-spirit for an hour, matching her
flight path from the ground, until she tires and consents to share this Gift.
System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty 7).
If the roll succeeds, anyone involved in the debate must concentrate for a turn by staying silent and
then roll Will-power (difficulty 8) to say anything that they know is likely to make things worse.
The effect lasts for one minute per success rolled. If a Philodox uses this Gift, then the initial roll is
at difficulty 6 and the participants in the debate must make a Willpower roll (difficulty 9) to inflame
the argument.
MET: Intermediate Gift. To use this Gift, the Garou must spend a Gnosis Trait and make a
Mental test against a difficulty of seven (retest Law). If successful, anyone involved in the current
debate or discussion must first be silent for five seconds and then make a Willpower test against a
difficulty of five Traits in order to say anything they know is likely to make things worse. The
Narrator has final say on what constitutes something likely to make things worse, although as a rule
of thumb if the player — not the character — knows that their comment will likely erode the current
situation without any real gain, then this Gift applies. (Players who repeatedly "overlook" the
obviously inflammatory nature of their comments should be punished accordingly; it’s one thing to
make an honest mistake, but quite another to repeatedly circumvent this Gift by feigning ignorance
or claiming "my character is a jerk.") If a Philodox uses this Gift, the difficulty of the initial Mental
test is lowered by two, while the difficulty of the Willpower test is increased by two, and the Garou
may spend a Mental Trait to force someone to retest a successful Willpower test to say something
hurtful. Only one retest may be forced this way per statement. This Gift lasts for the length of one
debate.

Halo of the Sun I


Source: Werewolf: the Apocalypse 2nd Edition.
The Garou becomes surrounded by a sphere of blazing sunlight. Certain Wyrm creatures —
denizens of 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.

Halo of the Sun II


Source: Dark Ages: Werewolf.
The character speaks an ancient word that is sacred to Helios and is immediately surrounded
by a sphere of blazing sunlight. Those Wyrm-creatures who fear the sun might flee before the
brightly shining Garou. This Gift is taught by a sunbeam-spirit.
System: The player spends one Gnosis point; the effect lasts for one scene. The character
receives two extra dice to the damage of any hand-to-hand attacks and causes aggravated damage

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when he is in Homid or Glabro forms. Anyone directly facing the werewolf adds three to all attack
difficulties because of the glare of the halo, and any vampires within 20 yards suffer damage as if
exposed to true sunlight (three health levels per turn).

Halt the Coward’s Flight I


Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may slow his fleeing foes, preventing them from escaping his wrath. This Gift is
taught by a Wolf spirit.
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.

Halt the Coward’s Flight II


Source: Werewolf: the Apocalypse Revised.
The Garou may slow a fleeing (not charging) foe, making him easier to catch. A wolf-spirit
teaches this Gift.
System: The Garou must spend one turn concentrating, and the player rolls Charisma +
Intimidation (difficulty of the target’s Willpower). If the roll succeeds, the target’s speed is halved
for one scene.

Hand Blade
Source: Silver Fangs Tribebook Revised.
Many Silver Fangs specialize in klaive dueling and swordplay. On occasions, they are
disarmed or attacked when they are unarmed. This Gift allows them to rely on their skill in
swordplay by turning their arm into a razor-sharp blade that slices and cuts like the best-forged
sword. An ancestor spirit, usually a former klaive dueling master, teaches this Gift.
System: The player spends a point of Rage and rolls Gnosis to transform his hand. For the
rest of the scene, he may use his arm like a sword, by rolling Dexterity + Melee (difficulty 6), doing
Strength + 2 aggravated damage, as his claws are part of the blade. However, each parry or other
blade-to-blade maneuver the werewolf attempts costs him one level of lethal damage. More than
three unregenerated levels of damage inflicted this way render the arm useless.
MET: Basic Gift. With the expenditure of a Rage Trait, the Garou’s arm transforms into a
bladelike shape, allowing him to wield his arm like a sword for the rest of the scene, including using
Melee for all relevant retests. In all other ways, the Garou’s arm is treated as a sword (use the
statistics for a klaive if in doubt), including dealing aggravated damage as the Garou’s claws are
part of the weapon. Every time they attempt a parry or similar blade-to-blade maneuver, however,
the Garou automatically suffers a level of lethal damage, even if the attempt is successful, and more
than three such levels of damage render the arm useless until it has time to regenerate.

Hand Fangs I
Source: Ananasi Breed Book.
This Gift causes each limb to end in a very wickedly sharp point, much like a fang, and allows
the Ananasi to inject venom from each limb (roughly one dose of venom per hand).
System: The player spends one Gnosis point and rolls Stamina + Occult. The hand fangs last
for a scene, and inflict the Ananasi’s Strength in aggravated damage.

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Hand Fangs II
Source: Players Guide to the Changing Breeds.
The Ananasi's "hands" develop a sharp, fang-like point that allows her to inject one dose of
venom per hand into a victim.
System: The player spends one point of Gnosis and makes at least one success on a Stamina
+ Occult roll. The "fangs" last for one scene and do aggravated damage equal to the Ananasi's
Strength.

Hand of the Earth Lords I


Source: Werewolf: the Apocalypse 2nd Edition.
The Garou can telekinetically move substances weighing up to 500lbs. This Gift is taught by
an earth elemental and an air elemental.
System: The Garou spends one Gnosis point and rolls Dexterity + Occult (difficulty 6). The
effect lasts one turn per success.

Hand of the Earth Lords II


Source: Werewolf: the Apocalypse Revised.
By drawing on the land’s energies, the Uktena can move any one object weighing up to 1000
pounds telekinetically. An air elemental and an earth elemental must teach this Gift in concert.
System: The player spends one Gnosis point and rolls Dexterity + Occult (difficulty 7). The
Uktena must maintain concentration in order to move the object, which travels at roughly 20 mph.
The effect lasts for one turn per success.

Hand of the Sun


Source: Rage across the Heavens.
The Garou’s hand blazes with a terrible heat and gives off a white-hot light, similar to a
branding iron. The Garou may touch an individual and mark them indelibly (and painfully) with a
brand of shame. Any Garou who encounter the victim in the future immediately recognize the mark
as a sign of that person’s treachery, dishonor or other grave crime. Vampires ignite when touched
by the Hand of the Sun.
System: The Garou spends a point of Rage and a point of Gnosis. No roll is necessary for the
Gift to take effect, but the character must make a standard attack roll in order to mark her victim. A
victim touched by the Hand of the Sun takes two health levels of unsoakable aggravated damage
and receives a permanent circular scar. The scar cannot be removed by any means short of
amputating the part of the body which contains the scar. The file lasts for one scene, although the
Garou may extinguish it beforehand if she so chooses.

Hand of Will
Source: Bastet Breed Book.
By willing things to move, the Bastet can lift objects or open barriers merely by staring at
them. A strong-willed Bastet can move even trucks and construction vehicles with her mind alone!
King-of-Beasts and Hatti favor this Gift, especially given the devastation brought about by human
traffic.
System: Invoking the power of the will requires a Gnosis point and a Willpower roll
(difficulty 7). Each success gives the Bastet three points worth of Strength at range (see “Feats of
Strength”, Werewolf: the Apocalypse, p. 212). This power can only move things, not punch or
crush them, and the cat’s degree of control is limited. A typewriter can be shoved aside, but not
used. It’s possible to employ a bit of fine manipulation by raising the difficulty to 9, but this

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requires total concentration. For each extra turn the object remains in motion, the werecat has to
spend a point of Willpower to keep it going. Once she sets it aside, the Gift ends.

Happy Thoughts
Source: Players Guide to the Changing Breeds.
Shapeshifters with Rage are dangerous to be around. More than one Nuwisha has lost her life
when an unappreciative werewolf has lost control after a prank. This Gift allows the Nuwisha to
remove the threat of frenzy for a short time (hopefully long enough to get away). An avatar of
Coyote teaches this Gift.
System: The player spends one Gnosis point. The character must touch the target. For the
duration of the scene, the target loses access to his Rage. He cannot frenzy, take extra actions, or
use Rage in any way. He can still change shape, however — the Rage is still present, the target just
can't make use of it.

Harano
Source: Players Guide 2nd Edition (1st Edition).
The Wendigo can inflict a state of Harano on a single victim. The target feels the tragic
history of all the world’s oppressed peoples, including the Garou themselves. Rumors that this
power would not 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).

Hare’s Leap
Source: Werewolf: the Apocalypse Revised.
By invoking this Gift, the werewolf may leap incredible distances. Hare-, frog- and Cat-spirits
usually teach this Gift. The lost Bunyip knew this Gift as Leap of the Kangaroo, however
marsupial-spirits seem loath to aid werewolves these days. Today, many werewolves call this Gift
Leap of the Kangaroo in their fallen cousins’ honor.
System: The player rolls Stamina + Athletics (difficulty 7). If successful, she may double her
normal jumping distance. (See Jumping, p. 197.)

Harmonious Slumber
Source: Rage across the Heavens.
This Gift enables the Garou to create a perfect environment for sleep even in the most
difficulty circumstances. Under the influence of this Gift, the Garou receives the equivalent of eight
hours of restful sleep an awakes refreshed and with his spirits revived.
System: The player spends a point of Gnosis and rolls Stamina + Enigmas (difficulty 7). One
success is necessary to affect the character. Each additional success allows him to include another
individual in the effects of the Gift. A failure means that the Gift does not work, while a botch
inflicts restless sleep on the character with no benefits. When the character awakens from a
successful use of this Gift, he finds that his Gnosis is fully replenished. The nap can last for up to
eight hours, although only two hours are necessary to reap full benefits.

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Harmony of the Soul I
Source: Hengeyokai: Shifters of the East.
As the Children of Gaia Gift: Serenity. The Zhong Lung often use this Gift to keep peace at
their courts, particularly when "honored visitors" are present.

Harmony of the Soul II


Source: Players Guide to the Changing Breeds.
As the Children of Gaia Gift: Serenity, often used to keep peace at court when "honored
visitors" (problematic shen) attend a session.

Harrier’s View
Source: Silver Fangs Tribebook Revised.
The Gift allows a pack alpha to have a prefect sense of where his packmates are, relative to
his own position. This allows him to howl or shout orders more effectively and plan the tactics of
the group better. A harrier-spirit teaches this Gift.
System: The player spends one Gnosis to activate the Gift. For the remainder of the scene he
has an uncanny sense of his packmates’ location. All Leadership rolls involving packmates are at -2
difficulty and all participants in any pack tactic gain an extra die on their roll(s) to complete the
tactic.
MET: Basic Gift. With the expenditure of a Mental Trait, the Garou immediately knows
where all of his packmates are, relative to himself, and is two Traits up on all Leadership tests with
his packmates for the rest of the scene. In addition, pack members are considered one Trait up on
any tests related to pack tactics or other specific plans the pack worked out in advance. due to their
strengthened bond.

Hathor’s Blessing
Source: Past Lives.
Among the many gifts given the Apis was the ability to promote fertility in others, even to the
point of in-creasing the chance of a shapeshifter breeding true. Although the werewolf who learns
this Gift must sacrifice a portion of her own spiritual essence to bestow Hathor’s Blessing, the
diminishing numbers of the Garou make it arguably well worth the price.
System: The Garou touches the person to receive the blessing at the brow, the sternum, and
just below the navel; the player sacrifices one permanent Gnosis. The next child conceived by the
blessed individual has an additional 25% chance to breed true (thus, a 35% chance of breeding true
if the character mates with a Kin of no particular Pure Breed). If neither the Gift’s target nor his or
her mate is a shapeshifter or Kinfolk (or is a shapeshifter that doesn’t pass on its nature by breeding,
such as Corax), there is still a 25% chance that their child will breed true, becoming a shapeshifter
of the same type (and apparently of the same bloodline) of the Gift user. This Gift cannot, however,
produce Pure Breed in a child if the parents possess none.

Haunting Howl
Source: Past Lives.
One of the howl-Gifts peculiar to the tribe, this eerie cry often echoed across the desolate
moors prior to a White Howler raid. In the years since the White Howlers’ fall, this cry has become
more alien and forlorn.
System: The player rolls Charisma + Intimidation, difficulty 7. All enemies within earshot of
the werewolf’s howl suffer a +1 difficulty to Willpower rolls for three turns per success. Willpower
expenditures are unaffected. No foe can be affected by more than one use of this Gift per scene.

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Haunting Stare I
Source: Werewolf: Wild West – The Wild West Companion.
The Garou summons her hereditary instability and focuses it into her stare. Gazing into the
eyes of the metis leaves the victim choking with horror. An Ancestor-spirit teaches this Gift.
System: The user must spend a turn in concentration to focus her will, but the Gift takes
effect immediately. Upon making eye contact, the victim must successfully roll her Willpower
(difficulty 8) or be unable to act during her next turn. The difficulty to use Haunting Stare increases
by one against Garou who are insane (including Silver Fangs).

Haunting Stare II
Source: Werewolf: Wild West – The Wild West Companion.
Like the Level Two Metis Gift, but the emotional impact is more guilt than horror.

Havgan’s Healing
Source: Fianna Tribebook Revised.
Named after the foe Pwyll dueled with in the Otherworld, this powerful Gift lets wounds
alternately harm and heal the Garou, giving the Fianna a critical edge in a sustained battle. A death-
spirit teaches this Gift.
System: To activate this Gift, the Fianna must spend two Gnosis points and concentrate for
one round. For the duration of the scene, any health levels that are not soaked alternately harm or
heal the Garou. The first blow to strike the Garou injures him as normal; with the second blow, any
damage that is not soaked (and the player must roll soak as normal) instead is treated as healing.
Bashing wounds heal bashing damage, lethal wounds can heal bashing or lethal damage, and
aggravated wounds heal all forms of damage. The third blow injures; the fourth heals, and so on.
Wounds suffered from silver can never heal, however; they inflict damage as normal, and "use up"
that blow — for instance, a Fianna wounded by silver by the fourth blow after activating this Gift
takes unsoakable aggravated damage as normal, and the fifth blow will injure, not heal, (However,
any aggravated damage taken on the sixth blow and every other attack after that could heal the
silver damage.) Any wounds left unhealed by the end of the scene must be healed as usual.
MET: The Fianna spends two Gnosis and concentrates for a turn. For the rest of the scene or
combat, any wounds the Garou receives either heal or harm him — the first strike injures, the
second heals, the third injures, and so on. The type of damage received determines what can be
healed — to heal bashing damage, the Garou must receive a bashing wound; lethal damage may be
healed with a lethal wound. Aggravated damage can heal any wound. Further, the damage is healed
on a one-for-one basis (two lethal wounds versus one level of lethal "healing" results in one level
healed and one remaining). Extra levels of healing damage that are not used simply vanish—they
cannot be stored or stacked. Wounds caused by silver cannot heal; they cause normal aggravated
damage and also use up the blow — if the blow was meant to heal and it’s caused by silver, the
wound remains, and the following strike also injures as usual. Aggravated damage not caused by
silver suffered afterward on the following strike and every other attack afterward could heal the
silver damage. If any wounds remain at the end of the scene, they must be healed as usual.
This can be a monster to truck in combat, and the Storyteller if within his rights to disallow it
in the name of simplicity.

Hawk’s Guidance
Source: Frontier Secrets.

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In the endless stretches of the Great Plains, the Wendigo quickly learned how to find the path
home. By chanting to the spirit of the Hawk, a Garou may divine the best direction for his travels.
The Gift bestows a "homing instinct," not an actual picture of the terrain; nevertheless, it’s an
effective spirit aid.
System: The player rolls Wits + Primal-Urge (difficulty 6) to find the best path to follow.
This may not be the quickest or most direct route, but it will be the safest. The Garou’s instincts
guide him from there. This Gift lasts until the journey ends; its guidance dissipates if the Gift is
used again before the trip is over.

Head Games I
Source: Werewolf: the Apocalypse 2nd Edition.
Other werewolves always accuse Galliards of being manipulative and playing with their
emotions, but those Garou with the Gift of Head Games do it like nobody else. The Galliard can
change and control the emotions of those to whom she speaks. She could cause someone to fall in
love with her (this won’t last, and the victim’s love may turn into justified resentment) or cause
another to befriend her (again, this won’t last, but a genuine friendship could still develop). This
Gift is taught by a Coyote-spirit.
System: The Garou rolls Manipulation + Empathy (difficulty of the target’s Willpower).
Success allows the Garou to steer the emotions of any one individual. The more successes, the more
quickly the emotions manifest and the more strongly they are felt. The Storyteller should give the
Galliard extra dice for roleplaying this Gift especially well.

Head Games II
Source: Werewolf: the Apocalypse Revised.
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 Manipulation + Empathy (difficulty of the target’s Willpower).
Success allows the Garou to steer the emotions of any one individual. The more successes 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. The Storyteller should give the Galliard’s
player extra dice for roleplaying this Gift especially well.

Heal the Wounded Land


Source: Bastet Breed Book.
As the Level Four Metis Gift: Redeem the Waste.

Healing Breath of Mother Gaia


Source: Werewolf: The Wild West.
Furies are healers as well as warriors. By bringing forth the Earth’s healing powers, a Fury
can dispel the worst effects of Wyrm-taint and injure the creatures of corruption. A cool breeze
blows across the mortal and spirit worlds alike when this Gift is used.
System: The Fury rolls her permanent Gnosis and spends one point per success. The roll’s
difficulty depends on how corrupted the area is.

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Corruption Difficulty
Mildly Tainted (a battlefield) 6
Tainted (fortiori bunks) 7
Corrupted (a Wyrm-cult’s lodge) 8
Blighted (an Umbral Blight) 9
Hopeless (an Anchorhead to Malfeas) 10

The presence of Wyrm-creatures in the area raises the difficulty by one (maximum 10). Each
success reduces the corruption by one level. The Healing covers an area roughly 100 feet by 100
feet; a Fury can spend double the Gnosis to heal twice that area. While the Gift’s effects aren’t
immediately noticeable, the place begins to "recover" from the Wyrm’s effects. In time, the
Penumbra reshapes itself into a more "neutral" state. Any Wyrm-creature caught within a 20-foot
radius of the Garou when she casts the Gift suffers one aggravated Health Level (nonsoakable) per
success.

Healing Sleep
Source: Werewolf: The Wild West.
The lupus can fall into a state of hibernation for a day, healing even the most severe wounds
while he sleeps. This Gift is taught by a Bear-spirit.
System: The player spends a Gnosis point and rolls Stamina + Primal-Urge. The werewolf
falls into hibernation, and is unaware of his surroundings while he rests. If injured, he will awaken,
but the healing sleep is spoiled. After a full day and night of rest, the lupus awakes with all Health
Levels healed, even if they were aggravated damage. This Gift cannot heal battle scars, however.

Healing the Soul


Source: Book of Auspices.
Through a weeklong ordeal of fasting, trance states and spirit communion, the Theurge is able
to set the elements of the Triat into perfect balance within one individual’s soul. Obviously, the
subject to be healed must be willing, and the two individuals must remain in solitude (save for
contact with spirits) for the duration. This Gift can cure insanity, ease emotional wounds, heal the
effects of trauma and remove desensitization. If the spiritual injury was caused by ill conduct on the
subject’s part, however, this Gift can only benefit them once: even the greatest empath has little
sympathy for those who willingly slide back into self-degradation after being helped out the first
time. An avatar of Unicorn teaches this Gift.
System: The effects are largely character and story based. This Gift alone cannot cure full-
blown Harano, but it can certainly ameliorate the causes, preventing it before it takes hold
completely. If the Storyteller has already embraced the complications of mechanical crossover in
her Werewolf chronicle, she may elect to allow this Gift to restore one or two levels of Humanity,
or subtract one or two levels of permanent Angst, once in a given vampire or wraith’s life. Of
course, very few Garou elders would ever consider wasting Gaia’s blessings on a Leech, even a
penitent one.

Healing Tongue
Source: Gurahl Breed Book.
As the Garou Theurge Gift: Mother’s Touch. Ursa Major taught this Gift to the Gurahl who
passed it on to the Garou, who know it by a different name.

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Heart of Fury
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou can steel himself against anger, suppressing his rage and containing a mental dam
against the explosive frenzies of his race. This anger will eventually catch up with him, so he must
vent it before it breaks free in frenzy. This Gift is taught by a Lion or Wolf spirit.
System: The Garou rolls Willpower (difficulty of his own permanent Rage). Every two
successes add one to the Garou’s frenzy difficulties for the scene, making it harder to frenzy. After
that scene, however, past slights and injuries are remembered, refilling the Garou’s heart and soul;
he must spend one Willpower point or immediately make a frenzy check at regular difficulty.

Heart of Fury I
Source: Werewolf: the Apocalypse Revised.
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 rolls Willpower (difficulty of the character’s permanent Rage rating).
Every two successes add one to the character’s frenzy difficulties for the scene, making it harder to
frenzy. When the scene ends, however, past slights and injuries come rushing back to haunt the
Garou, refilling the Garou’s heart and soul. He must spend one Willpower point or make a frenzy
check immediately at the regular difficulty.

Heart of Fury II
Source: Dark Ages: Werewolf.
A Garou uses this Gift to resist the pull of frenzy, steeling herself against Rage when too
much is at risk to indulge in mindless fury. There is always a cost, though. The werewolf must fight
against her anger when the danger is past, risking turning on allies if Rage overwhelms her. A boar-
spirit teaches this Gift.
System: The player rolls Willpower (difficulty is the character’s permanent Rage rating).
Every two successes add one to the character’s frenzy difficulties for the scene. At the end of that
scene, he must spend a Willpower point or immediately check for frenzy at the regular difficulty. If
the character does frenzy as a result, he will not attack his packmates (even if his permanent Rage
exceeds his permanent Gnosis). Any others nearby might be the unfortunate targets of his pent-up
Rage, though.

Heart of Ice I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou must know the name of the being to be affected by this power, and must whisper it
to the vengeful winds. Subsequently, the victim’s heart of other internal organs begin to turn to ice,
gripped by the curse of Wendigo. This Gift is taught by a spirit servant of Wendigo.
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.

Heart of Ice II
Source: Werewolf: the Apocalypse Revised.

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The Garou can call down the curse of the Wendigo on an enemy. The Garou must whisper the
name of the target to the winds; thereafter, the victim’s innards begin turning to ice. An avatar of
Wendigo teaches this Gift.
System: The player spends one Gnosis point and rolls Wits + Occult (difficulty of the target’s
Willpower). Each success inflicts one level of aggravated, unsoakable damage. This damage
accrues slowly, inflicting one health level per turn until al possible damage has been done.

Heart of the Ice Warrior


Source: Rage across the Heavens.
Usually used only in the direst circumstances, this Gift renders the Garou impervious to
damage long enough to deliver a final blow to her opponent. The exertion causes the Garou to
collapse, mortally wounded. Unless healed immediately, the Garou dies, having given her all in
battle.
System: No roll is necessary to invoke the Gift, but the player must spend a point of Rage.
The character may not dodge when invoking this Gift, but no damage levied against the Garou will
impair her in any way until her attack lands – lightning strikes won’t blow her back, and blades
can’t sever her limbs.
The character makes next attack at +4 to her dice pool. The player reroll any 1’s rolled on this
attack – they simple do not count. In addition, any damage rolls gain four extra dice. After
delivering her attack, the character falls to incapacitated. Unless somehow mystically healed by
Mother’s Touch or a similar Gift or fetish (regeneration isn’t an option) within the same turn, the
character dies at the end of the turn.

Heart Twister
Source: Werewolf: The Wild West.
As the Gift: Head Games.

Heartstrings
Source: Players Guide to the Changing Breeds.
As the Galliard Gift: Head Games.

Heat Metal
Source: Players Guide 2nd Edition (1st Edition).
Glass Walkers — who understand the workings of science and spirits alike — can mystically
excite the molecules within metal. Metal heated in such a way can be forged, molded or used to sear
flesh. A red-hot crowbar can be a very effective weapon, and heating the exterior of a gasoline
tanker can have explosive results. Glass Walkers learn this gift from fire, metal or earth elementals.
System: The Glass Walker must spend one Gnosis point and successfully roll Intelligence +
Repair. The difficulty varies from base metals (such as copper or lead) at difficulty 6 to complex
alloys (such as steel or titanium alloy) at difficulty 7. The number of successes equals the number of
rounds the metal stays heated. Touching heated metal causes one aggravated, unsoakable Health
Level of damage per round.

Heat Wave
Source: Mokolé Breed Book.
The Mokolé can bring the heat of Lord Sun to burn his enemies. Many can stand chill, but no
living thing can stand endless heat. A Sun-spirit teaches this Gift.

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System: The Mokolé dances the Steps of the Sun and spends 1 Gnosis. She then rolls Wits +
Expression, difficulty 5 if it is warm, 6 if cool and 8 if cold. If below freezing, the difficulty is 9.
The difficulty drops by 1 for each hour of dancing, and increases by 1 if the Mokolé cannot dance
except with hand motions (due to injury or imprisonment). For each success, one mile of territory
surrounding the Mokolé is heated to heatwave temperatures (130°F). Any creature vulnerable to
heat will lose one die from their dice pools per hour. The effects last for one hour per point of
Gnosis spent. They cannot last for more than one hour after sunset.

Heave-Ho
Source: Nuwisha Breed Book.
The Nuwisha using this Gift can throw an opponent incredible distances. The Nuwisha must
still be able to lift her target, either by sheer strength or in combination with a combat maneuver.
Some werecoyotes claim they have thrown opponents for several city blocks. They were not
exaggerating. This Gift is taught by an Ancestor-spirit.
System: The player must roll Dexterity + Athletics and expend one Gnosis point. For each
success, the character triples the normal distance he is able to throw a target (10 feet per dot of
Strength is the rule of thumb). This Gift is cumulative based on the number of successes. For
example, a Nuwisha with a Strength 5 could normally throw a target 50 feet. But with one success,
the Nuwisha could throw the target 150 feet, and with two successes could throw the target 450
feet. With three successes the same character could throw a target 1350 feet, and so on.

Heaven Thunder Hammer


Source: Hengeyokai: Shifters of the East.
By channeling the power of Heaven itself, the Khan strikes out with a blow that can shatter
walls and splinter trees. The force in this strike is akin to a battering ram, smashing through
anything in his path. This Gift is taught by the Tiger General of the Ministers of Heaven.
System: The player must spend three Rage and two Gnosis, and make a Strength + Primal-
Urge roll. The Khan’s subsequent strike covers about a five-foot radius (reducing his difficulty to
hit his opponent to 3), and adds a number of dice equal to his permanent Rage and Gnosis pools to
his damage dice pool. Any other Gifts that affect his paw strikes, such as Paws of the Raging Spirit-
Tiger or Blaze Talons, also lend their aid to this blow. After using this Gift, the Khan must
personally ask permission from the Tiger General to use it again in a later combat. Although this
request is almost never denied, it can take some time to gain an audience.

Heavens’ Guidance I
Source: Silent Strider Tribebook Revised.
A Strider with this Gift is never lost while the stars shine in the sky. This Gift is taught by a
spirit servant of the North Star.
System: Once learned, this Gift’s effects are always active from twilight to dawn. The
werewolf gains an innate sense of direction; he always knows which way is north, and the path he
took to reach where he is.
MET: The effects are automatic from sunset to sunrise.

Heavens’ Guidance II
Source: Werewolf Dark Ages.
A Silent Strider must be able to make his way through unfamiliar territory without benefit of
chart or compass. While under a night sky, even clouded, the Strider with this Gift can never be
truly lost. Although this Gift cannot tell a Strider exactly where he is at all times (the constantly

295
shifting borders of province and country alike are hard to foresee), the Strider will always have a
perfect sense of direction, as well as how many leagues he has traveled that day. Various Star-spirits
and other spirits of the Aetherial Realm teach this Gift.
System: No roll is necessary; the Strider’s sense of direction and distance is absolute while he
is under a night sky.

Heavens’ Guidance III


Source: Dark Ages: Werewolf.
This practical Gift prevents the Silent Striders who have it from ever being lost. Under a
cloudy night sky and without the benefit of a chart or compass, a Strider can still make his way
through unfamiliar territory. Although he cannot tell exactly where he is at all times, the Strider will
always have a perfect sense of direction. Also, he always knows the exact distance he has traveled.
Various star-spirits and other inhabitants of the Aetherial teach this Gift.
System: No roll is necessary. The Strider’s sense of direction and distance is absolute while
he is under a night sky.

Heightened Senses I
Source: Werewolf: the Apocalypse 2nd Edition.
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.

Heightened Senses II
Source: Werewolf: the Apocalypse Revised.
The werewolf with this Gift tunes in to the world around him, increasing his senses vastly.
When in Homid or Glabro form, her senses become as sharp as those a wolf, allowing him to hear
sounds beyond his normal range, granting him superior night vision and making his sense of smell
stronger than that of any dog. In wolf forms, his senses become preternaturally potent, allowing him
to perform feats that border on precognition. This Gift has drawbacks as well. If a fire alarm were to
go off around a Garou using this Gift, it might render him helpless. Cities can barrage the werewolf
with a sensory overload. Wolf-spirits teach this Gift.
System: The player spends a Gnosis point. The effects last for one scene. In Homid or Glabro
forms, the werewolf’s Perception difficulties decrease by two, and he may roll Perception + Primal-
Urge to perform sensory feats impossible for humans (such as tracking by scent). In Crinos, Hispo
and Lupus forms, Perception difficulties decrease by three (which is not cumulative with the
ordinary Lupus-form Perception bonuses), and the werewolf gains an extra die to Primal-Urge dice
pools.

Heimdall’s Blade
Source: Werewolf: Wild West – The Wild West Companion.
This Gift turns ordinary items into spiritual manifestations of the Garou’s Rage. With this
Gift, even a barstool becomes a deadly weapon. An Ancestor-spirit teaches this Gift.

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System: The player spends one Rage point and grasps her improvised weapon. Until the
scene ends or until the Get drops it, the item has the same statistics as a cavalry saber (difficulty 6,
damage Strength + 4).

Helios’ Child
Source: Corax Breed Book
Occasionally, the Sun deigns to lend a bit of himself to a Corax in need. This present takes the
form of a ball of lambent flame that materializes in the Corax’ hand. This fire doesn’t burn the
Corax, but will ignite anything it touches (effective temperature: 1000 degrees Fahrenheit; doing
damage akin to that of a chemical fire. See Werewolf: the Apocalypse, p. 197 for details). One of
Helios’ spirit-servants teaches this Gift.
System: To summon Helios’ Child, the Corax first asks Helios for help. The Gift can be
called upon at any time, day or night, but the request must be made of Helios before anything else
happens. Of course, various Corax have various definitions of what constitutes a "request," and
Corax theologians point to the continued workings of this Gift as proof that Helios does in fact have
a sense of humor. Beyond the request, the Corax must burn two points of Gnosis and close his eyes
for a brief second (and roll Manipulation + Subterfuge, difficulty 7). When the Corax opens his
eyes, if the Gift has functioned properly, a little piece of the sun will be resting in his palm, ready
for use.

Help Me
Source: Bone Gnawers Tribebook Revised.
Once each game session, a Bone Gnawer with this Gift can tell a tale of suffering so pitiful
that he can elicit the help of an average human. With enough successes, he may convince the human
to go out of his way to help the poor suffering bastard get on his feet. Masters of this Gift has
managed to walk with a mark to the ATM for a sizeable donation, borrow the keys to a car for an
evening, or sleep on someone’s floor. The tribe has spent millennia watching over the human race;
after realizing on some subconscious level this great service, the human pays his protector back
with a grand favor. Great Bone Gnawer heroes use this Gift when they need help protecting humans
from the evils around them.
System: There’s a price to pay, however. Some rabble exploits these victims for all they can
get, but this behavior is hardly considered honorable. Word gets around. Using this help for the
common good is commendable, but if the werewolf uses this Gift from Gaia to rip people off, he’ll
lose one temporary Honor each time if the local Garou find out. In any case, the Storyteller decides
what help the human offers.
MET: While this Gift only works on a normal human and only once per game session, it
automatically causes the human to become predisposed to help you as best as possible. This will
depend upon the human’s skills, proclivities and Nature. A wealthy business executive will give
you money, but probably won’t kill someone for you (unless he secretly has the Monster nature and
has always been waiting for an excuse); conversely, a hardened criminal might give you some guns
or do a little job for you, but probably wouldn’t spend the next three days working at on orphanage.
You should at least try to role-play out telling your sob story to influence the subject. Remember,
use of this elder-level Gift for trivial or selfish ends may result in the loss of Honor, even if only the
spirits see it.

Herb Call
Source: Rage across the Heavens.
Through singing or chanting, a Garou can find helpful or medicinal plants, roots or bark even
in poor areas such as deserts. Such plants might be healing herbs, substances useful in rites or tubers

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and other plants that provide needed sustenance. The song causes the plants to resonate from the
music so that the Garou can locate them by following the sounds.
System: The player spends a point of Gnosis and rolls Perception + Performance. A single
success enables the character to locate the desired herbs or plants within a mile of her location.
Additional successes increase the range by one mile per success. Failure means that the character
cannot hear any plants, while a botch leads the character to harmful herbs or plants.

Herding the Infant Ape


Source: Players Guide to the Garou.
Perhaps the most unpopular Gift in the entire tribe, this Gift is hidden by Whelp’s
Compromise, although a few Warders of the Land use it in more... experimental ways. It turns a
human child of no older than ten years old into a creature of the wild, unable to set footing in a city.
Some suggest that this Gift is responsible for myths such as Romulus and Remus, or the tale of
Mowgli. Whelp’s Compromise camp members use this to show that humans themselves can exist in
harmony with Gaia, it is the City that is evil and needs to be destroyed. It is taught by a wolf or ape-
spirit.
System: This Gift can be used only on a human child of no more than ten years. The player
spends 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.

Hero’s Stand I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou plants herself on a patch of ground and channels the very force of Gaia through her
body, essentially becoming one with the Earth. She may not retreat or even move from her chosen
"turf" (and no force on Earth can make her!), but she gains many powers thereby. Only when all
foes are defeated may she retreat or leave. This Gift is taught by an earth elemental.
System: The Garou rolls Willpower (difficulty 8). Each success grants her one extra die to all
her Dice Pools. Additionally, she may not be surprised, and all attacks against her are considered
frontal.

Hero’s Stand II
Source: Werewolf: the Apocalypse Revised.
The Garou channels the strength of Gaia herself, becoming one with the earth upon which he
stands. While he may not retreat or even move from that spot for the duration of the Gift, he gains
many powers through Gaia’s might. An earth elemental teaches this Gift.
System: The player rolls Willpower (difficulty 8). Each success grants one extra die to all
Physical dice pools. Also, the Garou may not be surprised, and all attacks are considered frontal.
The Garou may not move until all foes have been defeated or have fled.

Herpetophobia
Source: Nagah Breed Book.

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Nagah using this Gift afflict victims with a powerful irrational fear of snakes. The victim
reacts with extreme fear and revulsion toward the snake, and will attack or flee from any snake he
encounters while under the Gift’s influence. Naturally, the size and behavior of the snake will have
some influence on his reaction.
System: The player spends one rage point and rolls Manipulation + Intimidation, difficult 7;
the target resists with Willpower, difficulty 7. The duration of the fear is one day per success for
mortals, one hour per success for “mostly human” supernaturals such as mages, or one turn per
success in the case of shapeshifters, vampires or other inhuman creatures. Victims may spend
Willpower to fight the fear, but only for a turn at a time. Affected characters flee the presence of
snakes if they can, and lose two dice on any actions involving the snakes themselves. Targets who
are already herpetophobic may go catatonic with fear.

Flick of the Fish’s Tail


Source: Frontier Secrets.
The Uktena can breathe underwater and swim as fast as he can run in Hispo form. The Gift is
taught by any Fish-spirit.
System: The player spends one Gnosis point and rolls Stamina + Animal Ken (difficulty 6).
The effect lasts for one hour per success.

Hidden Depths
Source: Rage across the Heavens.
This Gift allows the Garou to uncover some hidden piece of information, or to decipher some
cryptic passage of text. The Gift can also enable a Garou to figure out who the real power behind
the scenes is in a given situation.
System: The player spends a point of Gnosis and rolls Perception + Enigmas (difficulty 8).
Each success allows the character to hear one hidden or concealed fact about the person, place or
thing targeted by the Gift. For example, one line of a prophecy may be explained for each success.
The Storyteller should decide the overall effects of this Gift so those players do not attempt to avoid
pursuing other avenues of investigation.

Hidden Heart
Source: Rage across the Heavens.
This Gift allows the Garou to take a dangerous piece of knowledge she possesses and lock it
away in her mind so that it becomes inaccessible without a key. The concealed information cannot
be taken from her through mental powers or coercion; she can neither access the information nor
remember that she has hidden something away in her mind. Until someone speaks the trigger word,
performs the appropriate gesture or enacts the conditions set forth in the activation of the Gift, the
Garou remains blissfully unaware of the information she has hidden from everyone – including
herself.
System: Before using this Gift, the Garou must set the condition which will cause the
information to become available to her. This information should be given to a trusted ally – after all,
the Garou herself won’t even remember that she has a key word, much less a secret. After deciding
upon the trigger, the player spends a point of Gnosis and rolls the character’s Willpower (difficulty
8). Only one success is necessary for the Gift to take effect. The effect of the Gift lasts until the
hidden information is triggered.

Hidden Killer
Source: Red Talons Tribebook Revised.

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The Red Talons did not survive for so many years without learning ways to conceal
themselves. This Gift allows a Garou to leave behind no physical evidence that would betray her
hand (or claws and teeth) in a slaying. This Gift is taught by a snake-spirit.
System: After a battle, the Garou must lick each wound she inflicted once. The player spends
one Gnosis point and rolls Intelligence + Stealth (difficulty 7). If the roll succeeds, the wounds alter
themselves so that they resemble stabbing wounds rather than bite marks, and any hair, saliva,
blood or other physical evidence from the werewolf’s body disappears. Any peripheral damage
(smashed furniture, for example) remains as it was, however.

Hidden Meaning
Source: Silver Fangs Tribebook Revised.
Sometimes what someone doesn’t say is just as revealing as what they do say. This Gift
allows a listener a sense of exactly what a speaker is concealing or avoiding saying. A heron-spirit
teaches this Gift.
System: The player rolls Perception + Empathy. If the roll succeeds, the character gains an
idea of what worries the speaker most, even if they haven’t alluded to it in anyway during the
speech. The more successes achieved, the more information the Storyteller should provide.
MET: Basic Gift. To use this Gift, the Garou must first listen to the target talking about a
particular topic for at least a minute. She may then make a Mental test (retest Empathy); if
successful, she may immediately ask her target "What worries you most?" about the subject of the
target’s speech. A Narrator may be employed to ask this question and relay the requisite
information if the Gift user desires.

Hidden Secrets
Source: Shadow Lords Tribebook Revised.
Children of Crow are terribly fond of blackmail, and this Gift does a lot to help their natural
tendencies along. The Corax know this Gift as Dark Truths; the Shadow Lords learned the Gift
from the raven-folk, and improved on it a bit. The Gift is taught by a fly-spirit.
System: To use this Gift, the character rolls Perception + Manipulation (difficulty 7). Success
indicates the Garou learns one of the target’s deepest and most embarrassing secrets. These secrets
are of no use in combat, but make excellent blackmail material. Of course, not everyone has secrets
of equal value.
MET: Make a Static Mental Challenge against seven Traits (retest with Subterfuge). With
success, your target must reveal one of his most embarrassing secrets (e.g., she got a risqué tattoo
when drunk, he sleeps with a teddy bear). The secret has no combat value, but the blackmail
potential is great.

Hide in Plain Sight


Source: Werewolf: The Wild West.
As the Gift: Blissful Ignorance. This Gift is taught by a Lizard- or Snake-spirit.

Hide the Wolf


Source: Outcasts - a Players Guide to Pariahs.
A Garou with this Gift can temporarily hide all signs of his Rage, including the subtle,
instinctual signs which often spook humans and wolves. In this way, the Garou can live among
them without suffering the Curse. However, the sight of the Garou in Crinos from will still activate
the Delirium in humans. This Gift is taught by a Raccoon- or Chameleon- spirit.

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System: The Garou spends one Gnosis point and rolls Charisma + Primal-Urge (difficulty 6).
Only one success is required. The effect lasts for one scene. However, the Gift is canceled if the
Garou spends any Rage points or shapeshifts.

Hideous Bite
Source: Hengeyokai: Shifters of the East.
As the Level Four Black Spiral Dancer Gift: Crawling Poison.

Holdout
Source: Ratkin Breed Book.
By creating a "pocket" in your flesh, you can smuggle a weapon or a small package. Don’t be
surprised if a corned Twitcher pulls something amazing out of his... well, you know...
System: Spend one Gnosis, and the spirits will aid you in secreting the device. Roll Wits +
Subterfuge to make sure it’s well hidden. If your holdout item is bigger than a rat, you cannot shift
into rat form without immediately dropping it on the ground. The package can’t be larger than your
chest cavity. Inserting it can be rather embarrassing unless it’s done in private. Excreting it from
your newly created orifice requires a point of Rage. You may point to the spot where you’d like the
new orifice when you activate this Gift, but be specific; Rat-spirits don’t give a rat’s as where they
shove it in.

Home in All Lands


Source: Red Talons Tribebook Revised.
Legends among the Red Talons state that the wolves with the greatest connection to the
Progenitor Wolf were not bound by distance, but indeed could appear anywhere where wolves were
found. This was long thought to be simply a lore, but in fact an elder Red Talon with a strong
enough lineage might well learn to fade from one location and appear anywhere else in the Realm
or the Umbra, provided that the Progenitor has been there before him. Only the Progenitor Wolf
himself teaches this Gift.
System: The player must roll Gnosis as though her character were stepping sideways. If
successful, the character may appear at any location on Earth where wolves might be found
naturally (whether or not any still exist) or any location that boasts Garou. She may instead choose
to appear in any Umbral Realm that she has previously visited. A Red Talon must have Pure Breed
5 to learn this Gift.
MET: You must first have Pure Breed x 5 to learn this Gift, and only the Progenitor Wolf
teaches it. Make a challenge to step sideways. With success, you may appear anywhere on Earth
where wolves might be found (whether they’re still there or not), or any place that has a Garou
population. You may also appear in any Umbral Realm you have previously visited.

Honor Bound
Source: Werewolf: The Wild West.
The Philodox compels an individual or pack of Garou to perform a mission that may not
correspond to an individual’s desires. Only a handful of subjects can be affected by this Gift at one
time. The Philodox’s order is so compelling that few can resist, assuming that it doesn’t defy Garou
Basic instincts. The leader could make a pack of European Garou restore a caern to its native
owners, but could not make werewolves eat human flesh. This Gift is taught by an Incarna avatar.
System: The player spends a Gnosis point and rolls Manipulation + Leadership (difficulty of
the target’s Willpower or the highest rating in a group). Three Willpower points must be expended

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to resist the order, and doing so results in the loss of three Honor Renown. The command is
compelling until the act is accomplished to the best of the Garou’s ability.

Honor Pact I
Source: Silver Fangs Tribebook.
The Honor Pact is another Gift of diplomacy. All participants must enter into the pact
willingly. Those who participate exchange blood (most often by cutting their palms open) and
swear oaths to Falcon. Spiritual bonds connect participants, and they may not work against each
other’s interests in any way. (The Storyteller has final say in what constitutes the edict.) Packmates
bound by this oath are highly resistant to the tendrils of the Defiler Wyrm. The Children of Karnak
teach this Gift.
System: Three temporary Gnosis points must be spent by each participant, while four must be
spent by the user of the Gift. The players must also make a Charisma + Rituals roll (difficulty 7).
Previous rivalries or differences between packmates are greatly lessened, reducing the
difficulties of all Social rolls among themselves by -2. All attempts by agents of the Defiler Wyrm
to corrupt those under an Honor Pact are at +2 difficulty. Garou who invoke this Gift but who
frequently squabble or fight 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).

Honor Pact II
Source: Silver Fangs Tribebook Revised.
This is another of Helios’ Gifts that allows diplomacy between even the most intransigent of
opponents. For the Gift to work, though, all parties involved in the negotiation must agree to its use
willingly, even if they consider their position fixed and room for debate to be minimal. Participants
must show their willingness by spilling their own blood and mingling it with that of the other
participants, usually by slicing open their palms and shaking hands. Helios does not consider those
creatures without blood or with toxic or damaging blood worthy of his Gift and they cannot
participate. Each participant then swears an oath to both Falcon and Helios to work with her fellow
participants to find a solution. This forges spiritual bonds between all involved, preventing them
from acting against one another’s interests and hopefully allowing a conclusion to the negotiations
that suits and benefits all.
On occasions, a pack with a Sun Lodge member will use this Gift to prevent minions of the
Defiler Wyrm turning one packmate against another. Helios allows a Child of Karnak to teach this
Gift.
System: Each participant must spend three Gnosis, while the player of the user of the Gift
spends four Gnosis. All players (and the Storyteller, if a Storyteller character is participating) make
a Charisma + Rituals roll (difficulty 7). If the rolls succeed, all Social rolls between the group are at
-2 difficulty. The players should also roleplay the lack of antagonism and care for each other’s
interests with the guidance of the Storyteller, who has the final say on what this entails.
The effects of the Gift are permanent, unless one of the participants breaks faith. Servants of
Falcon and Helios immediately set upon the character that does so, burning and tearing at her for
five health levels of aggravated damage. If the character survives, she is marked as an oath breaker,
as per the Stone of Scorn rite (Werewolf, p. 162). Repeated arguments or petty fights between the
participants will erode the Gift’s effects over time, at the Storyteller’s discretion. The only way to
strengthen an eroded Pact is to perform the whole process again.
Any servant of the Defiler Wyrm who tries to corrupt or turn those under the Honor Pact is at
+3 difficulty to any roll related to the action.

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MET: Intermediate Gift. To enact this potent Gift, the Garou and the others she wishes to
form a bond with must all agree to this Gift’s use (even if they see little chance of changing their
minds), and spend three Gnosis Traits together while performing a suitable bonding ritual of some
kind, which must take at least five minutes to perform. Once these conditions are met, the
participants are considered two Traits up on all friendly Social tests with each other and in general
should roleplay their reduced antagonism and increased willingness to devise amenable solutions to
their common problems. While they need not immediately all group hug, this Gift goes a long way
toward helping even the most intractable foes see the wisdom of working out their differences
together. Should a character outright break this pact, they immediately suffer five levels of
aggravated damage and are marked as an oath breaker; however, petty fights and other repeated
minor slights will eventually wear down the bond without causing such a radical punishment.
Bonds that have been eroded (Storyteller’s discretion) may only be re-invigorated with a new use of
this Gift. Servants of the Wyrm who attempt to corrupt or turn those under the influence of this Gift
against their bonded companions suffer a three Trait penalty to all related actions.

Honorable Death
Source: Werewolf: The Wild West.
As the Gift: The Good Death.

Hootenanny
Source: Bone Gnawers Tribebook Revised.
Bone Gnawer Hillfolk invented this Gift, and they’ve been teaching it to Galliards
everywhere. A good old-fashioned hootenanny involves music played really fast and incredibly
well - "Dueling Banjos" is currently the most common song used with it.
While a Garou enacts this performance, every werewolf in his pack finds it easier to run,
fight, jump, or perform any other rapid, strenuous physical activity. Unfortunately, everyone who
hears the performance feels like dancing - they might stomp their feet, clap to the music, and even
dance around if the music’s good enough. This gives the pack a decided edge in combat. With this
Gift, a pack of Hillfolk and a Galliard with a banjo can tear up a whole room full of fomori and
Black Spirals with one hell of a square dance. This Gift is taught by an ancestor-spirit, usually one
that looks and acts like a Galliard. Some Galliards claim this Gift is taught by the ghost of Elvis, but
no one believes them.
System: When the hootenanny starts, the Garou using it spends a Gnosis, rolls Manipulation
+ Performance, and plays fast-paced, raucous music on a musical instrument. If the character scores
three successes on the first turn, the Gift is activated; if he doesn’t, he can continue to attempt the
roll each turn until he does. For the duration of one scene, as long as he continues to perform, each
Garou in his pack can add three extra dice to any Dexterity + Brawl or Athletics dice pool. A
packmate can add these dice to only one action each round, or he can divide them among multiple
actions, but he cannot use more than three bonus dice from this Gift in a turn.
Any enemies listening should make Willpower rolls when this power is activated. If an
opponent hearing the music can’t score at least three successes on this roll, raise the difficulty of all
his Dexterity + Brawl or Athletics dice pools by 2. (Melee and Firearm dice pools are not affected
by this Gift.)
MET: You must sing or perform a fast-paced country song to use this Gift. (You don’t
actually have to know the words, although it would be disturbing if you did. One of the most
common songs for this is “Dueling Banjos.”) You add two Physical Traits to each of your
packmates’ challenges, but cannot join in any of those challenges.

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Hotwire
Source: Ratkin Breed Book.
You can circumvent the electrical system of any vehicle and jump-start the engine. With a
little more work, you can even bind an Electricity-spirit to a spare key, creating a spirit key" for the
car that other Ratkin can use. Some Tunnel Runners like to travel in style, using and discarding cars
along the way.
System: Spend one Gnosis and roll Intelligence + Repair; Tunnel Runners have a difficulty of
8 on this roll, while Engineers have a difficulty of 6. One success starts the engine. You may then
craft a spirit key by holding up a spare key to the car’s electrical system and coaxing an electricity
elemental inside. Make a temporary Gnosis roll against the difficulty of the local Gauntlet; the
number of successes reveals how long the key will work. Each success guarantees the key will
function for one day before the spirit escapes. Only Ratkin may use this spirit key.

Howl of Death
Source: Red Talons Tribebook Revised.
A Talon blessed with this Gift may infuse her howl with Rage and pain, causing grievous
wounds to one target. The werewolf must be able to see her target clearly, and the target must be
able to hear the howl. Only the intended target is affected by the Gift, though anyone else who hears
it is disquieted and frightened.
System: The player rolls Charisma + Primal-Urge (difficulty 6). Each success inflicts one
level of lethal damage, which the target may soak if he is able. The damage manifests, should
anyone care to look, as massive internal damage, as if the target’s innards suddenly rupture.
MET: The target of this Gift must be within uninterrupted line of sight and within earshot of
the howl. Make a Social Challenge (retest with Primal-Urge). Success inflicts two levels of lethal
damage, which manifests as massive internal damage as organs rupture. The howl if frightening
even to those that are not its targets.

Howl of Hunger
Source: Red Talons Tribebook Revised.
Wolves gorge themselves when they eat, especially during the cold winter months, because
they cannot be sure when they will find food. Most humans know nothing of this kind of hunger, as
they have their food handed to them. The Garou with this Gift can weaken any that hear her howl
with crippling hunger.
System: The player rolls Charisma + Intimidation (difficulty 7). If the roll succeeds, anyone
within earshot of the werewolf’s howl loses two dice from any mental and physical dice pools as
their bodies are wracked with hunger pangs (the player may choose to spend a Gnosis point to leave
the Red Talon’s packmates unaffected). This Gift only functions on creatures that feel physical
hunger for food – vampires and other dead things are unaffected. However, any Garou affected by
this Gift must immediately check for frenzy (although even a Garou in frenzy is subject to the dice
penalty due to weakness). Frenzied werewolves are likely to feast on any meat they can find if
subject to the Howl of Hunger, much like Homid Garou in the Thrall of the Wyrm. The effects of
the Gift last for one scene.
MET: Make a Social Challenge (retest with Intimidation). With success, anyone in earshot
suffers a two-Trait penalty on Mental and Physical Challenges as they suffer hunger pangs (spend a
Gnosis Trait to shield your packmates from the effects). Only those who know physical hunger for
food are affected – vampires, the walking dead, Risen and similar creatures do not suffer. Any
Garou struck by Howl of Hunger must immediately test for frenzy, but he will continue to suffer the
penalty even if he frenzies, and will eat any meat within his reach. This effect lasts for one scene.

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Horde of Valhalla I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou must be in good standing with his totem (have displayed exemplary courage) and
may only use this Gift in the most dire circumstances, as he is asking aid from Fenris himself. This
Gift is taught by an avatar of Fenris.
System: The Garou rolls Charisma + Animal Ken (difficulty 6). If successful, a number of
spirit wolves from Valhalla emerge from the Umbra to do battle with the Garou’s foes — one wolf
for every point of Gnosis or Rage spent by the Garou. These wolves are identical to those of the
Wild Hunt. The wolves will return to Valhalla at the end of the scene.

Horde of Valhalla II
Source: Werewolf: the Apocalypse Revised.
The Garou who uses this Gift must be in good standing with his tribe’s totem, and he must
have a great need for aid, for he is asking help of Fenris himself. This Gift — taught by an avatar of
Fenris — summons great wolves to come to the Garou’s aid.
System: The player spends as much Rage and/or Gnosis as he wishes and rolls Charisma +
Animal Ken. If successful, a number of spirit wolves appear from the Umbra to do battle with the
Garou foes. The number of wolves is equal to the number of points spent by the player. The wolves
are functionally identical to the wolves of the Great Hunt. They remain for the entire scene.

Horde of Valhalla III


Source: Dark Ages: Werewolf.
When a Fenrir evokes this Gift, he summons Great Wolves to aid him. It cannot be used
lightly, and it requires a good standing with Fenris as well as a truly worthy circumstance. An
avatar of Fenris teaches this Gift.
System: The player may spend as many points of Rage and Gnosis points desired, then he
rolls Charisma + Animal Ken (difficulty 6). The number of Great Wolves that appear is equal to the
number of Rage and Gnosis points spent. The wolves are functionally identical to the Hounds of the
Wild Hunt, and they remain for the one scene.

Horns of the Impaler I


Source: Book of the Wyrm 1st Edition.
This Gift endows the Black Spiral with a pair of antlers or horns which may be used for
goring. The antlers are usually black or green. They do damage as a bite and give the Garou an
extra attack. Charging increases the number of Health Levels inflicted by two, but only one attack
may be made.

Horns of the Impaler II


Source: Book of the Wyrm 2nd Edition.
This talent endows the Black Spiral with a pair of spiraling, chitinous black-and-green horns.
Usually, they’re worn as antlers, although some Dancers have learned to protrude them from other
parts of their bodies.
This Gift is usually taught by a Dratossi. A Bane inside a physiologically freakish fomor
might also bless an ally with this talent.
System: This appendage inflicts the same damage as a Bite attack; its can be used a
maximum of twice each round of combat. A horned Black Spiral may instead choose to charge his
enemies; this increase the amount of damage to Strength + 5 dice, but only one such charging attack
can be made that round.

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Hot Ichor
Source: Mokolé Breed Book.
This Gift makes the Mokolé able to gain a pool of heat energy, increasing his prowess in
hunting or battle. A Raptor-spirit teaches this Gift.
System: By spending Rage, the character gains a temporary “heat pool” of one point per Rage
point spent. Beginning the next turn, the Mokolé can then spend the points in the heat pool to add to
Physical Attributes; the bonuses last for one turn. The pool maximum is the Mokolé’s Homid-form
Stamina + 5.

Howl of the Banshee I


Source: Werewolf: the Apocalypse Revised.
The werewolf emits a fearful howl that causes those who hear it to run in terror. A Banshee —
a mournful-spirit of the dead — teaches this Gift.
System: The player spends a Gnosis point and rolls Charisma + Intimidation. All who hear
the howl must roll Willpower (difficulty 8; 6 for allies of the Fianna) or flee in terror for one turn
per success on the Garou’s roll.

Howl of the Banshee II


Source: Dark Ages: Werewolf.
The werewolf throws back his head and unleash a long, ululating howl. The howl can strike
fear even into the heart of the undead, and peasants who hear it from afar cross themselves. A
Banshee, a death-spirit whose task is to mourn and foretell, teaches this Gift.
System: The player spends a Gnosis point and rolls Charisma + Intimidation (difficulty 6).
All who hear the howl must roll Willpower, [difficulty 8 (6 for allies of the Fianna)]. Those who fail
will flee in terror for one turn per success on the player’s roll.

Howl to the Pack


Source: Red Talons Tribebook Revised.
The Talon howls, and no matter how far away, her pack hears her. She cannot hear any
response they might give, but she can be sure that they hear any message she wishes to impart.
System: The player rolls Charisma + Primal-Urge (difficulty 7). The “pack” in question
might be one Garou’s literal pack, bonded by a totem, or any wolf to whom the Red Talon is
related. Each use of the Gift allows one howl, and the player must roll Manipulation + Expression
(difficulty 6) to convey any concept more complicated than “warning” or “I need help.” The
recipients of the howl are the only ones who can hear it.
MET: Make a Social Challenge (retest with Primal-Urge). Your pack can be your literal
pack, one that is bonded by a totem or a wolf that is related to you. A second Social Challenge
(retest with Expression) is needed to convey more complex concepts. Only recipients the howl is
intended for can hear it.

Howl of the Unseen I


Source: Tribebook Fianna.
The Fianna have strong ties to the Umbra. A member of the tribe with this Gift may howl in
the Umbra or in the Realm and have her kenning echo on the other side of the Gauntlet. This Gift is
taught by the spirits of animals that make loud noises but remain unseen, such as crickets and frogs.

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System: The Garou must spend a Gnosis point to activate this Gift. He may speak or howl for
a full turn, and his voice will be heard on both sides of the Gauntlet. The Storyteller is free to
determine how much the Garou can say in one turn. Consider timing the player as he speaks for five
seconds (if he speaks too fast and you can’t understand what he says, then neither can anyone
listening).

Howl of the Unseen II


Source: Fianna Tribebook Revised.
Just as the ancient peoples had power in the connections between two halves (day/night, light
half/dark half, etc), so do the Fianna draw on their connection of spirit world and physical realm to
bridge the Gauntlet. This Gift allows a howl from one side of the Gauntlet to echo across to the
other. It is taught by a Bean Si, as well as by the spirits of animals that make loud noise without
being seen, such as frogs or insects.
System: The Garou rolls Gnosis, difficulty of the Gauntlet, after which she may howl or
speak for up to a full turn; the sound will be clearly audible on both sides of the Gauntlet. The
Storyteller is free to determine how much can be said in the span of one turn.
MET: The Garou makes a Static Gnosis Challenge against the Gauntlet (retest with Occult).
With success, she can howl or speak for up to one full turn, and be clearly heard on both sides.

Humbaba’s Escape I
Source: Bastet Breed Book.
One of the tribe’s first and most valuable tricks, this Gift allows a wereleopard to dislocate her
limbs and slide through small openings. Though the Bagheera claim that the wise cat Humbaba
invented the trick, the Simba maintain that he originally learned it from Mouse-spirits.
System: The player rolls her Dexterity + Athletics to dislocate her cat’s limbs. The harder the
attempt, the higher the difficulty becomes. Undoing your wrist to get out of handcuffs would be
difficulty 6, while dislocating your spine and ribs to get through an air shaft would be 10. While the
cat is out of joint, her Stamina rating drops by two. Simple adjustments don’t cost any Gnosis, but
large-scale body-shifts cost one point.

Humbaba's Escape II
Source: Players Guide to the Changing Breeds.
One of the tribe's first and most valuable tricks, this Gift allows a wereleopard to dislocate her
limbs and slide through small openings. Though the Bagheera claim that the wise cat Humbaba
invented the trick, the Simba maintain that he originally learned it from mouse-spirits.
System: The player rolls her Dexterity + Athletics to dislocate her limbs. The harder the
attempt, the higher the difficulty becomes. Escaping handcuffs would be difficulty 6, while
dislocating her spine and ribs to get through an airshaft would be 10. The Bagheera's Stamina drops
by two while she is out of joint. Simple adjustments don't cost any Gnosis, but large-scale body-
shifts cost one point.

Humiliate
Source: Gurahl Breed Book.
By delivering a verbal assault, the Gurahl can psychologically devastate a group of opponents.
In most cases, the loss of self-esteem engendered by this Gift causes the victims to back down from
a fight or flee the vicinity. Even if the opponents manage to stand their ground and fight, their
attacks suffer from the belief that they will fail. A Bear-spirit teaches this Gift.

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System: After the Gurahl verbally castigates her target (which may consist of up to five
individuals), her player rolls Charisma + Intimidation (difficulty 8). One success enables the
opponents to continue their intended attacks on the Gurahl, but every action suffers a penalty of two
dice. Two or three successes cause the opponents to back down from the confrontation. Four or
more successes means that the victims flee from the area. This Gift is a stronger and more
permanent form of Dolorous Countenance, since it affects multiple targets. In addition, its effects
persist for several days, sometimes leaving the victims (if they fail a Willpower roll) with a
permanent aversion to the Gurahl who humiliated them. This Gift only works on sentient creatures;
it has no effect on animals, spirits who lack the concept of feeling ashamed or Wyrm-creatures.

Hummingbird Dart I
Source: Corax Breed Book
This Gift is most often utilized in conjunction with Razor Feathers, in which case it makes for
a devastating weapon. Hummingbird Dart permits a Corax to pluck one of her own feathers and
throw it like (as one might guess) a dart. The feather flies straight and true, unencumbered by
anything so petty as the laws of physics and the strictures of aerodynamics. A Hummingbird-spirit
teaches this Gift.
System: The Hummingbird Dart requires that the Corax spend a point of Rage and then roll
Dexterity + Melee (difficulty 5). If a Corax chooses to use this Gift after calling for Razor Feathers,
the results can be vicious. A Razored Hummingbird Dart is, in essence, a throwing shiv that does
aggravated damage, and should be treated accordingly.
The thrown feather does Dexterity +3 dice of damage.

Hummingbird Dart II
Source: Players Guide to the Changing Breeds.
Hummingbird Dart permits a Corax to pluck one of her own feathers and throw it like a dart.
A Hummingbird spirit teaches this Gift.
System: The Hummingbird Dart requires that the player spend a point of Rage and then roll
Dexterity + Melee (difficulty 5). The thrown feather does Dexterity +3 dice of lethal damage. If a
Corax chooses to use this Gift after calling for Razor Feathers, the results can be vicious — the
damage is aggravated.

Hunger of the Trench


Source: Rokea Breed Book.
In the black depths, the Sea’s presence is far from the nurturing soul that teems with life, the
way it seems closer to the surface. The deep ocean hungers, and the Darkwaters have learned to
feed it with the soul and will of others. This Gift is taught by a spirit-servant of Sea.
System: The player spends a Gnosis point and rolls Intelligence + Intimidation (difficulty 6).
This roll is opposed by the victim’s Willpower (difficulty 9). If the victim scores more successes,
there is no effect. If the Rokea wins, however, the victim loses one temporary Willpower point for
each success in excess of the victim’s roll. If the player scores more successes than the victim’s
permanent Willpower, the victim loses a permanent point of Willpower. If the player botches,
however, the victim is unharmed and a permanent point of the Rokea’s Willpower is lost to feed the
Trench.

Hunter in Crowds I
Source: Hengeyokai: Shifters of the East.

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A thousand years of hiding and skulking, secretly carrying out activities formally shunned by
the Courts, have taught Nezumi how to sense the presence of their brethren. When surrounded by a
large group of people, a Ratkin can sense if another shapeshifter is lurking somewhere in the crowd.
The Ratkin may use the opportunity to either flee or begin hunting his stalker. This Gift is taught by
a Dog-spirit.
System: This talent requires the expenditure of one point of Gnosis and a Perception + Stealth
roll, difficulty of the other creature’s Stealth Ability + 4.

Hunter in Crowds II
Source: Players Guide to the Changing Breeds.
The Nezumi can sense the presence of another shapeshifter in a large group of people. A dog-
spirit teaches this Gift.
System: The player spends a Gnosis point and rolls Perception + Stealth (difficulty of the
other shapeshifter's Stealth + 4).

Hunter’s Harmony
Source: Dark Ages: Werewolf.
When hunting, wolves communicate through various means to corral their prey. This Gift
allows a Fenrir to convey thoughts to any of his packmates over distance without speech. This Gift
is taught by a wolf-spirit.
System: The players rolls Charisma + Primal-Urge to send a single communiqué. Each
success allows the Fenrir to convey an increasingly complex concept to his pack members. One
success could convey "danger ahead," while three could convey "ambush in 30 paces by Silver
Fangs." Only fellow pack members can receive the communiqué, they do not hear words and cannot
reply. The Fenrir chooses who receives the message.

Hunter’s Horn
Source: Rage across the Heavens.
This Gift enables the Garou to create a sound so horrible and mind-chilling that it send
enemies into utter panic and causes them to flee an area without regard for direction or destination.
Enemies so affected cannot attempt to evade pursuit or disguise their passage. This makes hunting
them down and dispatching them a fairly simple task.
System: The player spends a point of Rage and rolls Manipulation + Primal-Urge (difficulty
of the highest Willpower in the target group). Each success affects one victim with uncontrollable
panic, causing them to run blindly from an area. Garou affected by this Gift enter a state of fox
frenzy, while others simply become mindless panicked creatures of prey. The effect lasts for an
entire scene, during which time the character (and any allies) may hunt down and slay the victims if
they so desire. No success represents a simple failure of the Gift, while a botch affects the user of
the Gift instead of her intended victim or victims.

Hunter's Mists
Source: Players Guide to the Changing Breeds.
As the Black Fury Gift: Curse of Aeolus.

Hush
Source: Book of Auspices.

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Though Ragabash are teachers, one thing they can’t always teach is when to keep one’s
mouth shut. Maybe a brash Ahroun is about to say something unfortunate to a bigger Ahroun, or
perhaps a talkative cub is about to reveal too much about what she knows. In such situations, this
Gift acts as a temporary stopgap; it makes the target rumble for words, lose his train of thought or
become momentarily distracted. Besides keeping friends from saying stupid things, the Gift can
also be used against insulting rivals or the fomori calling in reinforcements. Because of the bond
between packmates, it is easier to use this Gift within the pack — after all, it’s for the greater good,
right? A mockingbird-spirit teaches this Gift.
System: The player rolls Wits + Subterfuge (difficulty is the target’s Wits + 4; for a packmate
reduce the difficulty by one). Every success stalls the target for one turn, preventing the target from
communicating verbally (although other forms of communication, such as sign language or writing,
are still possible).

Hydra Warrior
Source: Nagah Breed Book.
This terrible Gift allows the members of a nest to fuse into one enormous and devastating
snake monster. The resulting hydra has one tail and as many arms as the members had separately,
but beyond that, the shape of the hydra is determined by the wills of those comprising it. Some may
have three separate trunks joined by a massive prehensile tail, other hydras have taken the form of
an enormous Azhi Dahaka with six arms and three faces on one head. Lethality is only common
denominator.
System: The player spends one point of Gnosis and one point of Rage for each nestmate.
When the Nagah touch, they fuse together into an enormous multi-armed destroyer with health
levels equal to the sum of the health levels of the nestmates plus one additional health level for each
success. The nestmate’s Rage, Strength, Dexterity and Stamina are all pooled while individual
members retain their separate Gnosis pools.
While in hydra form, members automatically benefit from shared thoughts. Each Nagah may
still act as usual, although the form must move together. The nest members must all be willing to
join the Hydra Warrior or the Gift will not work.

Hydraulic Strength
Source: Ananasi Breed Book.
The Ananasi with this Gift can metabolize the blood she drinks to dramatically increase her
strength.
System: The player rolls Strength + Medicine and the character spends a variable number of
blood points to activate this Gift. Her Strength increases by 1 for each blood point she spent while
invoking the Gift; this excess Strength lasts for one scene.

Hyperattenuation
Source: Ratkin Breed Book.
The Arcadian Ratkin can exaggerate any one sense to ridiculous proportions. The effects last
for one scene, and only work if accompanied by outrageous bragging. For instance, the Moon
Mouse might hear footsteps through the ground seven leagues away; smell a single peppermint leaf
resting on a cup of treacle on the lowest level of a sewer system; see well enough from the top of a
building to shoot the apple off a tree outside the city; or feel a man’s deepest psychological
problems through the bumps on his forehead. Inconceivable! This Gift is chaotic, often throwing in
sensory data you never anticipated. It’s taught by a Wyldling spirit.
System: Roll Manipulation + Expression (difficulty 9), without spending any Willpower. For
each success, you can increase your Perception by one point for as long as you spend an equal

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amount of Gnosis; this lasts for one scene. The Storyteller takes any Perception roll you make and
"hyperattenuates" it to Herculean proportions. Again, your heightened senses are chaotic: You
might try to identify the scent of a Glass Walker’s cigars, but you may also catch a whiff of the
store across town that he bought it from...

I Got a Rock
Source: Bone Gnawers Tribebook Revised.
Instead of throwing a weapon to cause greater injury, the werewolf throws projectiles with
greater accuracy. This Gift is taught by an air-spirit.
System: Large or unwieldy objects are usually more difficulty to throw than aerodynamic
ones; this is reflected by a greater difficulty on the Dexterity + Athletics roll to chuck it. In the turn
this Gift is used, the Garou burns one Gnosis. The difficulty to throw an object then is 4, no matter
how awkward it is to throw. If the Garou can lift it, he can throw it. The storyteller may still
increase the difficulty because of range or other modifiers, but with this Gift, a motorcycle becomes
as aerodynamic as a baseball. Note that a werewolf can’t use Stone-Throwing Devil and I’ve Got a
Rock in the same turn (one requires Rage and the other requires Gnosis). Also note that throwing a
motorcycle like you’d throw a curve ball or knuckleball shreds the Veil.
MET: You gain one retest on any Physical Challenge to throw an object, at the cost of one
Gnosis Trait.

Ice Dance I
Source: Silver Fangs Tribebook.
The werewolf can move on ice and snow with supernatural grace and speed.
System: The player spends a Gnosis point to activate this Gift for one day. This is a Gift of
balance; Philodox are especially adept at this art. All Dexterity rolls are -1 difficulty while on ice or
snow (-2 for Philodox), and a Garou can run at normal speeds through even the deepest snow and
on the slickest ice. A Philodox running on ice can double his normal speed. An Ice Elemental
teaches this Gift.

Ice Dance II
Source: Silver Fangs Tribebook Revised.
This Gift is a legacy of the tribe’s deep roots in Russia and the frozen north. The Wyrm often
chooses its battlegrounds with cunning, using Gaia’s own snow and ice against Her defenders. This
Gift allows the Fangs to face the Wyrm on equal terms, or even turn Gaia’s own beauty to their
advantage by moving freely across snow and ice, as if it was a flat plain of green grass. An ice
elemental teaches this Gift.
System: The player spends a single Gnosis point to activate this Gift. Its effects then last until
the next sunrise. All Dexterity-based rolls while on ice or snow are at -1 difficulty and the werewolf
may move at normal speed across both deep snow and ice. As this is a Gift of balance, Philodox
gain more from it than most: their Dexterity rolls on snow and ice are at -2 difficulty and they may
double their normal running speed when they are on snow or ice.
MET: Basic Gift. With the expenditure of a Gnosis Trait, the Garou ignores the normal
penalties for traveling across snow or ice, and in fact is considered one Trait up on all Physical tests
made while traveling such surfaces. Philodox users are two Traits up on all relevant tests, and move
at twice normal speed across such surfaces. This Gift lasts for the remainder of the session.

Ice Echo
Source: Wendigo Tribebook Revised.

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Werewolves with this Gift can conjure a perfect duplicate reflection of themselves, an image
that is completely identical to the eye and ear. The Wendigo can control the image easily, giving it
voice and guiding its motion, as if she is regarding her own reflection in a sheet of ice. An ancestor-
spirit teaches this Gift.
System: A character with this Gift may spend a point of Gnosis to summon the Ice Echo,
which lasts for the remainder of the scene or until the werewolf dismisses it. The Echo sounds and
moves exactly like the Garou, as well as taking on an exact mirror image of her current appearance.
However, it does not give off scent or heat, and is intangible, making it only useful for confusing
the casual observer. Another werewolf within fifty feet of the Echo, or downwind of it, may notice
that it has no scent, or may notice that the Echo is a mirror image, if they have met the Wendigo
before. Any such attempts to reveal the Ice Echo for what it is are checked by making a Perception
+ Enigmas roll against a difficulty of the Wendigo’s Gnosis.
MET: Basic Gift. By spending a Gnosis Trait, the Wendigo summons a mirror image of
himself, which looks and sounds exactly like the original. However, it is intangible and gives off no
scent or heat, allowing Garou observers a free retest to determine its illusory nature. The Wendigo
must actively focus on manipulating the image, which imposes a two-Trait concentration penalty on
all other actions. Suspicious observers may make a Mental test (retest Enigmas) to realize what they
are really looking at.

Icicle-Hide
Source: Wendigo Tribebook Revised.
This Gift allows a character to transmute herself, and any clothing or unloving objects that she
is touching, into a crystalline creature of thick, impenetrable ice. As the Wendigo’s form grows
suddenly transparent and metamorphoses into a rippling mobile statue, she truly takes on the
essence of ice; as a result, she should avoid coming near any fire or source of heat, lest she find
herself melting. Her body absorbs blows as solidly as any block of ice. The frozen Garou can still
move, watch, listen, and use Gifts, but appears cold and unloving to standard and infrared
observation. This Gift is taught by a polar bear-spirit.
System: The player spends a Gnosis point and rolls Stamina + Subterfuge. While in this ice-
form, the character takes twice the damage from any heat-based attack, but is immune to cold
damage (whether from the ambient temperature or from cold-based attacks). She also adds an
additional point of lethal soak per success rolled. This Gift lasts for one scene, or until the werewolf
wills herself to thaw. The freezing transformation is immediate, but the thawing procedure requires
an entire turn.
MET: Intermediate Gift. By spending a Gnosis Trait and making a Physical test (retest
Subterfuge), the Wendigo may transform herself and the gear she carries into living ice, allowing
her to ignore all cold-based damage. This includes any cold-related supernatural attacks. She also
ignores the first level of bashing damage from any attack, as it glances off her icy hide. However,
she suffers an additional level of damage from any fire-based attacks while in this icy state. This
Gift lasts for one scene, or until the Wendigo chooses to end the Gift; regardless, “thawing out”
takes a full turn, and the Wendigo is still immune/vulnerable until the end of that turn.

Icy Chill of Despair I


Source: Werewolf: the Apocalypse 2nd Edition.
The Garou can assume a frightening aspect, seeming to grow larger, more looming, shadowy
and terrible. Viewers will hesitate and stall in fear. This Gift is taught by a Stormcrow.
System: The Garou concentrates for a turn, spends a Gnosis point and rolls Manipulation +
Intimidation (difficulty 7). If successful, enemies viewing this sight must make a Willpower roll
(difficulty 8), scoring a number of successes equal to the Garou; failure means that the victims must
spend Willpower to attack, take action against or even verbally oppose the Garou. The victims are

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not controlled by her, merely too cowed to struggle or oppose her. This effect lasts for the rest of
the scene.

Icy Chill of Despair II


Source: Shadow Lords Tribebook Revised.
The Shadow Lord with this Gift can appear to grow larger and more imposing, becoming a
terrible, shadowy version of herself. This change in aspect can severely intimidate any onlookers. A
Stormcrow teaches this Gift.
System: The werewolf concentrates for a turn; the player spends one Gnosis and rolls
Manipulation + Intimidation, difficulty 7. Anyone who means the Shadow Lord harm must make a
Willpower check, difficulty 8, and score more successes than the Lord does in order to act
normally. Failure means that the victims must spend Willpower to attack, take action against or
even verbally oppose the Shadow Lord. This Gift doesn’t give the Lord actual control over her
intimidated victims — they’re simply too spooked to actively oppose her.
MET: Spend one Gnosis Trait and make a Social Challenge (retest with Intimidation). With
success, any who mean to do the Shadow Lord harm must succeed in a Willpower Challenge to act
normally against her; those who fail must spend a Willpower Trait to do anything that would
oppose her — attacking her physically, verbally sparring with her, calling on others to rally against
her.

Ignore Death Blow I


Source: Players Guide 2nd Edition (as Ignore Wound - Players Guide 1st Edition).
Tales say that the first Silver Fang died and was reborn; since that time, the Fangs have
passed down this Gift. A Fang with this Gift can choose to ignore what would be a killing blow.
This Gift is taught by a Lion spirit.
System: Once per scene, the Fang can spend a Willpower point and ignore all damage from a
single attack. The damage simply does not occur; no special handicaps take effect, either.

Ignore Death Blow II


Source: Players Guide to the Garou.
The Fangs claim they rule by divine right, and after seeing this Gift in action, few disagree.
The Silver Fang simply ignores a blow that would otherwise kill him. Seeing a blade swung with
perfect accuracy toward someone’s neck and watching it fail to sever the head is something few
Garou will forget - especially if they were swinging the sword. A lion-spirit or avatar of Falcon
teaches this Gift.
System: Once per scene, the Player may spend one Willpower point and ignore all damage of
a single attack.

Ignore Pain
Source: Bastet Breed Book.
By summoning up his inner reserves, the werecat can ignore the effects of his wounds.
System: A successful Stamina + Primal-Urge roll (difficulty 8) allows the character to ignore
all Health Level penalties for the Gift’s duration, even those from aggravated damage. Each success
lets the Gift last two turns. If the Bastet hasn’t healed by then, he’ll be in serious pain…

Ignore Wounds
Source: Gurahl Breed Book.

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As the Garou Philodox Gift: Resist Pain. This Gift comes to the Gurahl from Mangi, the
Death Bear. The Gurahl, in turn, taught the Garou how to petition Bear for the Gift, which the
wolves renamed and claimed as their own.

Ill Wind I
Source: Ananasi Breed Book.
The Hatar using this Gift weakens the wall between worlds, allowing Banes to materialize or
affect a particular location with ease. Use of this Gift is not recommended for the weak of heart.
System: The character slices open an arm and spends three blood points, which are spread
over the area to be infested, and then rolls Intelligence + Occult. Each success weakens the Gauntlet
by 1 for the benefit of Banes; this weak point lasts for one hour per success. The character has
absolutely no control over the Banes who choose to respond, and would likely be better off
somewhere else, just in case.

Ill Wind II
Source: Players Guide to the Changing Breeds.
The Hatar weakens the barrier between worlds, allowing Banes to materialize in a certain
location more easily than normal.
System: The werespider cuts her arm and spends three blood points, spreading them over the
target area; the player rolls Intelligence + Occult. Each success reduces the Gauntlet by 1 for one
hour per success.

Illusion of Size I
Source: Ananasi Breed Book.
The Ananasi is able to project an aura that deceives those looking at the Myrmidon are
deceived into thinking that he is much larger than his actual size. The character does not gain any
physical benefit, but any character viewing him might give pause at the small man that now looks
like an angry linebacker.
System: The player rolls Manipulation (difficulty 6) against the opponent’s Willpower
(difficulty 7).

Illusion of Size II
Source: Players Guide to the Changing Breeds.
The Myrmidon creates an illusion that he is larger than his normal size. This image does not
give the Ananasi any extra qualities but does aid in intimidating opponents into backing down, or in
a hasty disguise.
System: The player rolls Manipulation (difficulty 6) against the opponent's Willpower
(difficulty 7). The effects last for as many turns as the Ananasi's permanent Gnosis score.

Image of the Great Mother I


Source: Ananasi Breed Book.
This Gift allows the Ananasi to directly channel the power of Ananasa into their form for a
limited time. For a short period, the character’s size doubles, mutating into a huge creature that is
similar to the Lilian aspect with four spider-like legs, and four human-like arms. The head grows
eight red glowing eyes, and has two huge fangs in place of the mouth, dripping a virulent poison.
The entire body is covered in a thick, chitinous armor. After the Myrmidon assumes this form, he is
reduced to Crawlerling form for one week.

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System: The Ananasi must spend two Gnosis points and roll Charisma + Rituals (difficulty
9). If successful, he gains the following abilities: Strength +5, Stamina +6, Perception +2, and
Appearance -5. Each of the arms ends in razor-sharp talons, making fine manipulation impossible,
but in battle doing Strength +2 aggravated damage. Any that view the character in this form—
including Ananasi and other Changing Breeds — must immediately roll Willpower, difficulty 7, or
suffer the effects of the Delirium. Ananasa does not like to be called upon in this way, and will
always ask the Ananasi to perform a special task at some point in the near future. The effects of this
Gift last one scene, unless the Myrmidon shapeshifts again before the scene ends.

Image of the Great Mother II


Source: Players Guide to the Changing Breeds.
This Gift enables the Ananasi to channel Ananasa's power into her own body, changing her
into an enormous Lilian-like creature with four spider legs, four human arms, eight glowing red
eyes and a pair of poisonous fangs. Tough, chitinous armor covers the body. When the Gift is over,
the character reverts to Crawlerling form for one week to recover from the extreme metabolic
changes.
System: The player spends two Gnosis points and rolls Charisma + Rituals (difficulty 9).
Success gives her character the following: Strength +5, Stamina +6, Perception +2, and Appearance
5. Each arm does Strength + 2 aggravated damage. Any creature seeing this figure, even other
Ananasi, must roll Willpower (difficulty 7) or suffer the full effects of the Delirium. Ananasa
requests some favor for bestowing this Gift. The Gift lasts for one scene.

Image of the Saints


Source: Glass Walkers Tribebook Revised.
God or Gaia (take your pick) has His/Her touch on everyone. This Gift allows the Wise Guy
to sense the spiritual or supernatural ties another individual possesses within the context of Catholic
saints. A dove-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Perception + Enigmas, difficulty 8. If
successful, the Wise Guy-sees the image of a specific saint overlaid across a specific individual she
sees. This saint will reflect specific aspects of the person depending upon their nature. Another
Garou shows a saint reflecting his pack totem. A supernatural creature that isn’t a Garou reveals a
saint reflecting their true form, and a normal human will be seen with a saint reflecting either their
Nature or an essential moment of their personal history.
MET: Spend a Gnosis Trait and make a Mental Challenge (retest with Enigmas). With
success, you see the image of a particular saint overlaid on your target.

Image of the Sky Bear I


Source: Gurahl Breed Book.
The Gurahl’s body glows with the light of the Great She-Bear, outlining his form with seven
pinpoints of light that correspond to the seven stars of Ursa Major. Using the borrowed power of the
spirit of the Great She-Bear, the Gurahl may perform extra acts of healing or protection, depending
on the circumstances. A Jaggling of Ursa Major teaches this Gift.
System: The player spends a point of Gnosis and rolls Wits + Rituals to call down the image
of the Sky Bear. He may use the power thus gained (and represented by the Gurahl’s starry outline)
for up to seven actions to heal wounds (even aggravated), add temporary Health Levels or provide
the equivalent of body armor. Each such action causes one of the seven pinpoints of light to “blink
out,” signaling the expiration of the Gift. The effects, however, last until lost through incurring
damage.

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Image of the Sky Bear II
Source: Players Guide to the Changing Breeds.
The Great She-Bear grants the Gurahl a body that glows with seven pinpoints of light similar
to the seven stars of Ursa Major's constellation, allowing the Garou to perform additional actions of
healing or protection.
System: The player spends a point of Gnosis and rolls Wits + Rituals. The Gurahl may then
receive up to seven actions that include healing both aggravated and normal wounds or providing
the equivalent of body armor to his target or targets. Each action extinguishes one of the points of
light. The Gift expires when all the lights are gone but the effects linger until lost through receiving
damage.

Imaginal Mantra
Source: Stargazers Tribebook.
The Stargazer can chant a mantra to banish Banality from the area and awaken Glamour.
During the chanting, he must imagine the area is being inherently magical, seeing the rocks, stones
and buildings as living things — he must pretend to dream while awake. This Gift is taught by a
Chimerling.
System: The player rolls Wits + Rituals and spends one Gnosis point. If successful, any
Banality is banished for one scene. In addition, any fae are revealed in their true forms.

Imbalance
Source: Stargazers Tribebook Revised.
A Stargazer possessing this Gift causes considerable problems to all attackers. Those
attacking find themselves clumsier and less nimble with every successful strike. An earth elemental
teaches this Gift.
System: At the beginning of close combat (this Gift cannot be activated after the first turn of
combat), the player spends a Gnosis point. If an attacker completes a successful hit against the
Stargazer, the attacker’s next roll to strike is at +1 difficulty. Each turn thereafter, the Stargazer may
spend a Rage point to continue the +1 difficulty to hit for another turn.
MET: Basic Gift. Provided it is activated no later than the first time of combat, the Stargazer
may spend a Gnosis Trait to immediately inflict the Negative Physical Trait: Clumsy to one attacker
engaged in close combat with her. (Multiple attackers may all be targeted at once, provided the
requisite Gnosis is spent and they are all within the required range.) This Gift lasts for as long as the
Stargazer is willing to spend Rage Traits — one Trait per attacker per turn. However, while it
cannot be applied to enemies striking from range, it still applies against opponents who are in close
combat with the Garou and later try to flee, provided the Stargazer continues to pay the Rage cost to
maintain the Gift.

Impala's Flight
Source: Players Guide to the Changing Breeds.
An essential Gift on the open plains, Impala's Flight doubles the werecat's running speed. As
the name implies, Bastet credit Impala with this wisdom.
System: A successful Stamina + Athletics roll (difficulty 6) boosts the Bastet's maximum
speed to double normal. The Gift lasts two turns per success, and works in any form.

Imperial Authority I
Source: Hengeyokai: Shifters of the East.

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Shinju know their place in the society – the top. They can take advantage of this by gazing
into another’s eye and exerting their personality. An animal will fawn and defer to them. A human
will immediately assume that the Fox is of a higher caste, better family, senior management, low-
number Party membership – whatever is appropriate. Shen of weak will are similarly affected. This
Gift is taught by Dragon-, Phoenix- or other animal spirits accustomed to royalty.
System: The player rolls Charisma + Intimidation (difficulty 6). Shen can oppose with a
Willpower roll (difficulty 7).

Imperial Authority II
Source: Players Guide to the Changing Breeds.
Shinju know they are elite; by gazing into another's eyes and exerting their personality they
can assert this. Animals fawn, while humans assume the Nine-tails is of higher caste or better
family, from senior management, etc. Shen with weak wills are likewise affected. The Gift is taught
by a dragon, phoenix or other animal spirit accustomed to royalty.
System: The player rolls Charisma + Intimidation (difficulty 6). Shen can oppose this with a
Willpower roll (difficulty 7).

Imperial Obligation
Source: Players Guide to the Changing Breeds.
As the Philodox Gift: Geas.

Implacable Grip
Source: Uktena Tribebook Revised.
Sometimes, sheer tenacity gets the job done. With this Gift, the Uktena can hang on by claw
or bite with a death grip that is almost impossible to break. Gila monster or alligator-spirits teach
this Gift.
System: As per the Silver Fang Gift: Falcon's Grasp.

Improvisation
Source: Ratkin Breed Book.
In your hands, anything can become a lethal weapon. All Ratkin are servitors of chaos; in
combat, a warrior with this Gift is a deadly, unpredictable madman.
System: Spend a point of Gnosis and name a type of object that would be near your character
in combat. You may then wield one of these objects as a weapon for the duration of one scene. Each
time you use this Gift, however, you must name a different type of object. As always, your
Storyteller can veto your choice if its to implausible. For instance, the first time you fight in a cafe,
for instance, you may decide to fight with "plates," while the next time, you may choose "kitchen
knives," "hot coffee" or "trash cans." In addition, you must graphically describe each attack you
make, and describe a different attack each time. Wielding it requires a roll of Dexterity + Melee; the
difficulty starts at a 6 at the beginning of combat. Each attack you make must be different than all
the attacks before it. If you chose "plates," for instance, you could break a plate over someone’s
head the first round, roll a plate across the floor and trip someone into a plate glass window the
second round, and break a plate into jagged pieces before stabbing someone on the third round.
Each attack must be different.
The Storyteller responds to each attack with a thumbs-up or thumbs down. Depending on how
ingenious your attack is, the difficulty of your next attack is either -1 or +1. The damage roll starts
out equal to your permanent Rage; this also goes up or down by 1 depending on your ingenuity. If
the Storyteller is impressed and gives thumbs up to your attack, the damage roll of the same

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subsequent attack gets an extra die and the difficulty goes down by 1. If the Storyteller is not
amused and gives a thumbs down, the damage roll of your next attack loses one die and the
difficulty goes up by l.
Optionally, the Storyteller may ask everyone at the table (or watching the game) to give a
thumbs up or down and use the crowd’s judgment. Believe me, if the player and Storyteller are
ingenious, they will draw a crowd.

Impunity
Source: Book of Auspices.
One of the Ragabash’s jobs is to voice uncomfortable truths. Unfortunately, not all tolerate
that role, and those who most need to hear the truth are often least willing to listen. No Moons must
be quick on their feet to avoid a furious elder who’s been called on the carpet by a subordinate.
With this Gift, the Garou may tell a respected leader he screwed up without becoming the dead
messenger. The Gift is taught by a cat-spirit.
System: By succeeding in a Charisma + Subterfuge roll (difficulty 6), the Ragabash can avoid
the worst repercussions of his statements. The target(s) must make a Willpower roll (difficulty 6
plus the No Moon’s successes) to punish or attack the speaker for the rest of the scene. Each
attempted use of this Gift in the span of a lunar month adds an additional +1 to the No Moon’s
difficulty. Note that whatever the Ragabash says must be clearly and completely true from the
user’s point of view — no prevarication or double entendres are possible. For example, "Your
nephew broke the Litany" would work if said Garou ate a policeman, but not if he failed to respect a
Black Spiral’s territory. (Though a simple opinion, such as "You’re being an idiot," is acceptable if
heartfelt). The Storyteller is the final arbiter. If the Ragabash attempts to misuse this impressive
Gift, not only will he not realize it didn’t work until after he speaks, but Cat will make her
displeasure evident.

Indian Giver
Source: Uktena Tribebook Revised.
Sometimes, one must give information to get information. Perhaps an explanation is
necessary to get the curious to go away. However, Uktena are notoriously tightfisted with secrets.
With this Gift, the Uktena can share a bit of knowledge that later vanishes from the subject's
memory. An ancestor-spirit teaches this Gift. Both Raiders and Pathdancers commonly learn this
Gift, though it can be found throughout the tribe.
System: When telling the choice bit of lore, the player rolls Wits + Subterfuge (difficulty is
the opponent's Wits + Subterfuge). The number of successes, shown below, determines the effects
of the Gift. The Uktena decides beforehand how long the knowledge remains clear, but never longer
than 24 hours.

Success Effect
Botch Secret retained with unusual clarity
One Secret becomes elusive and garbled
Two Secret is maddeningly beyond reach.
Three Subject forgets he was told the secret
Four Subject's own part in discussion is vague
Five Subject forgets the conversation took place

MET: Basic Gift. With this crafty Gift, the Uktena can ensure that she gets the upper hand in
an exchange of secrets, by removing the knowledge they imparted from the target's memory. This
Gift requires a Mental test (retest Subterfuge) against the target, and can only be performed after the
Uktena has told the. target the secret in question. If successful, the target immediately forgets what

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they were told at a point determined by the Uktena (never more than 24 hours after); with the
expenditure of a Willpower Trait, the Uktena can cause them to forget the entire conversation. The
target is otherwise able to remember the general conversation, including giving the Uktena
information, but is completely unable to remember what he got in return. Mortals are likely to
simply blame bad memory, though some supernatural creatures (particularly those versed in mind
control and memory tricks) may realize what's going on. A suspicious supernatural creature may
cancel the Uktena's Willpower expenditure with one of his own if he wishes to remember more
about the conversation, though he is still be unable to recall the secret banished by this Gift, as it
has been completely removed from his mind.

Infest I
Source: Werewolf: the Apocalypse 2nd Edition.
The Gnawer may call up a horde of vermin (rats, insects, slugs, birds, snakes, etc) to invade
an area (no greater than a large building) of his choice. The creatures will act according to their
nature and will not mindlessly attack humans; indeed, many of them may try to flee. This Gift is
taught by a Rat spirit.
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 notable
problem and several calls to the exterminator, while five will create a scene from a horror film as
the building is swarmed in creatures.

Infest II
Source: Werewolf: the Apocalypse Revised.
The Garou can summon a horde of vermin to invade a structure (no bigger than a large
building). The Gift summons any kind of vermin common to the area, which usually includes a
lively variety of insects, slugs and rodents, and it may also include carrion birds and snakes. These
creatures will not attack humans mindlessly. They will act according to their natures, which often
means fleeing to dark places and hiding out. Any vermin spirit can teach this Gift.
System: The player spends one Gnosis and rolls Manipulation + Animal Ken (difficulty 7).
One success stirs up some shrieks and a call to an exterminator, while five swamps the structure in
vermin completely, making it uninhabitable for quite some time.

Inflict Pain
Your ability to transmit disease has become so impressive that you can adjust the pain your
victims feel. This Gift is taught by a Pain-spirit.
System: You must successfully bite or claw your victim to transmit this Gift. Spend a point of
Rage and roll Intelligence + Medicine; the difficulty is your victim’s permanent Gnosis (or four, for
those without Gnosis). The number of successes determine the dice pool penalties your victim
receives for the duration of the scene; these work just like the penalties for wound levels. One or
two successes inflict a -1; three or four successes inflict a -2; five or more successes grant a -3. The
effects can be completely nullified with the Gift: Resist Pain. This is an Epidemic Gift, and can be
spread to more than one victim with the Gift: Epidemic Contagion.

Inattention to Detail
Source: Nagah Breed Book.
Targets of this Gift lose focus, become preoccupied with day-dreams and are largely oblivious
to just about everything. The target still notices glaringly obvious goings-on, but even token stealth
is enough to allow a small army to past unnoticed.

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System: The player spends a Gnosis point and rolls Manipulation + Subterfuge against the
target’s Willpower. Each success allows the Nagah to drop the target’s Perception or Alertness by
one dot for the duration of the scene; the target cannot fall below Perception 1 or Alertness 0.

Indirect Strike
Source: Nagah Breed Book.
By means of this Gift, the Nagah concentrates and converts his venom into an odorless,
colorless and nearly undetectable poison that with which he can coat blades, needles, shards of class
or other sharp objects or insinuate into food or drink. If a victim is damaged by the coated object or
consumes the poisoned food, she suffers the full effects of the Nagah’s venom.
System: The wereserpent milks his venom glands and spends one Gnosis to distill the deadly
essence of his venom and one Gnosis for every day (beyond the first) that he wants the venom to
remain potent. If the venom is introduced into the victim’s bloodstream or eaten by the victim, the
venom takes effect just as if the Nagah had just bitten the victim.
The Nagah are hesitant to use this Gift because the time delay increases the chances of the
venom affecting someone other than the target. Needless to say, killing an innocent victim is
considered the work of an incompetent assassin, and the Sesha frowns on such mishaps.

Indra's Cloak
Source: Players Guide to the Changing Breeds.
As the Black Fury Gift: Curse of Aeolus.

Inner Light
Source: Stargazers Tribebook.
The Stargazer can step sideways into the Umbra using only his own inner light; he has no
need of a reflection of a bright light to guide him. This Gift is taught by an Epiphling of Truth.
System: The player must still roll Gnosis as usual, and the Stargazer can still be "caught". He
may lead packmates into the Umbra as per the usual rules.

Inner Strength
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou, after brief meditation, convert her inner anger into iron resolve. This Gift is taught
by Ancestor spirits of the Stargazers.
System: The Garou concentrates for five minutes and rolls Wits + Enigmas (difficulty 8).
Each success converts one point of Rage into Willpower.

Insight of the Mother


Source: Players Guide to the Changing Breeds.
As the Theurge Gift: Sight from the Beyond.

Inspiration I
Source: Werewolf: the Apocalypse 2nd Edition.
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. This Gift is
taught by a Lion or Wolf spirit.

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System: The Garou spends one Rage point. Comrades automatically receive one success on
any Willpower rolls made during the scene. Not that this Gift does not affect its possessor.

Inspiration II
Source: Werewolf: the Apocalypse Revised.
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 Gnosis point. Al comrades (but not the Gift’s user) receive
one automatic success on any Willpower rolls made during the scene.

Inspiration III
Source: Dark Ages: Werewolf.
The presence of a true warrior is uplifting to her fellows. The werewolf can use this Gift to
lend her resolve and righteous anger to those who share her cause. A lion- or wolf-spirit teaches this
Gift.
System: The player spends one Gnosis point. All allies who can see the Ahroun receive one
automatic success on all Willpower rolls made during the scene. (The invoking Ahroun herself does
not receive this bonus).

Inspire I
Source: Ananasi Breed Book.
This allows the Ananasi to pass along the spirit of creation to another around them. The
Kumoti can cause a particular target to suddenly fill with creativity, finding the right word to make
a speech, discovering the insight that had been eluding their artwork, or just finding the courage to
state something hidden. This Gift has a negative side as well, as the inspired individual can
sometimes act rather foolhardily.
System: The Kumoti must expend one Gnosis point and be within ten feet of her target. This
Gift does not make the target susceptible to suggestion; it merely enhances their creativity for a task
that they would normally do, but for one reason or another have never been able to accomplish
before. Even the most foolhardy won’t be driven to self-destructive acts — unless, of course, they
are already on the edge of the building ready to jump.

Inspire II
Source: Players Guide to the Changing Breeds.
The Kumoti can fill the target individual with a sudden burst of creativity, though the person
may not necessarily use it in the best possible manner.
System: The werespider must spend a point of Gnosis and come within 10 feet of the target.
The Gift enhances the subject's natural creativity, enabling them to do something they might do
normally but have not been able to do before, such as make a stirring speech, produce a master
artwork or speak her mind in a forceful manner.

Instinct I
Source: Ratkin Breed Book.
Some little rodent beasties are known for their "impulse control problems." Homid Ratkin
learn to contain these instincts as best they can. With a little spiritual acumen, they can even
intensify these feelings in creatures around them. A victim overwhelmed by instinct will follow his

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basest impulse for a brief moment. (If this is a character, the roleplayer should name the first thing
that comes to mind; if it isn’t, the Storyteller should immediately improvise something foul).
Reactions can be petty or brutal, depending on the victim’s initial frame of mind.
System: Spend one Rage and roll permanent Rage; the difficulty is the victim’s Willpower.
Alongside this, you’ve got to do something highly annoying to spark your target’s display of anger.
At the Storyteller’s discretion, using this ability on another player’s character might increase the
difficulty by 2. The effects last for one turn.

Instinct II
Source: Players Guide to the Changing Breeds.
This Gift can force a victim to indulge in his basest impulses for one round. The Ratkin must
provoke the victim's reaction in some way.
System: The player spends one Rage and rolls permanent Rage (difficulty equals the victim's
Willpower). If the target is another player's character, the player must name the first petty or brutal
act his character would perform; the Storyteller can choose to revise or modify it.

Interrogator I
Source: Shadow Lords Tribebook.
This Gift was originally discovered by a cult of Shadow Lords known as the Judges of Doom.
A Garou may use this Gift to terrify his victim into a confession. This Gift is taught by a Fear-spirit.
System: The interrogator rolls Manipulation + Subterfuge or Interrogation; the defendant
resists with a opposed Willpower roll. If the Garou succeeds, the defendant will be paralyzed with
fear for one round and confess the greatest crime that he has committed during the last cycle of the
moon. This is long enough for a one sentence confession, but may only by used once per moon
cycle. Judges of Doom may learn this as a Level One Gift.

Interrogator II
Source: Shadow Lords Tribebook Revised.
This Gift is used to terrify victims into confessing their crimes. It may be used only
infrequently, but it is nonetheless a potent edge when used at moots and other gatherings of high-
ranking Garou. The Gift is taught by a fear-spirit.
System: The player spends a Willpower point and rolls Manipulation + Subterfuge or
Investigation (difficulty 8) versus an opposed Willpower roll (difficulty 8). If the Judge succeeds,
the defender is paralyzed with fear and must confess the gravest crime she has committed in the last
lunar cycle. The Gift may only be used once per target per lunar month.
MET: Spend a Willpower Trait and make a Static Social Challenge against a difficulty of the
target’s Willpower (retest with Subterfuge or Investigation). With success, the target must confess
the gravest crime she has committed in the last lunar cycle out of terror of the Judge. She will not
confess to things she has not done, and sometimes the gravest crime committed was sneaking from
the cookie jar. Interrogator may only be used once per target per lunar month.

Intrusion
Source: Glass Walkers Tribebook Revised.
It’s impossible to keep a cockroach out of a house, and it’s equally impossible to keep a Glass
Walker out, provided she has this Gift. Once this Gift is activated, the Glass Walker can easily
break almost any barrier that is presented to her. Doors mysteriously unlock upon her approach;
padlocks fall open with no explanation. The Gift has, however, a very short and specific time limit.
A cockroach-spirit teaches the Gift.

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System; The player spends one point of Gnosis and then rolls his Gnosis pool, difficulty 7.
Every success will keep this Gift active for exactly one minute, and many Glass Walkers
deliberately time themselves with stopwatches so they can know when this Gift will wear off. (If a
hard mechanical number is needed, assume each minute is one turn.) During this time almost no
door or barrier can possibly stop the Glass Walker. Highly secure doors (such as foot-thick iron
security doors) may require a Dexterity or Wits + Streetwise roll, but every success on the initial
Gnosis roll for this Gift adds one automatic success to such rolls.
MET: Spend a Gnosis Trait. For three minutes, almost no barrier or door can interfere with
you - locks tumble into place, deadbolts slide back. Very secure doors may need a challenge to
bypass.

Inundate
Source: Rokea Breed Book.
As the Level Four Red Talon Gift: Avalanche, but Inundate concentrates moisture from the
air to surround a target. This Gift is taught by an air-spirit and is usable only on land.
System: As Avalanche. The difficulty is determined by the amount of moisture in the air; i.e.,
this Gift is much easier to use near the ocean (difficulty 4) than in a parking lot on a sunny day
(difficulty 9).

Invent
Source: Players Guide 1st Edition.
This allows a Garou to use pseudo-science to create minor gadgets and devices to get him out
of a fix. Roll Intelligence + Repair, generally difficulty 8, but this can be easier or harder depending
on how crazy the idea is. A Gnosis point must be spent to bend the laws of physics.

Invisibility I
Source: Werewolf: the Apocalypse 2nd Edition.
This Gift makes the Garou invisible to sight and difficult to hear or smell. When employing
this Gift, the Garou must concentrate on its use at all times; the Garou may not move any faster than
half speed, nor may he do anything that would distract her. This Gift is taught by a spirit servant of
Uktena.
System: The Garou concentrates for a turn and spends a Gnosis point. He then rolls his
Intelligence + Occult against a difficulty set by the Storyteller (based on conditions). The number of
successes must be recorded; anyone who attempts to see through the invisibility must roll more
successes on a Perception + Alertness roll than the Garou rolled when invoking this Gift.

Invisibility II
Source: Werewolf: the Apocalypse Revised.
The Garou can vanish from sight. When this Gift is in use, the Garou must concentrate on
staying invisible. He cannot move faster than half normal walking speed, and he cannot draw
attention to himself. A spirit servant of Uktena teaches this Gift.
System: The player spends one Gnosis point and rolls Intelligence + Occult (difficulty varies:
4 if already concealed, 6 if in open, 9 if in plain sight). Anyone looking for the Garou must score
more successes on a Perception + Alertness roll (difficulty 8) than the player did on the initial roll.

Invocation of the Pharaoh


Source: Silent Striders Tribebook.

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This awe-inspiring Gift is only available to the greatest Strider heroes. The Strider must be in
Homid form, spend a Gnosis and a Willpower point, and must enact a 10-minute chant to the
greatest of ancient Egyptian spirits. Once this is done, the Garou expands and grows, becoming a
giant similar to the depictions of pharaohs on mastabas and sarcophagi. This Gift is taught by
Sphinx.
System: The Garou grows to a height of nearly 8 feet, but otherwise remains in Homid form.
The Garou gains the Physical Attributes of a Crinos, but loses no Social Attributes; indeed, the
Garou’s Charisma and Manipulation are treated as 6 when making Leadership or Intimidation rolls.
A Garou in Pharaoh form does not inflict aggravated damage, but adds one to all Brawl and Melee
damage inflicted against Wyrm-foes (or adds two when facing followers of Set). The Garou
regenerates as a Crinos, but gains no vulnerability to silver and cannot frenzy. Essentially, the
Pharaonic form combines the best of Homid and Crinos. The effect lasts for one scene.

Invoke the Spirits of Storm I


Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may summon just about any weather effects he desires; a blizzard, a monsoon, a
tornado, a thunderstorm, a pea-soup fog, whatever. This Gift is taught by a spirit servant of
Wendigo.
System: The Garou spends one Gnosis point and rolls Willpower against a difficulty
determined by the Storyteller (depending on the current climate and the change desired). The effects
cover a 10-mile area per success rolled; if a thunder-storm is called, each additional Gnosis point
spent allows the Garou to call down a lightning bolt or tornado on his enemies (Dexterity + Occult,
difficulty 6, to hit; 10 dice normal damage).

Invoke the Spirits of the Storm II


Source: Werewolf: the Apocalypse Revised.
The Garou can summon nearly any weather effect she desires, be it a tornado, fog, blizzard or
thunderstorms. An avatar of Wendigo teaches this Gift.
System: The player spends one Gnosis point and rolls Willpower (difficulty varies based on
how close the desired effect is to the actual weather patterns of the area). The storm covers 10 miles
per success. If the Garou summons a thunderstorm, she may spend Gnosis to call lightning down on
her enemies (Dexterity + Occult to hit, 10 dice of aggravated damage).

Invoked Presence
Source: Book of Auspices.
By using this awesome Gift, the Theurge can call upon an Incarna or Celestine directly,
bringing their focus to bear on the area around him. This does not summon an Avatar; rather, the
presence is a mystical permeation of the principle the invoked spirit represents. The Theurge will
later need to repay the debt owed to the spirit he invoked before he can use this Gift again; this
typically entails a strong geas, an extended spirit quest or the sacrifice of a valuable fetish. Any
Celestine’s avatar can teach this Gift.
System: The Theurge spends five points of Gnosis and the presence of a Celestine or Incarna
is made manifest within a 180 yard radius globe around her for several hours. Essentially, this Gift
is like a sustained, area-effect form of Totem Gift, and the effects are thus highly variable
dependant upon which greater power the Garou chooses to invoke. The following three effects are
constant:
Any actions that directly support the principle of the invoked spirit have a number of dice
equal to the Theurge’s Gnosis added to their dice pool. In the case of combat, only one type of
combat roll (attack, damage, dodge, initiative, etc.) will be so enhanced.

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Attempting to take any action directly antithetical to the invoked spirit requires three
successes on a Willpower roll (difficulty 8), and even then, the action will be rolled at +2 difficulty.
The spirit will send members of its Brood equivalent in power to a full pack of Rank One
Garou to the site to aid the Theurge and his allies immediately. Beyond this, the effects are
dependant on the power the Theurge chose to invoke; Unicorn may simply make any act of violence
impossible in the area; a Harvest Incarna may cause all the plants in the area to grow to rich and
healthy maturity in minutes, while invoking the Weaver might make the Gauntlet utterly
impenetrable.

Iron Cannot Pierce


Source: Dark Ages: Werewolf.
This Gift makes a Fenrir unyielding in battle. After carving a sacred rune into his flesh, a
Garou becomes invincible to all iron-based weapons, including steel. His hide can deflect spears
and shatter swords. This Gift is taught by a war-spirit.
System: The Garou must carve a battle rune somewhere in his flesh, which causes no
damage. The player spends a point each of Gnosis and Rage to activate the Gift (this must be done
within one hour of carving the nine). No ferrous weapons inflict damage on the Garou, and they
shatter if an attack causes more than two levels of damage. Other materials, including teeth and
claws, cause damage normally.

Iron Coat
Source: Werewolf: The Wild West.
As the Gift: Steel Fur.

Iron Claws
Source: Frontier Secrets.
The Garou’s claws transform to sharp iron talons, making her the bane of the fae, whether
nunnehi or Kithain, who live in the Savage West. This Gift is taught by an earth elemental.
System: The Garou spends a Rage point and touches her claws to an iron object. For the
remainder of the scene, her claw attacks then do an additional die of damage. The iron talons inflict
aggravated damage on any target which has a susceptibility to iron. What’s more, the character can
more readily claw enemies that are toxic, spiny or otherwise dangerous to the touch; if the Garou
would take damage from clawing such an opponent, she gains an extra three dice to soak this
incidental damage. These dice are used only to soak damage that’s a direct result of attacking such
an opponent; if the cactus-skinned mockery smacks the werewolf with a fist, the werewolf must
soak as usual.

Iron Coils
Source: Nagah Breed Book.
As the Silver Fang Gift: Grasp of the Falcon, except this Gift affects the Nagah’s ability to
catch an opponent in her coils rather than her jaws. This Gift inflicts no extra damage, but escaping
the Nagah’s constriction is all the more difficult.

Iron Jaws
Source: Players Guide to the Changing Breeds.
As the Level Four Ahroun Gift: Clenched Jaw.

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Iron Web I
Source: Ananasi Breed Book.
The Ananasi can spin a web that is nearly transparent and remarkably durable. Many Ananasi
use this webbing to create their permanent lairs and Sylies.
System: The character must spend one Gnosis and make a Gnosis roll, difficulty 7 to activate
the Gift before spending blood points as usual to spin the webbing. The Iron Web made by this Gift
is extremely tough and can last for months, even years as long as the Ananasi keeps it properly
groomed. The webbing is highly resistant to fire and soaks damage as if it had the Ananasi’s
Homid-form Stamina. Each cubic foot of the webbing can resist five health levels (after soak) of
damage before breaking. Ananasi can consume this webbing and use it again after digesting it
properly, thus avoiding the need to spend more blood points on it.

Iron Web II
Source: Players Guide to the Changing Breeds.
The werespider may spin a transparent and durable web with this Gift, useful in creating
permanent lairs or Sylies.
System: The player spends a Gnosis point and succeeds in a Gnosis roll (difficulty 7) to
activate the Gift. She must spend blood points as usual to produce the webbing. The web lasts
indefinitely as long as it is properly maintained. It can absorb damage from fire and other sources,
soaking damage as if it possessed the Ananasi's Stamina in homid-form. Each cubic foot can take
five health levels of damage after soak before breaking.

Iron-Can’t-Bite
Source: Werewolf Dark Ages.
By carving the “iron-can’t-bite" rune into her flesh, the Fenrir can make herself invincible
against the iron and steel weapons of her foes. Spears bounce off her hide and swords snap rather
than cut into her. This Gift is taught by a War-spirit.
System: The player spends a Gnosis point and a Rage point. The rune carving inflicts no
actual damage. For the duration of the scene; the Fenrir takes no damage from attacks inflicted by
ferrous metals, although wood, stone, silver, claws or teeth and other non-ferrous attack forms can
wound her as usual.

Ishin Denshin I
Source: Hengeyokai: Shifters of the East.
The Kitsune can communicate telepathically with others of her kind. Both Foxes must posses
the Gift and the willing conversationalists. The Kitsune find it very difficulty to lie through this Gift
(its name means “Mind-to-heart Communication”), and therefore use it less often than one would
expect. Ishin Denshin is taught by Snake-spirits.
System: The player rolls Perception + Empathy (difficulty 6) while the Kitsune gazes into the
other Fox’s eyes. No effort is necessary to sustain contact once established, but any prolonged
distraction (such as combat) will break the link. For each success of the initial roll, the connection
will survive one round of combat or single scene of confrontation without breaking.

Ishin Denshin II
Source: Players Guide to the Changing Breeds.
The Kitsune communicates telepathically with others of her kind. Both must possess the Gift
and be willing to communicate. The Kitsune find it hard to lie when using the Gift, and so uses it
less often than might otherwise be expected. The Gift is taught by snake-spirits.

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System: The player rolls Perception + Empathy, difficulty 6, while gazing into the other
Nine-tail's eyes. No effort is necessary to sustain contact, once established, but prolonged
distractions (such as combat) break the link. For each success, the connection lasts through one
round of combat or confrontation without breaking.

Itchy
Source: Ratkin Breed Book.
Years ago, a small pack of Rat-spirits accessed the Television Zone in the Umbra. When they
came back, the results weren’t pretty. Local cartoon mice had taught them things Rats Were Not
Meant to Know. The Itchy Gift allows a Ratkin in the Umbra to shapechange into a form that can
employ many of the Cat-and-Mouse tactics used in classic cartoons.
System: "Taking Itchy form" is not subtle; all of the colors in the Ratkin’s fur become much
brighter than reality can normally manage. The wererat even begins to move like a cartoon mouse,
and any creature he decides to stalk will hear an macabre parody of cartoon music. Spend one
Gnosis and roll Intelligence + Enigmas, difficulty 6.
Itchy-form Ratkin have the statistics of Rodens form, but can take ridiculous amounts of
damage and live; the number of extra successes on the initial roll become temporary health levels
for the duration of one scene. These extra levels only apply to non-aggravated damage; the claws
and teeth of supernatural creatures remain just as deadly. By spending one Rage, you can also form
a cartoon weapon for one scene; the non-aggravated damage it inflicts is equal to your permanent
Rage. You can only devise one cartoon weapon or trap at a time, which fizzles out at the end of the
scene.
For some reason, cartoon rats have unusually elastic bodies, which can distort into all the
shapes you’d expect in animation. An Itchy form-rodens’ eyes can literally bug out, a heart
pounding in your chest may swell several inches outside of your body, and so on. The Storyteller
has control over this; toon out at your own risk. Since this Gift can only be used in the Umbra, no
one needs to worry about shredding the Veil.

Jackrabbit Jump
Source: Werewolf: The Wild West.
As the Gift: Leap of the Kangaroo.

Jam Gun
Source: Werewolf: The Wild West.
The Garou can cause any type of gun to jam or misfire with the use of this Gift. This Gift is
taught by certain Wyld-spirits by way of revenging themselves on the invading Weaver forces.
System: The Garou spends one Gnosis and rolls Manipulation + Crafts (difficulty 5). The gun
becomes unusable for one turn per success.

Jam Technology I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou can cause technological devices to cease functioning, albeit temporarily. This Gift
is taught by a Gremlin, a type of Wyld spirit that enjoys breaking things.
System: The Garou spends one Gnosis point and rolls Manipulation + Repair. Technological
devices within 50 feet cease functioning for one turn per success, though the devices are unharmed.
The difficulty of the roll is based on the following chart:

Device Difficulty

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Computer 4
Phone 6
Automobile 8
Knife 10

Jam Technology II
Source: Bastet Breed Book.
As the Garou Homid Gift of the same name. Garou sensing for the Wyrm at this time will
notice a slight shimmer coming from the werecat who uses this Gift, as the Bastet version invokes
the power of Cahlash.

Jam Technology III


Source: Werewolf: the Apocalypse Revised.
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 type of Wyld-
spirit that enjoys breaking things — teaches this Gift.
System: The player spends one Gnosis point and rolls Manipulation + Crafts. The werewolf
may choose the level of complexity she intends to "jam." All technological devices (i.e., any
devices shaped from fabricated materials like metal or plastic) of that complexity within 50 feet
cease functioning for one turn per success. The devices remain unchanged but inert. Knives won’t
cut, gunpowder won’t ignite, and gears won’t turn and so on. The difficulty of the roll is based on
the following chart:

Device Difficulty
Computer 4
Phone 6
Automobile 8
Gun 9
Knife 10

Jam Weapon
Source: Children of Gaia Tribebook Revised.
The Garou may stop any Weaver-born weapons from working within the range of his voice.
A dove-spirit teaches this Gift.
System: The Garou shouts a single, strange word and spends a Gnosis point, The player rolls
Perception + Expression, difficulty of the Willpower of the nearest armed person. For each success,
all manufactured weapons will not function for one combat round. This includes guns, crossbows,
flame-throwers, and even tasers or cattle prods (anything with moving parts). It does not include
natural weapons (retractable claws don’t count as moving parts).
MET: Spend a Gnosis trait and make a Social Challenge against the nearest armed person
within earshot- With success, all manufactured weapons of the target stop working for one turn. As
your game area may not allow for shouting, use common sense (and Storyteller’s discretion)
regarding the area of effect.

Jointsnake’s Mojo
Source: Mokolé Breed Book.

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This Gift enables the Mokolé to rejoin severed body parts without even touching them. A
severed arm will twitch and quickly wriggle back to the stump, rejoining the ‘gator’s body as neatly
as you could ask. This Gift is taught by Jointsnake.
System: To rejoin a body part, the player need only spend one Gnosis. The severed parts must
be reasonably whole (i.e., not eaten or crushed) and they must be nearby for the Gift to work. This
doesn’t heal any health levels of damage, but a Mokolé with this Gift can spend a Gnosis to avoid
receiving any Battle Scars.

Judgment
Source: Red Talons Tribebook Revised.
The Red Talons of Whelp’s Compromise are willing to let humans who respect Gaia continue
to exist. However, despite what some of their tribemates might accuse them of, they are not “soft”
on transgressors against Her. With this Gift, the werewolf can judge a human according to the laws
of Gaia and decide if she is living in accordance with the natural laws or not. A human who is living
well is left alone. A human who is not is shown no mercy. A wolf-spirit teaches this Gift.
System: The Garou must lock eyes with the human to use this Gift. The player rolls
Perception + Rituals (difficulty 7). With one success, the character only knows in the most black-
and-white terms if the human respects Gaia (which doesn’t necessarily say anything about her
behavior). With three successes, the Garou knows both the human’s attitudes toward the natural
world and how her behavior affects it (“This ape doesn’t think about the environment, but does
donate money to her local park because she wants her children to enjoy it”). With five successes,
the character knows all of that and what she would have to do or say to get the human to live in
accordance with Gaia. This can be as simple as “show the human how the world is really being
treated” or as complex as “check up on her every week and make sure her home is spiritually
clean.” Of course, if the Red Talon decides it isn’t worth the effort to train a human in what should
come naturally, she might very well just remove the human from the world altogether and
concentrate on those that are a bit more receptive to learning.
MET: Lock eyes with the target to begin using this Gift, then make a Mental Challenge
(retest with Rituals). Success allows you to know if the human respects Gaia (which may not say
anything about her behavior). Spending additional Mental Traits (up to three) allows for a clearer
picture of the human’s attitude toward the natural world and how her behavior acts on it, or even
what you need to do or say to get the human to change her behavior to live more in harmony with
Gaia.

Judgment of Pestilence
Source: Bastet Breed Book.
In many ancestral lands, epidemics ravage both human and animal populations. The Mistress
of Catkind bequeaths this Gift to her feline children in an effort to channel the disease.
Communities who respect the cats’ Kinfolk and the land find pestilence banished from their homes;
those who exploit nature or hunt the great cats receive the disease in return. Nature’s balance must
be maintained.
System: This Gift doesn’t create a plague; instead, it moves it from one place to another. To
do this, a cat spends two Gnosis points and rolls Manipulation + Primal-Urge to absorb the sickness
without harming himself. From there, she carries it to a place she dislikes, then releases it by
breathing into the night air. Once in motion, the disease runs its course in the new location. Every
survivor in the original community mysteriously recovers. A werecat who botches her roll quickly
dies, overwhelmed by the toxins in her blood.

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Jump
Source: Ananasi Breed Book.
With this Gift the Ananasi can leap amazing distances with ease. Ananasi can cover
substantial distances anyway, but with this Gift they can cover full city blocks.
System: The Ananasi must make a Strength + Athletics roll, difficulty 6. Each success
doubles the normal jumping distance for the Ananasi. For example, three successes would change a
normal vertical leap from 5 feet per success to 40 feet per success. 4 successes would allow vertical
leaps that clear 80 feet per success. This Gift works only in Lilian and Pithus forms.

Jump to the Moon


Source: Bastet Breed Book.
The greatest of Bastet can return to Seline for short visits. By forming a Moon Bridge from
her Den-Realm to the moon, the werecat departs to the court of Luna. While there, she can breathe
and move about normally; so long as she’s careful, it’ll be a glorious stay…
System: Opening the Bridge requires 10 successes with a Wits + Enigmas roll (difficulty 8).
Obviously, this demands an extended roll, a bit of time (each roll takes one hour), and some great
moonlit ritual. Seline must be invoked or her servants called. The Gift can only be attempted once
per night; if dawn comes before 10 successes are accumulated, the ritual is wasted. If the Bastet
succeeds, the Bridge lasts for one night. Lunes come down to guide the werecat and her guests to
Seline’s body. The trip, it is said, is faster than thought – reaching or returning to the moon takes
only minutes. If the Bridge closes before the character returns, she must open another one from the
moon.

Jungle Snakes Hoodoo


Source: Nagah Breed Book.
This Gift sends the target’s mind into a waking dream controlled by the Nagah. The
wereserpent can use this gift for purposes that are kind (letting a man see his dead lover one last
time), cruel (making a woman believe she’s covered with bugs that are burrowing into her skin) or
utilitarian (getting the target to reenact important conversations while talking aloud). While the
Nagah sets the tone and nudges the hallucination as he chooses, the setting and “players” of this
psychodrama are pulled from the target’s unconscious. Bad hallucinations make use of the target’s
worst fears, while pleasant hallucinations draw on the target’s desires and pleasant memories. The
Nagah may even be able to watch the visions unfold.
System: The player spends two Gnosis points and rolls Manipulation + Occult against a target
number equal to the victim’s Willpower. Even a single success sucks the target into Delirium, but
the wereserpent can’t see what’s going on in the target’s head. Two successes allow the Nagah to
see about a quarter of what’s happening. Whit three successes, the Kartikeya perceives about half of
the hallucination, while five successes show the Nagah everything the target sees. Six or more
successes pull the wereserpent into the hallucination with the target, allowing full participation,
unless the player spends a Willpower point to avoid doing so. Wise old snakes generally
recommend against entering the hallucination directly because the target’s “psychic immune
system” can do ugly things to a Nagah who trespasses where he’s not wanted. This Gift lasts for
one scene.

Jungle’s Vengeance I
Source: Bastet Breed Book.
By tapping into her ties with the land, a Balam urges the jungle to turn against any invaders.
The assault begins innocently enough, with vines that trip and swarms of hungry bugs; if the
outsiders don’t get the hint and leave, however, the Vengeance turns nastier. Pools of quicksand,

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poisonous plants and insects and clouds of noxious gas spring into existence right in the invaders’
path. Ultimately, the Gift whittles a determined force of trespassers down into a handful of
desperate survivors – easy pickings for an angry werejaguar and her friends…
System: The player puts a point of Rage and two points of Gnosis into the Gift, which then
swells into a series of scattered but purposeful events. Although the Storyteller has the final say
about exactly what happens where and to whom, the land and its pests begin a subtle campaign to
drive the invaders out. These events escalate from annoyances to fatalities as the Storyteller desires.
Although they won’t be powerful enough to destroy a band of supernatural foes, most mortals will
be driven to near-madness before the Gift runs its course.

Jungle's Vengeance II
Source: Players Guide to the Changing Breeds.
By tapping into his ties with the land, the Balam urges the jungle itself to turn against any
invaders. It begins with simple annoyances — biting insects, entangling vines, and so on — and
progresses to deadlier tactics if the interlopers don't take the hint.
System: The Balam spends a point of Rage and two points of Gnosis, and sets in motion a
purposeful series of events designed to drive invaders away from the werejaguar's domain.
Although the Storyteller has the final say about what happens and to whom, the one constant with
the Gift is the fact that it gets more and more dangerous as time goes by. It won't be enough to harm
supernaturals (much), but it will drive humans to the brink of madness and beyond (and might
significantly interfere with Garou operations, should they be unlucky enough to rub the Balam the
wrong way...).

Journey Home
Source: Werewolf: Wild West – The Wild West Companion.
No matter what the distance or what the circumstances, the Get can travel home as easily as
he can reach into the Umbra.
System: The player spends all of his Gnosis (minimum of three points) and steps into the
Umbra. When he steps out of the Umbra, he emerges at the place he considers home.

Kachina’s Luck
Source: Frontier Secrets.
The Garou may make a specially constructed kachina doll representative of herself or another
person or creature, which is used to attract luck to the represented individual. The doll must
incorporate some part (fingernail paring, eyelash, lock of hair) of or article belonging to the
intended recipient. This Gift is taught by a Kachina-spirit.
System: The Garou spends a week to construct the doll. The player spends a point of Gnosis
and rolls Perception + Crafts (difficulty 8). To bring luck to the target, the player rolls Manipulation
+ Occult (difficulty 7 or the recipient’s Gnosis, whichever is less). Each success (to a maximum of
10 successes) should be recorded by the Storyteller, for each grants one automatic success on a
single die roll of the Garou’s choice later in the story, or allows all the successes to affect one die
roll in the scene in which the kachina doll is activated (not counting damage rolls).
For example, if Song-of-the-Morning gets three successes on her Manipulation + Occult roll,
she may use one of those successes to affect a difficult climbing roll she needs to make during the
session; later in the story, she is confronted by a deadly foe and chooses to utilize another success in
her attempt to slash him with her claws. If she still has successes remaining, she may use them in
successive turns or save them for later. All successes must be used within a single story; those that
are unused simply fade away. Conversely, if she wishes to use all her successes at once, she may
add them to a single roll in the same scene in which she called forth kachina’s power.

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Whenever all the successes are used, the luck is gone and the doll crumbles to dust. Another
doll must be made to utilize this Gift again. No more than one kachina doll made by the Garou may
be in existence at any given time, nor can extra dolls be constructed during the time the luck has
been invoked, bur nor yet spent. Making another doll requires the same ingredients and takes a full
week of uninterrupted time.
Each failure rolled when constructing the doll removes one success from the possible 10,
while a botch creates a doll that functions in reverse, automatically causing a 1 result on one die (or
a whole bunch of them if the quick luck method is invoked) each time the doll’s luck is called upon.
The Storyteller may choose to make either roll for the player, so that the player will never be sure
just how much luck she has to call on - or if she has activated a curse instead!

Kali’s Tongue
Source: Black Furies Tribebook Revised.
In the days of ancient myth, the Wyrm-creature Raktabija terrorized the Indian subcontinent.
Raktabija could not be slain; every drop of blood that touched the earth sprang up another
Raktabija. Soon after the battle against him began, the field was crowded with Raktabijas, each
eager for the blood of Garou and Gaian spirits. The mother-goddess Parvati (an aspect of Gaia)
finally took to the field against Raktabija, in her guise as the hideous demon-warrior Kali. Kali
spread her tongue out over the battlefield and prevented any of Raktabija’s blood from striking the
Earth; she then commanded the Garou and gods present to destroy the Wyrm-creature, which they
did.
The Gift Kali’s Tongue removes a creature’s ability to heal damage; its effects are relatively
short-term, but if a creature is destroyed while the Gift is in effect, that death is permanent. What
the Mother gives, the Mother’s vengeance can take away. This Gift is taught by a Cobra-spirit
System: The Fury must first touch the victim, then the player spends one Rage and rolls
Manipulation + Medicine (difficulty of the foe’s Rage, or Willpower -3, whichever is lower). Each
success represents one turn during which the target creature cannot use any regenerative abilities, or
heal inflicted damage naturally: Even supernatural healing Gifts like Mother’s Touch will fail on
the target during this period. This Gift works equally well on humans, Garou, and materialized
spirits; spirits entirely in the Umbra are immune to the Gift’s effects unless the Fury is also in the
spirit world.
MET: You must best the target in a Social challenge, pitting your Social Traits against twice
the lower of the victim’s Rage or Willpower (use Willpower for victims without Rage), using
Medicine Ability for retests. The subject cannot heal or be healed of any wounds by any means for
the next full turn. Every two Social Traits you expend immediately after winning the test grants an
extra full turn of duration to this Gift. Any subject killed while under the effects of this Gift dies
permanently. Spirits in the Umbra are unaffected by Kali’s Tongue.

Katanka-Sonnak’s Spear I
Source: Croatan Song.
Although corruption came to many of the sun-worshipping cults of the Croatan’s Kin, several
Croatan were able to retain a purer relationship with Helios and his Incarna, Katanka-Sonnak. This
Gift springs from this alliance; by invoking the power of the sun, the Garou can call a shaft of fire
from the sky to impale an enemy and immolate him in continuously burning flame. An avatar of
Katanka-Sonnak teaches himself this Gift.
System: The werewolf must spend a point of Gnosis and roll Dexterity + Occult to strike the
target; no range penalties apply, although he must be able to see his target. If the strike is accurate,
the victim takes 10 dice of fire damage each turn; this damage is aggravated. Although shapeshifters
are able to soak it. The fire cannot be doused with ordinary water; it will burn until 10 turns have

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elapsed unless quenched by a Water-spirit, somehow dispelled, or until the victim takes no damage
on a particular turn.

Katanka-Sonnak’s Spear II
Source: Past Lives.
Some cultures that the Croatan took as Kin were sun-worshippers. The Croatan in turn
established strong ties with Helios and the Planetary Incarna of the sun, Katanka-Sonnak. This Gift
springs from this alliance; by invoking the power of the sun, the Garou can call a shaft of fire from
the sky to impale an enemy and immolate him in continuously burning flame.
System: The player spends a point of Gnosis and rolls Dexterity + Occult to strike the target;
no range penalties apply, although the werewolf must be able to see her target. If the strike is
accurate, the victim takes 10 dice of damage from fire damage each turn; this damage is aggravated,
although shapeshifters are able to soak it. The fire cannot be doused with ordinary water; it will
burn until 10 turns have elapsed unless quenched by a water-spirit, somehow dispelled, or until the
victim takes no damage on a particular turn.

Keening of Swarm Panic I


Source: Hengeyokai: Shifters of the East.
If humans really were civilized, they wouldn’t allow their cities to become so crowded.
Nezumi are able to exploit this primitive failing through the enactment of this Gift. The practice is
only possible in the midst of a crowd of at least fifty or sixty humans. The Nezumi keens a high,
wailing sound just beyond the fringe of human hearing. After a few minutes, the humans become
uneasy and soon begin to push and shove each other. The human swarm can become extremely
dangerous if it senses the need to bolt. Although Awakened beings are immune to the effects, they
can still be in trouble if they’re caught in the mob. This Gift is taught by a Fear-spirit.
System: The player spends a Gnosis point and rolls Charisma + Rituals (difficulty 7). If she
obtains at least three successes, the crowd begins to force its way towards a chosen exit. With four
successes, the crowd panics, surging so violently that anyone in their way and not part of the surge
is swept into the crowd. Each of these victims suffer one Health Level of damage (difficulty 8 to
soak).
With five successes, the crowd bolts. Anyone caught in the way of the crowd should roll
Dexterity + Athletics (difficulty 8); failure indicates that the unfortunate is trampled under a wave
of human flesh. The victim takes one Health Level of damage each turn until he gets to his feet
(until then, he can attempt to soak the damage at difficulty 9). The most insidious part of this Gift is
its duration: ten minutes for each success on the initial roll.

Keening of Swarm Panic II


Source: Players Guide to the Changing Breeds.
The Nezumi may cause a group of at least 50-60 humans to grow uneasy and even panic by
making a high-pitched wail. The affected crowd may become violent if they attempt to flee. Other
supernaturals are immune, but may become caught up in the crowd. A fear-spirit teaches this Gift.
System: The player spends a point of Gnosis and makes a Charisma + Rituals roll (difficulty
7). Three successes cause a crowd to go for a selected exit. Four successes arouse the crowd to
panic surges, causing anyone not part of the crowd who gets caught in the surge to take one health
level of bashing damage (difficulty 8 to soak). Five successes cause the crowd to bolt. Anyone
caught in the mob must roll Dexterity + Athletics (difficulty 8) or be trampled, taking two health
levels of bashing damage for each turn until he can regain his feet (difficulty 9 to soak). The Gift
lasts for ten minutes per success.

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Keening of Swarm Panic III
Source: Ratkin Breed Book.
This Gift is essentially the same as the Nezumi Gift from Hengeyokai: Shapeshifters of the
East. It is only possible in the midst of a crowd of at least fifty or sixty humans. The Twitcher keens
a high, wailing sound just beyond the fringe of human hearing. After a few minutes, the humans
become uneasy and soon begin to push and shove each other. The human swarm can become
extremely dangerous if it senses the need to bolt.
System: Expend one point of Gnosis and roll Charisma + Rituals (difficulty 7). If the Ratkin
obtains at least three successes, the crowd will begin to force its way towards a chosen exit. With
four successes, the crowd will panic, surging so violently that any non-humans in their way are
swept into the crowd. Each of these victims suffers one level of damage (difficulty 8 to soak).
With five success, the crowd bolts. Anyone caught in the way of the crowd should roll
Dexterity + Athletics or Dexterity + Dodge; otherwise, that victim is trampled under a wave of
human flesh. The victim takes one level of damage each turn until he gets to his feet (until then, he
can attempt to soak the damage at difficulty 9). The most insidious part of this Gift is its duration:
ten minutes for each success on the initial roll.

Kidnap
Source: Hengeyokai: Shifters of the East.
One of the dirtier tricks in the Kitsune arsenal, this allows a Fox to abduct a person or shen
into the Umbra. It matters little where the Kitsune is standing at the time; a Fox in the Mirror Lands
can pull a target in with him, while a Fox in the physical world can either throw his target into the
Umbra while remaining behind himself, or vanish along with the unfortunate victim. The Kitsune
hurls the kami at his target while crying a word of activation; if the Fox is in the Umbra at the time,
the paper literally appears from nowhere, striking the target. As the target vanishes in a flash of
light and smoke, the now-blank piece of paper drifts slowly to the ground.
System: The player must invest two Gnosis in the kami and seal it with a Gnosis roll,
difficulty 8. To activate the kami, the Fox must make a Gnosis roll, difficulty of the local Wall;
however, only one success is necessary.

Killer’s Leap
Source: Bastet Breed Book.
As the Lupus Gift: Leap of the Kangaroo.

Killing Bite I
Source: Rokea Breed Book.
Fighting Jaws is the preferred form for combat beneath the waves, but sometimes the need to
attack swiftly or fighting in a confined area (a Grotto, perhaps), disallows this form. This Gift,
taught by a shark-spirit, allows the Rokea to use a powerful bite in any form.
System: The player spends one Rage point to activate the Gift. The character’s next bite
attack, if successful, inflicts 2 additional health levels (not dice) of damage.

Killing Bite II
Source: Players Guide to the Changing Breeds.
A Rokea can slay most enemies with one bite, but sometimes a more powerful blow is needed
to fell determined opponents. This Gift allows the Rokea to deliver a fearsome bite in any form. A
shark-spirit teaches this Gift.

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System: The player spends one Rage point to activate the Gift. The next successful bite attack
the character lands inflicts two additional levels (not dice) of damage.

Kind Death
Source: Nagah Breed Book.
Nagah are assassins, but they rarely harbor ill will toward those they kill. This Gift allows a
Nagah to ease the shock of dying and send the spirit or soul of a dying or very dead foe on to the
best of whatever fates might await it. In the case of a human, it prevents the target from becoming a
wraith or a vampire. In the case of Khurah, it may negate any curses preventing the deceased from
rejoining Gaia. This Gift also prevents dying curses and bad karma from affecting the Nagah.
System: The Nagah must be within a stone’s throw of the victim and in line of sight. The
player rolls Charisma + Empathy, difficulty of the dying or deceased’s Willpower. One success
quells the pain of dying and allows the target’s soul to untangle itself from its body. Three successes
prevent the Embrace from taking effect. The difficult to lay any dying curses, hexes or similar
unpleasantness is increased by one for every success gained by the Kamakshi.

King Fish I
Source: Rokea Breed Book.
Almost all coastal and island cultures have developed myths about sharks, referring to them as
gods of some kind. Sharks are indeed at the top of their food chain, and this Gift – taught by a
shark-spirit – allows them to command respect.
System: The player rolls Charisma + Primal-Urge (difficulty 7). Success subtracts one from
the difficulties of any rolls the player must make in that scene involving Leadership or Intimidation.
This Gift does not inspire fear or loyalty so much as respect for a powerful being.

King Fish II
Source: Players Guide to the Changing Breeds.
The shark is regarded as regal or divine in many cultures (though not necessarily benevolent).
The Kunspawn grudgingly admit that this is one thing the humans have right. This Gift allows the
Dimwater to command respect. A shark-spirit teaches this Gift.
System: The player rolls Charisma + Primal-Urge (difficulty 7). Success subtracts one from
the difficulties of any Leadership or Intimidation rolls made during the scene.

King of Beasts
Source: Players Guide to the Changing Breeds.
Like the Level Two Philodox Gift: King of the Beasts, except that it affects all animals within
300 feet.

King of the Beasts I


Source: Werewolf: the Apocalypse 2nd Edition.
Specific animals, generally ones with which the Garou regularly associates, follow his
commands willingly and unconditionally. They understand him and want to help. The Gift is taught
by a Lion- or Falcon-spirit.
System: The target must be within 100 feet, and the Garou rolls Charisma + Animal Ken
against a difficulty based on his relationship with the animal (see below). This power only works on
one animal at a time, and it does not attract animals to the Garou’s vicinity (see the Level Four
Lupus Gift: Beast Life).

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Relationship Difficulty
A sibling 3
Feed and care for 6
Stranger 8
Hostile 10

King of the Beasts II


Source: Werewolf: the Apocalypse Revised.
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 10 feet. The player rolls Charisma +
Animal Ken against a difficulty based on the werewolf s relationship with the animal. 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).

Relationship Difficulty
A Sibling 3
Feed and care for 6
Stranger 8
Hostile 10

Kiss of Helios I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou becomes immune to the damaging effects of fire, though artificial forms like
napalm and gas fires can still harm him. Additionally, the Garou is able to ignite small parts of his
body and keep them burning for extended periods. Most commonly the Garou will light his mane
during rituals, but he can also light claws, fangs, arms or whatever. These flames are approximately
as intense as those of a torch. This Gift is taught by a fire elemental or Sun-spirit.
System: The Garou spends one Gnosis point. Artificial fire (napalm, gas fires, etc) does half
damage. The effect lasts for one scene.

Kiss of Helios II
Source: Werewolf: the Apocalypse Revised.
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 Gnosis. For the rest of the scene, the Ahroun cannot be
harmed by any natural forms of fire, up to and including molten lava. Artificial fires (napalm, gas
fires, etc.) do one-quarter damage, and they are treated as bashing damage. The Garou does two
additional dice of aggravated damage if he attacks with blazing fists, claws or fangs. The effects last
for one scene.

Kiss of Helios III


Source: Dark Ages: Werewolf.

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The Garou can invoke the sun’s power to become immune to flame. Additionally, the
character can ignite any portion of her body, and it remains alight for as long as she wishes.
Commonly the Garou will light her mane to honor the sun during rituals, but the Gift is also used to
wreak havoc among fearful humans or those impure things that hide from the sun’s light. Any spirit
servant of Helios can teach this Gift.
System: The player spends one Gnosis. For the rest of the scene, the character is unharmed by
any natural source of fire (even molten lava). Any supernatural source (such as a dragon’s breath)
inflicts one-quarter damage, and is treated as bashing. The character inflicts two additional dice of
aggravated damage if she attacks with flaming fists, claws or fangs.

Kitchen Chemistry
Source: Bone Gnawers Tribebook Revised.
With ten minutes, a bit of rage, and everyday household chemicals, you can unleash a
firestorm of vengeance against an uncaring world. You have a deep and instinctive understanding of
the principles of modern chemistry, one that allows you to scratch-build and detonate explosives.
(This Gift exists to cancel out the need for any sort of "realistic" explosive rules in the game.) Rat-
spirits teach this Gift, occasionally with the help of a few furtive cranks on the Internet.
System: One scene. One Rage. At least three household kitchen chemicals approved by the
Storyteller. The result? An explosion inflicting an amount of aggravated damage equal to the
character’s permanent Rage. Detonating the explosives properly is the difficult part.
At the end of the scene in which the chemicals are cooked, the character attempts an
Intelligence + Science roll (difficulty 6). With one success, the explosives will detonate at a
specified date and time. Three successes allow them to be thrown (Dexterity + Athletics, distance
equal to the Garou’s Strength in yards) or triggered by remote (line of sight). Five successes allow
for a complex trigger, such as a timed matchbox fuse, trip wire, weight-sensitive pressure plate, or
sound of a particular television personality’s voice. On a botch, of course, the bomb goes off in the
Garou’s face.
Warning: Some players inexplicably think that the only way to enjoy the game is to "win" by
blowing up lots of things. Keep tight track of Rage expenditures and make sure to remember that
nobody has more than one scratch-built bomb at a time. Remember, too, that blowing up lots of
public buildings will likely draw lots of mortal investigation, which in turn can lead to breaking the
veil.
MET: Burn one Rage Trait before writing a chemical formula and the name of your character
on an index card. Then attempt a Static Mental Challenge against the Narrator; he’ll set the
difficulty based on the complexity of the explosive you’re building. If you succeed, you can use this
card as a “bomb” against a chosen target, inflicting two aggravated damage. Everyone within three
giant paces of the target takes one aggravated damage. The user of this Gift can only make one such
index card at a time. If this Gift is allowed in a game, every player must know it is available;
everyone in the vicinity must freeze when you use it.
One Trait – When you tear the card, you can “throw” it by pointing at anyone within five
giant paces. Shout “boom!” Everyone freezes long enough for the Garou to count out the range and
describe the effect.
Three Traits – You can leave the index card on any surface above the ground. You must be
within ten giant paces to activate the effect. Shout “boom!” Everyone freezes long enough for the
Garou to count out the range and describe the effect.
Five Traits – This last option is only practical as a Patrol Gift (see sidebar). You can design a
complex trigger designed to detonate based on movement over a particular area, the sound of
someone’s voice, or proximity to a specific target. The patrolling spirit stands next to the index card
with her arms crossed (as if using Blur of the Milky Eye). The card must detail the conditions to be
met. When the Gift goes off, the spirit player shouts “Boom!” He then describes the effects of this

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Gift. The user of this Gift can recall the patrolling spirit and “deactivate” the Gift at any time –
otherwise, your assistant may have a dull evening.
Warning: Some players inexplicably think that the only way to enjoy the game is to “win” by
blowing up lots of things. Keep tight track on Rage expenditures and make sure to remember that
nobody has more than one scratch-built bomb at a time. Remember, too, that blowing up lots of
public buildings will likely draw lots of mortal investigation, which in turn can lead to breaking the
Veil.

Kitesnake
Source: Nagah Breed Book.
With this Gift, the snake may shift around his body mass such that he is mostly hood, with
only a very thin bit of tail hanging below. Any strong breeze is enough to sweep the Nagah into the
air, allowing, if not exactly flight, then at least the ability to become airborne. This Gift has its
obvious dangers, but it may be the only means of maintaining tabs on a target.
System: The player rolls Dexterity + Primal-Urge to manipulate the Nagah’s body mass. One
success will make this Gift effective in the presence of a strong wind while two or more let the
snake take to the air in the presence of even a minimal breeze.
Under calm weather conditions, the wereserpent may exercise some small degree of control
over which direction she goes by angling her body this way or that, but in the face of a strong wind,
control is out of the question. Should the wind give out altogether, the snake may fold forward into
something like a living parachute to minimize landing damage. This Gift lasts for one scene.

Kitten’s Cry
Source: Bastet Breed Book.
Also called “Pathetamew” for its pitiful sound, this Gift imbues the werecat’s voice with a
tone so pathetic that anyone who hears it goes out of his way to comfort her. This compulsion
extends to attackers, who break off hostilities unless they’re attacked in return. Most Bastet consider
this a dirty but useful trick.
System: The Bastet’s player rolls her Manipulation + Expression; the difficulty depends on
the circumstances and the target. If the roll succeeds, the target immediately stops whatever he’s
doing and offers sympathy for the werecat’s pain. Some folks, of course, have no pity in their
hearts. The Gift inspires the hard-souled enemies to torment the Bastet even more than they
normally would.

Relationship Difficulty
Lover/ relative 4
Friend 5
Passerby 6
Total stranger 7
Rival 8
Enemy 9
Foe in combat 10

Kneel
Source: Werewolf: The Wild West.
By pointing a finger or claw at a target (usually male), a Fury can force him to his knees. He
may cuss up a storm, but unless he’s a strong-willed bastard, there’s nothing he can do but kneel.
This Gift is taught by one of Pegasus’ Brood.

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System: The Fury rolls Manipulation + Intimidation against the subject’s current Willpower
rating. Her target falls to his knees unless he spends a Gnosis point to resist the Gift’s effects. Other
supernatural creatures can spend spirit energy (Blood, Quintessence or Glamour) to rise to their
feet, but mortals remain helpless. The Gift lasts for one turn per success, and doesn’t work on spirit
beings.

Know Oversea’s Mind


Source: Rokea Breed Book.
By surfacing and conversing with air-spirits, the Rokea may predict the weather for the region
with near perfect accuracy. This Gift is taught by an air-spirit.
System: The player rolls Intelligence + Primal-Urge (difficulty 7). The Rokea knows the
weather of the area for a number of days equal to the successes rolled. For example, if the player
rolls three successes, the Rokea knows what to expect for the next three days.

Kuei Dance I
Source: Hengeyokai: Shifters of the East.
This Gift calls on the dead to bear witness, usually to the manner of their death, occasionally
to the events of their lives. This magic compels truth, not cooperation – but as most Restless ones
are frantically eager to have their lives remembered, deaths avenged, graves tended and true stories
known, few refuse. The Dance may take any form – the Kataribe may begin a story and have the
ghost step forward to continue the tale, act out the events of the store in mime or dance and let the
ghost appear in its part, or (and this is the best for convincing others the tale is true) begin a song or
narration that readies the audience for the experience, then let them see the ghost’s very memories
around them. This Gift is taught by Ancestor-spirits.
System: The player spends a Willpower point and rolls Gnosis + empathy (difficulty 8) for
the Nine-Tails to establish contact with the spirit. To communicate the deceased’s memories to the
audience, she rolls Manipulation + Performance (difficulty 6). The more successes, the better the
testimony comes across the audience. This Gift will work only on the dead who have retained some
semblance of themselves in the next life. This includes hengeyokai ancestors, wraiths, Spectres and
all manner of hungry ghosts. Kuei Dance cannot call up the living. Souls that have been
reincarnated since death will not appear. The Gift may even work on Kin-jin and Kuei-jin if the
Kataribe is powerful enough (Rank Five and up); their bodies do not travel with them, and they
return unharmed (though likely very angry) at the end of the scene.

Kuei Dance II
Source: Players Guide to the Changing Breeds.
This Gifts calls on the dead to bear witness. Usually used to discover the manner of their
deaths, but occasionally the events of their lives are examined. There is no compulsion, but the dead
are pitifully eager to be remembered, so few refuse. The spell may take any form, from story to
song to dance, with the ghost acting out her part as appropriate. The Gift is taught by ancestor-
spirits.
System: The player spends a Willpower point and rolls Gnosis +Empathy, difficulty 8 to
establish contact. To communicate the deceased's memories to the audience, the Kitsune rolls
Manipulation + Performance, difficulty 6. The more successes, the better it comes across. The Gift
works only on the dead who have retained some semblance of themselves (hengeyokai ancestors,
wraiths, Spectres, and all manner of hungry ghosts). It cannot call up the living, including a soul
that has reincarnated. It might call up a Kin-jin or Kuei-jin if the Kataribe is rank five or more.
Their bodies do not go with their spirits and return unharmed at scene's end, though this may cause
such beings great anger.

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Kundalini
Source: Nagah Breed Book.
The Tantric mystics of India allude to a serpent of energy called the Kundalini that resides at
the base of the spine. By raising the body’s energy, the Kundalini to a particular chakra, the Nagah
may channel his body’s energy is a variety of powerful ways.
System: The player spends one Gnosis point per chakra level and rolls Intelligence +
Enigmas (difficulty 6). The Nagah spends one turn per chakra performing breathing exercises to
raise the Kundalini to the chosen chakra. Raising the Kundalini to the Muladhara requires only 1
turn of controlled breathing while raising it to the Sahasrara requires 7 turns of meditation and
breath control.
The Muladhara, or root chakra controls the will to survive. Raising energy to the Muladhara
grants the Nagah a number of additional Bruised health levels equal to his successes.
The Swadhishthana or hara chakra controls vitality. By raising energy to the Swadhishthana,
the wereserpent purges his body of all disease, all unwelcome spirits and all foreign poisons and
simultaneously heals a number of health levels (including aggravated ones) equal to the number of
successes received on the Kundalini roll.
The Manipura or solar plexus chakra controls raw emotional energy. Raising energy to the
Manipura grants the Nagah a number of Rage points equal to his successes on the Kundalini roll.
The Anahata or heart chakra controls love and compassion for humanity. Energy raised to the
Anahata chakra causes the wereserpent to radiate a strong sense of love and tranquility. Those
within line-of-sight of the Nagah must roll their Willpower against a target of 8 and get more
successes than the Nagah got on his Kundalini roll to think or act in any hostile manner toward him.
The Vishuddha or throat chakra controls creativity and clairaudience. Raising the Kundalini to
the Vishuddha allows the wereserpent to hear and understand all thoughts and words within a ten-
foot radius. Others do not know they are being heard and the Nagah may probe mind for more
deeply hidden information if he so desires.
The Ajna or brow chakra controls intuition and clairvoyance. Bringing the Kundalini up to the
Ajna allows the Nagah to know everything that pertains to him (and by extension his nest) within
his line of sight. Secrets are revealed, illusions fall away and clarity triumphs. Sweet-talking
enemies are exposed for what they are, and the true forms and natures of all around are made
manifest to the wereserpent.
The Sahasrara or crown chakra controls transcendence, superconsciousness and the spiritual
will to be. Raising the Kundalini to this chakra allows the Nagah to briefly attain a state of cosmic
consciousness during which he can get the answer to any one question he may have (subject to
Storyteller’s discretion).
This Gift’s effects last for one scene. Regardless of the level of chakra reached, the Nagah
may perform this Gift no more than once per week.

Kun's Maw
Source: Players Guide to the Changing Breeds.
As the level four Get of Fenris Gift: Fenris' Bite.

Kun’s Warning
Source: Rokea Breed Book.
Some islander legends speak of a person born with a shark’s mouth between his shoulder
blades, who later became a shark and killed and ate other islanders. Likely as not, these tales are
garbled stories of the Kun’s Warning Gift. Used in modern times mainly by betweeners and their
hunters, this Gift causes a shark’s maw to appear on the Rokea’s back. This allows some early

340
warning for the Rokea, as well as an extra line of defense against multiple opponents. A shark-spirit
teaches this Gift.
System: The player spends one Rage point and rolls Stamina + Primal-Urge (difficulty 7).
This Gift is active for one day per success, unless the Rokea decides to cancel it earlier. The mouth
appears between the Rokea’s shoulder blades and protrudes only slightly; not enough to give the
Rokea a "humped" look. While this Gift is active, the teeth will begin to gnash should anyone try to
creep up behind the wereshark. If the stalker is using a supernatural power to remain hidden (such
as the Gift: Blur of the Milky Eye), the Storyteller should roll the Rokea’s Gnosis (difficulty 8). If
the roll succeeds, the mouth "notices" the stalker and reacts accordingly. The jaws can be used to
inflict normal bite damage, provided the Rokea can position herself in such a way as to allow this.

Labyrinth
Source: Hengeyokai: Shifters of the East.
By hiding this kami in a room and speaking a word of binding, the Kitsune can prevent
anyone from leaving. A person who climbs out the window finds himself coming back in through
the door, and so on. People can still enter the room as usual – leaving is the tricky part. As the
Kitsune must be present to activate the effect, he is trapped inside along with any other prisoners
until the kami is destroyed.
System: The player rolls Wits + Enigmas, difficulty 8; the Gnosis cost is three.

Lambent Flame I
Source: Werewolf: the Apocalypse 2nd Edition.
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.

Lambent Flame II
Source: Frontier Secrets.
The Garou creates a nimbus of fiery silver light surrounding her body. This Gift is taught by a
Lune.
System: Activating this Gift requires a Willpower point, and the flame bums for the duration
of the scene. The light illuminates a 100-foot radius, and the Garou glows so brightly that
difficulties of hand-to-hand attacks against her are in-creased by one. The difficulties of missile
attacks are reduced by one, however, as the Garou shines like a beacon.

Lambent Flame III


Source: Players Guide to the Changing Breeds.
As the Silver Fang Gift; taught by a fire-spirit or sun-spirit.

Lambent Flame IV
Source: Werewolf: the Apocalypse Revised.
The Garou causes her body to ignite with silver light. A Lune teaches this Gift.
System: The player spends one Willpower point to ignite the light. The glare illuminates a
100-foot area. Any hand-to-hand attacks against the Garou take a + 1 difficulty penalty, while
missile attacks receive a -1 difficulty bonus.

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Lambent Flame V
Source: Dark Ages: Werewolf.
Calling on Luna herself, the character blazes with the silvery glow of moonlight. While the
light is not bright enough to blind onlookers, this Gift is useful for providing simple illumination
and for impressing anyone who is gazing on the Silver Fang. A Lune teaches this Gift.
System: The player spends one Willpower point to activate the Gift, and it remains active for
one scene and illuminates a 100-foot radius. Any hand-to-hand attacks made against the character
suffer a +1 difficulty modifier, while any missile attacks receive a -1 difficulty benefit.

Lambent Sight
Source: Rage across the Heavens.
This Gift grants the Garou the ability to see under circumstances where sight would normally
be impossible, such as in conditions of total darkness (inside a deep cave, for example) or if the
Garou is blindfolded. The Gift provides illumination for the Garou equivalent to that of a full moon.
System: The player spends a point of Gnosis, no roll is necessary. The effects of this Gift last
for one scene. This Gift cannot grant sight to one who is naturally blind.

Lance of the Summer Sun


Source: Nagah Breed Book.
This Gift allows the Nagah to project a brilliant and searing bolt of concentrated sunlight from
his palm. This bolt is extremely bright and hot enough to bun through fabric, sheetrock and wood.
System: The player spends one Gnosis and rolls Charisma + Leadership, difficulty 7. The bolt
of light flashes out from the Nagah’s extended hand. Creatures that take damage from fire will take
a number of aggravated health levels of damage equal to the wereserpent’s successes. Vampires
take twice that amount.

Landspeak I
Source: Past Lives.
Another Gift that arose from the Bunyip’s affinity for their homeland, Landspeak allows a
Garou to listen to the land and express its various qualities and quirks in the form of a song.
System: The Garou must listen to the ground by placing her ear directly against a tree, rock,
or the earth itself. The player rolls Gnosis, difficulty 7. The number of successes indicates the
relative distance within which the user can gather information. One success might indicate a mile or
so, while five successes reach out to about 100 miles. The specific type of information sought is
determined before rolling the dice; the character might, for instance, learn the number and type of
creatures walking on the earth within range, or the distance of an approaching storm, or the number
and sort of roads that criss-cross the area. Certain queries may provide more information than can
be safely processed, of course; trying to learn the number and type of creatures walking the land
while in an urban environment would likely result in sensory overload.
This Gift is only effective in the character’s homeland. Technically, this means one of two
places - the area where the character was born and raised, and the geographical location the tribe
(and specifically, the character’s bloodline) calls home. Thus, a Get of Fenris of Scandinavian stock
raised in Minnesota might be able to use this Gift in Minnesota or its adjoining states or in
Scandinavia. Characters bereft of a homeland in one or the other sense lose the ability to use this
Gift in that sense. Thus, an army brat Silver Fang who never settled in one place for very long
might be able to use this Gift in Russia, but not elsewhere. Most Silent Striders cannot use this Gift
at all.

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Landspeak II
Source: Mokolé Breed Book.
The Aboriginal folk of Bandaiyan know the land as a series of interconnected songlines, the
Ways of the Law. By listening carefully, Gumagan can hear the songs of the earth. A servant of
Ngalyod the Rainbow Serpent teaches this Gift.
System: The Gumagan puts his ear to the ground or into a waterhole. He then makes a Gnosis
roll, difficulty 6. The number of successes is the number of miles within which he can hear The
Song. He will know what the Earth thinks of events on its surface within this area. If he makes a
Mnesis roll instead, he can hear the echoes of the past. Note that this Gift is not considered
eavesdropping, but rather overhearing the Earth’s commentary.

Landspeak III
Source: Werewolf: Wild West – The Wild West Companion.
The Bunyip have such an affinity with their homelands that they comprehend it as a song.
Landspeak represents this connection and affinity. It should be noted that the Gift is intended to be
used only in the Bunyip’s homeland, and in normal circumstances, it would be ineffective in a
foreign place – the Savage West, for example. An avatar of Mu-ru-bul Tu-ru-dun teaches this Gift.
System: The Bunyip must listen to the ground by placing his ear against a tree or rock, or
directly on the earth. The player makes a Gnosis roll (difficulty 6). The number of successes
indicates the relative distance within which the user can gather information. One success might
indicate a mile or so, whereas five successes would be more than 100 miles. The Bunyip can learn
the number and type of creatures that tread on the Earth or such things as the distance of an
approaching storm.

Landwaster
Source: Apocalypse.
This Wyrm Gift allows the fallen tribe to steal life in order to gain Gnosis. Relshab the
Faceless Eater (see Book of the Wyrm) teaches this Gift.
System: The Garou kills a living thing of their own mass or greater, whether this is a mother
and her children, a redwood tree, or a buffalo. The killing must involve physical contact between
the Garou and his victim. For each living thing killed, the Dancer gains one Gnosis. One additional
Gnosis is gained when an intelligent creature dies in pain. Any Gaian Garou using this Gift is
considered to have fallen to the Wyrm.

Lantern
Source: Hengeyokai: Shifters of the East.
In Japan, will-o’-the-wisps are considered the work of foxes. By crafting a paper lantern or
similar Kami, the Kitsune can later infuse it with en eerie light. The light may take the appearance
of captured lightning, moonlight, an evil reddish glow, or whatever effect the Fox had in mid when
creating the Kami.
System: The player rolls Gnosis, difficulty 6; the Gnosis cost is one. The light is exactly as
bright as that of a mundane paper lantern, and lasts for a scene or until the lantern is destroyed.

Larder of the Shrike


Source: Corax Breed Book

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Shrikes are notorious for killing more than they need, then storing the corpses for later use.
Shrike-spirits can share the knowledge of the benefits that can accrue from such behavior.
Essentially, this Gift allows the Corax to store food — and anything else, like, say, a corpse—in
perfect condition for up to a year, so long as the stored item is allowed to hang free in the Corax’
"larder."
System: By spending a Gnosis and succeeding on a Willpower roll (difficulty 6), a Corax can
use this Gift on a hunk of meat (or vegetables, though few Corax have deigned to do so) to preserve
it nearly ad infinitum for future use. For as long as the Gift’s effect lasts, neither rot nor bloat
affects the stored items — including dead bodies.
Living items cannot be placed into a state of suspended animation by this Gift, which only
affects dead things. Vampires and Risen don’t fall under Larder of the Shrike’s purview either,
unfortunately.

Last Ditch
Source: Glass Walkers Tribebook Revised.
When the chips are down and your back’s to the wall, risks need to be taken. This Gift makes
those last choices a little less risky by allowing for some instinctual co-ordination to be taken. A bee
or ant-spirit teaches this Gift.
System: The Soldier looks toward an ally and spends one point of Gnosis before rolling
Intelligence + Primal Urge (difficulty 7). The ally does not need to spend Gnosis or roll, but must
also know the Gift. As long as one success is rolled, the players of each character may formulate a
detailed plan out of character, which both characters instinctually grasp simply from making eye
contact. Each character adds two bonus dice to his or her next roll, but for the rest of the scene after
that they lose two dice from all actions.
MET: Make eye contact with an ally, then spend a Gnosis Trait and make a Mental Challenge
(retest with Primal-Urge). The ally must also know the Gift in order to share the effects. You and
your ally may then confer briefly to formulate a plan that you both instinctively know and can put
into play at first opportunity. You both gain two bonus Traits to your next challenge, but lose two
Traits for the rest of the scene. In order to keep this Gift from dragging combat even further down,
and in fine old action-movie tradition, it is highly recommended that Last Ditch users meet and
come up with a few strategies out of play that can be identified with simple catch-phrases (such as
"Override B-l").

Last Stand
Source: Wendigo Tribebook Revised.
By summoning her determination and calling to the spirit of Gaia, a Garou may make herself
steadfast and invulnerable. The strength of the Earth wells up through her feet, and the ground itself
guards her against the approach of any who wish her harm. Only after all foes have been
vanquished should the Wendigo move from her rooted spot, else she loses her connection with
Gaia. An earth elemental teaches this Gift.
System: The player rolls Willpower at a difficulty of 8. For each success, the character can
add an additional die to all Physical dice pools. Additionally, anyone attacking the Wendigo who
also comes in contact with the earth is unable to surprise her, no matter what direction they may
come from. If her foe, however is airborne, floating, or otherwise not touching the ground, the
Garou is vulnerable to surprise, although she does not lose the extra dice added to her Physical pool.
If the Wendigo moves from her position, the effects of the Gift are lost. A Garou using Last Stand is
immune to the Gift: The Falling Touch.
MET: Intermediate Gift. Activating this Gift requires a Willpower Trait and a Willpower test
against difficulty six. If successful, the Wendigo immediately gains a number of bonus Physical
Traits equal to her Willpower rating, on top of any other Traits gained from shapechanging and the

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like. Furthermore, the Wendigo cannot be surprised by enemies touching the earth, and cannot be
moved from her position short of massive supernatural strength (or her own volition). Moving more
than a foot or two from the spot the Gift was activated on ends this Gift immediately. The Wendigo
is likewise immune to the Gift: The Falling Touch.

Laugh of the Hyena


Source: Bone Gnawers Tribebook Revised.
Hyena follows no one; instead, he laughs and mocks anyone who tries to command him. In
the same fashion, a Garou who can actually convince a Hyena-spirit to teach him such defiance can
steal the spirit’s mocking laughter. The Garou can learn to resist any attempt to command, cajole,
force, or demand him to do something he doesn’t want to do. This is never subtle. The Garou (and
the player) must cackle like a hyena-spirit when calling upon this Gift.
System: The Bone Gnawer has a -2 difficulty to any Willpower roll used to resist mental
domination or control. This includes the Gift: Roll Over; all effects of the vampire Discipline:
Dominate; all effects of the mage Mind Sphere; and all effects of the wraith Arcanos: Puppetry.
MET: You gain a two-Trait bonus on any Mental Challenge to resist mental domination or
control. Remember, you must cackle out loud each time you invoke suck a retest.

Laughter of the Soul I


Source: Bastet Breedbook.
The hyena’s barking chuckle is unsettling under the best circumstances augmented by this
Gift, it becomes a maddening threat. Normal humans and animals panic at the sound of this echoing
Laughter; even supernatural creatures have been driven off in fear. An Epiphling of Fear itself
teaches this Gift to the hyena-folk in exchange for a little extra lip service.
System: To activate the Gift, the Ajaba simply has to laugh. The Ajaba’s player rolls her
Manipulation + Expression or Intimidation (whichever is higher) against the victim’s Willpower,
each success makes the panic more profound: One success makes and five drives her into the night,
screaming. A Garou or vampire must check for frenzy if the Ajaba rolls three successes or more,
and the results should send him into a fox frenzy until the Laughter ends. Only by spending
Willpower can he keep his self-control, and even then, the chuckling disturbs him badly.

Laughter of the Soul II


Source: Players Guide to the Changing Breeds.
The hyena's barking chuckle is unsettling under the best of circumstances; augmented by this
Gift, it becomes a maddening threat. Normal humans and animals panic at the sound of this echoing
laughter, and even supernatural creatures have been driven off in fear. An Epiphling of Fear teaches
this Gift to the hyena-folk in exchange for a little extra influence.
System: To activate this Gift, the Ajaba simply has to laugh. The player rolls Manipulation +
Expression or Intimidation (whichever is higher) against the victim's Will-power. Each success
makes the panic more profound: one success makes the target uneasy, while three sets him
shivering uncontrollably and five drives him into the night, screaming. A Garou or vampire must
check for frenzy if the Ajaba rolls three successes or more, and the results should send Garou into
fox frenzy until the Laughter ends. Only by spending Willpower can he keep his self-control, and
even then the chuckling disturbs him badly.

Lawgiver’s Legacy I
Source: Bastet Breed Book.

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In the distant past, it is said that the Bagheera were intended to be the arbitrators of the cat-
folk. The position never materialized, but this Gift offers an edge to Bagheera trying to exercise this
ancient right with minimal force. With it, a panther can raise her voice to drown out all others
without actually shouting, and it adds a not of command that makes even Simba take the panther’s
words seriously.
System: This Gift works like the Level One Common Gift: Command Attention, but the
effects last for an entire scene. Anyone who wants to contest the Bagheera’s authority must win a
resisted Willpower roll with the panther (difficulty 7).

Lawgiver's Legacy II
Source: Players Guide to the Changing Breeds.
It is said that Gaia intended the Bagheera to be the arbiters of the cat-folk. This Gift lends
credence to that claim, as it offers an edge to Bagheera trying to exercise this ancient right with
minimal force. With it, a werepanther can raise her voice to drown out all others without actually
shouting, and it adds a note of command that makes even Simba take the user's words seriously.
System: The Bagheera rolls Manipulation + Expression (difficulty 7) to get everyone's
attention for one scene. The Gift also reduces the difficulty of her next social roll by 1 for every
success she rolls for the Gift. Anyone who wants to contest the Bagheera's authority must win a
resisted Willpower roll with the panther (difficulty 7).

Lay of the Land


Source: Uktena Tribebook Revised.
The Uktena with this Gift may commune with spirits of the land and air, learning many things
such as abundance of game, location and strength of watercourses, health of the forest, and even
where caves can be found. Any mobile animal spirit (fox, eagle, etc) can teach this Gift.
System: As per the Bone Gnawer Gift: Attunement, except that it works in rural or wilderness
rather than urban areas, and the required roll is Perception + Survival.

Lead-Line
Source: Ananasi Breed Book.
The character using this Gift, if he has something personal belonging to his prey, can hunt
down a single target, remaining on the trail despite almost any obstacles or attempts at obfuscation.
A silvery thread of energy leads the Ananasi to his prey, looking past illusions and continuing
through any barriers that might be in the way.
System: The character rolls Wits + Investigation (difficulty 6 + any successes the target has
achieved in attempts to hide or cover his tracks) and spends a Gnosis point. If successful, the
Kumoti can follow the "silver thread" of energy anywhere. This Gift lasts until the Ananasi decides
to stop the hunt, or until the target is located.

Leap of the Hunter


Source: Werewolf: Wild West – The Wild West Companion.
As the Lupus Gift: Jackrabbit Jump.

Leap of the Kangaroo


Source: Werewolf: the Apocalypse 2nd Edition.

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This Gift was originally developed by the lost Bunyip tribe. By invoking the Gift, Garou may
leap incredible distance. Despite its name, this Gift is taught by Hare- or Cat-spirits (marsupial
spirits seem loath to aid the Garou these days...).
System: The Garou rolls Stamina + Athletics (difficulty 7). If successful, she may double her
normal jumping distance.

Leap of the Kangaroo II


Source: Werewolf: Wild West – The Wild West Companion.
Similar to the Lupus Gift: Jackrabbit jump, this Gift bestows supernatural leaping ability and
takes its name from the familiar marsupials that inhabit the Bunyip’s homeland. The Bunyip coils to
spring and stretches in a leap that can cover huge distances from a standing start. Naturally, a
Kangaroo-spirit teaches this Gift.
System: The player rolls Strength + Athletics (difficulty 7). If successful, she may double her
normal jumping distances as per the Jumping Chart in Werewolf: The Wild West, p. 49.

Leap of the Kangaroo Rat I


Source: Ratkin Breed Book.
A kangaroo rat can propels itself with leaps of six to eight feet at top speed. When surprised,
it can leap up to 24 feet, a rather astounding feat for a beastie about 15 inches long. With the use of
its tail, it can even change its direction in mid-air. Now picture a nine-foot Crinos wererat taking
advantage of the same skills. Although kangaroo rats aren’t members of the family rodentia (they’re
marsupials), this supernatural Gift is still bestowed by Kangaroo Rat-spirits.
System: There are two applications of this Gift. The Ratkin can leap once up to three times its
normal jumping distance. Alternatively, she can "long-run" with a series of smaller jumps (up to
twice its jumping distance). Using the Gift for one massive leap has no deleterious effects; just roll
Stamina + Athletics (difficulty 7) and gain at least one success. Long running, however, requires a
point of Rage for each hour of travel. Each hour, the Ratkin should roll her Stamina; a failed roll
inflicts a health level of non-aggravated damage that can’t be regenerated until the wererat rests.
Long-running allows an average of ten miles an hour.

Leap of the Kangaroo Rat II


Source: Players Guide to the Changing Breeds.
A kangaroo rat is capable of amazing leaps, and can even change its direction in mid-air.
Ratkin can use this Gift in any form, including Crinos. The Gift is, of course, taught by a kangaroo
rat-spirit.
System: The player rolls Stamina + Athletics (difficulty 7); with at least one success, the
Ratkin can leap once up to three times its normal jumping distance.
Alternatively, she can use this Gift as part of "long running," crossing long distances with a
series of hops up to twice her normal jumping distance. (The wererat moves an average speed of 10
miles per hour.) Spend one Rage and make one roll for each hour of travel; on a failed roll, the
wererat takes one level of lethal damage. The damage can't be healed until the Ratkin rests.

Leap the Chasm


Source: Werewolf: The Wild West.
As the Gift: The Great Leap.

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Legend’s Insight
Source: Book of Auspices.
While any Garou with a spiritual connection to her ancestor-spirits may borrow an ancestor’s
wisdom from time to time, the Galliards have, unsurprisingly, perfected the process. The character
may call upon her illustrious predecessors for skill or knowledge and become, for a moment, the
best she can possibly be. An ancestor-spirit teaches this Gift.
System: Only characters with the Ancestors Background may learn this Gift. The player rolls
Charisma + Ancestors (difficulty 7). For each success, the player may boost an Ability to five dots,
or an Ability already at that level to six dots. Normally, "modern" Abilities such as Computers,
Drive, and even Firearms are disallowed, but this is left to the Storyteller’s discretion. The player
should specify what ancestor she is calling upon and what Abilities that ancestor is likely to grant
her; these choices should remain consistent through subsequent uses of this Gift (that is, the same
ancestor probably shouldn’t be granting Brawl, Melee, and Athletics one session and then Occult,
Enigmas and Rituals the next).

Leper’s Curse
Source: Dark Ages: Werewolf.
The Garou can invoke a debilitating curse on her enemy, afflicting her foe with bodily
weakness and diseased, insensate patches of skin and pelt. The use of this Gift on another werewolf
is sure to create or escalate a feud that only ends with the death of one party. A spirit of pain or
disease teaches this Gift.
System: The player spends one point of Gnosis and rolls Gnosis (difficulty of her target’s
Willpower). The target resists with a Gnosis roll (or unmodified Stamina for those without Gnosis)
at a difficulty of the attacker’s Gnosis rating. Each net success allows the attacker to remove one
point from any of the victim’s Physical Attributes. This effect is permanent, though. The victim
may restore the lost Attributes with experience points, thereby "curing" the disease (though
identifiable scars remain). This Gift can be used against a given opponent only once ever.

Leshii’s Boon
Source: Silver Fangs Tribebook Revised.
This Gift allows the Fang to turn the very plants and trees of the forest: against her enemies.
Tree branches lash against them and roots trip them up, animals nip at their heels and insects swarm
around them. A leshii spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Intelligence + Occult (difficulty 6).
Every enemy of the werewolf within a radius of the number of successes scored in meters loses two
dice from every non-reflexive roll for the duration of the scene. In addition, should they be foolish
enough to try to eat anything they find in the forest, it will do the number of success rolled levels of
lethal damage.
MET: Intermediate Gift. With the expenditure of a Gnosis Trait and a Mental test against a.
difficulty based on the wildness of the surroundings (retest Occult), the Garou may cause nearby
plants and woodland animals to lash out at targets of her choosing. Foes thus afflicted are at a one-
Trait penalty on all tests for the rest of the scene due to the constant distraction; however, the forest
seldom inflicts true harm unless the target is so foolish as to try to eat anything they find, inflict
grievous or gratuitous injury on a forest creature or otherwise insult the spirits of the forest. Each
time they wish to indulge in such behavior, these unfortunate souls must immediately make a
Willpower test against the Garou’s Gnosis Traits; failure means that they immediately suffer a level
of lethal damage, inflicted somehow by the forest and its inhabitants.

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Lesser Unweaving
Source: Ananasi Breed Book.
As the Level Two Gift: Minor Unweaving, save that this Gift may affect any single Gift or
power of Level Two or lower.

Lesions
Source: Ratkin Breed Book.
Like the Garou Gift: Halt the Coward’s Flight. If you can bite or claw your victim, lesions and
sores will break out on his legs and feet, making rapid movement impossible. His running speed is
effectively halved.
System: Spend one turn focusing your diseases within you, and then bite or claw your victim.
You must unleash this illness before the end of the scene. If you succeed, roll Charisma +
Intimidation; the difficulty is the victim’s Willpower. If this roll succeeds, the victim moves at half
normal speed for the remainder of the scene. This is an Epidemic, and can be spread to more than
one victim with the Gift: Epidemic Contagion.

Leviathan I
Source: Rokea Breed Book.
Any elder wereshark can learn the Gift: Great Summons and call forth aid from the deep.
Dimwaters, however, are often wary of summoning up something that can’t be put down later.
Instead of calling forth these massive beasts, a Dimwater may choose to become one. This Gift is
taught by a spirit-servant of Kun.
System: The player spends two Willpower and two Rage points. The Rokea changes into a
monstrous shark nearly 80’ long (+5 to all physical Attributes after the Fighting Jaws modifiers).
Also, the Rokea regains at least one Rage point each turn. The transformation lasts for one scene.

Leviathan II
Source: Players Guide to the Changing Breeds.
While the Gift: Great Summons allows any elder wereshark to call up aid from the unseen
depths, the Dimwaters dislike the disruption in Sea's harmony that such beasts cause. This Gift
allows them to take matters into their own jaws, becoming such a beast rather than summoning one.
A spirit-servant of Kun teaches this Gift.
System: The player spends two Willpower points and two Rage points. The character changes
into a monstrous shark, nearly 80 feet long. This grants +5 to all physical Attributes after Fighting
Jaws modifiers (so a Rokea with Strength 3 in Homid form would have Strength 12 as a Leviathan).
Also, the Rokea regains at least one Rage point per turn. This Gift lasts until the end of the scene.

Ley Lines I
Source: Players Guide 2nd Edition (1st Edition).
By manipulating ley lines — part of an energy web that crisscrosses the planet — the Fianna
can disorient would-be trackers or hunters. The victims of this Gift find themselves following false
trails, making wrong turns or walking in circles. The user’s trail simply disappears. The secrets of
this Gift can be learned from an earth-spirit.
System: After spending a Gnosis point, the player rolls Wits + Occult (difficulty 7). Any
attempt to track the Garou must follow a successful Perception + Occult roll (difficulty 8). This roll
must exceed the Gift user’s successes to be successful.

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Ley Lines II
Source: Players Guide to the Garou.
The wilds of Britain are a dangerous place, and even more so when crossing Fianna territory.
By manipulating the spirits of nature and the Wyld, the Fianna may send her target in illogical
directions and even create tracks impossible to follow. Many who have dared to tread the Fianna’s
land have found themselves circling while walking straight, rigidly keeping to paths that lead them,
again and again, to the same landmarks. Then they starve, and their legend warns off other
intruders. An earth-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Wits + Occult (difficulty 7). Any
attempts at tracking or orientation now requires the would-be woodsman to obtain more successes
than the Fianna’s original roll in a Perception + Occult roll, difficulty 8.

Ley Lines III


Source: Dark Ages: Werewolf.
The werewolf can instinctively sense where the nearest caern is, though what tribe controls it
remains unknown. Depending on the number of her successes, she can determine how far away and
how powerful it is. An owl-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Perception + Enigmas (difficulty 7).
With one success, the werewolf gets a sense that there is a caern nearby. Three successes give her
the approximate distance and direction, and five success or more tell her its exact location so that
she could pinpoint it on a map (if she can read one, that is).

Liberation of Flesh
Source: Stargazers Tribebook Revised.
The spoken mantra for this Gift is Aum-waha-guru-dha-yan. Some Stargazers (particularly
those among the Tranquil) posit that all flesh is weak, and like an anchor, it drags the spirit.
Stargazers using this Gift find themselves "liberated" from their physical forms, becoming
insubstantial and bodiless.
System: No roll is necessary to become incorporeal, but the player must spend a Gnosis point
to reduce the Stargazer’s physical form to an insubstantial one. When this Gift is activated, the
Stargazer becomes quite literally like a silvery ghost of her physical body, and can be seen with a
successful Perception + Alertness roll (difficulty 7). The Stargazer may take no actions except for
simple movement, and even that takes strong concentration. To move from one place to another, the
player must roll Wits + Meditation (difficulty 7). Only one success is necessary for movement, but
the shimmering ghostly form may only travel no faster than the werewolf’s usual walking speed.
Failure means the character may not move; a botch on the roll to move is disastrous. A botch
disrupts the Stargazer’s concentration keeping her form non-corporeal, and it reduces her Gnosis
pool to zero. The Stargazer may stay in this bodiless state for as long as she chooses, and may not
be physically harmed by other physical creatures or spirits. To return to a corporeal, physical form,
the Stargazer spends another Gnosis point and her ghostly form becomes immediately corporeal
once again.
MET: Advanced Gift. By spending a standard action and a Gnosis Trait, the Stargazer may
become completely insubstantial and largely invisible; only those that make a successful Mental test
(retest Alertness) may detect the Stargazer while she is in this state. Neither spirits nor physical
creatures can in any way harm a Stargazer in this form, and she is not affected by Gifts or attacks
that target spirits either; the Storyteller has final say on whether or not a particular source can harm
the Stargazer, but such hazards should be extremely rare or the essence of the Gift is lost. While in
this state, the Stargazer may only travel from one location to another at a regular walking pace,
though physical and spiritual obstacles pose no particular challenge to her either. Due to the intense
concentration this requires, a Mental test (retest Meditation) against a difficulty of six is required to

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summon the requisite concentration to move; failure means the Stargazer does not go anywhere that
turn. The Stargazer may return to physical form by spending another Gnosis Trait.

Lick Wounds I
Source: Bastet Breed Book.
As the Theurge gift: Mother’s Touch, this power heals normal or aggravated wounds (but,
unlike the Theurge gift, can be used to heal oneself). This gift may be used as many times as the
player wants, but each healing “lick” costs another gnosis point. Bear in mind that even a cat may
be loath to lick up toxic waste or raw sewage! Some substances, like silver or Wyrm-poison, might
damage the healer in proportion to her healing — that is, by one Health Level per Health Level
healed — if it’s still in or on the wound when she licks it.

Lick Wounds II
Source: Players Guide to the Changing Breeds.
Like the Theurge Gift: Mother's Touch, this power heals normal or aggravated wounds.
However, the Bastet can only use this Gift on herself. This Gift can be used as many times as the
player wants, but each "lick" costs another Gnosis point.

Lieu’s Spear
Source: Werewolf Dark Ages.
The name of this Gift derives from a tale of the Welsh, wherein Lieu Skillful Hand was nearly
murdered by his rival Grown and sought retribution. Grown asks if gold or land will satisfy the
debt, but Lieu claims that Grown must stand where he stood, and Lieu will throw a spear at him just
as he had thrown his spear at Lieu - nothing else. Grown finally agrees to his fate, but asks if he can
hold a stone between himself and the spear (for it was a woman who compelled him to attack Lieu).
Lieu agrees - but it does Grown no good, for Lieu hurls the spear straight through the stone and
right through his foe.
So it is with this Gift. The Fianna may invest a spear with supernatural piercing power,
striking with more strength and accuracy than one might expect from even a mighty Crinos. Some
say that a Fianna full of spirit could even stand at a castle’s gates and put a spear clean through the
wall’s crenellation and the man standing behind it. This Gift is taught by an Ancestor-spirit.
System: The Fianna concentrates with spear in hand for a full turn, makes a Willpower test
(difficulty 8), and spends a variable number of Gnosis points. Each Gnosis point spent grants the
Fianna two additional dice for the spear’s throw; these dice may be split between the Dexterity +
Athletics roll to hit his target, to the damage roll (normally Strength + 2), or even spent to increase
the spear’s effective range (by twenty yards for every die allocated in such a manner).
The Gift functions only on a spear’s throw; it cannot be used to augment a blow made in
melee, 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.

Lift-Your-Leg
Source: Wendigo Tribebook Revised.
A Garou may mark her territory using a spot of her blood, urine, or saliva, and invoicing her
totem or ancestral spirit. The mark she leaves is identifiable as her own personal sigil, generally a
unique variation of the totem’s sign, and causes no damage to the surface it is inscribed upon. This
marking of territory fades after an entire cycle of Luna has passed. A wolf-spirit teaches this Gift.
System: The player spends a point of Gnosis. Garou are able to see the mark without further
effort until it fades a month later. Others with knowledge of the supernatural can identify the mark

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by making a Perception + Enigmas roll, causing the scent of the sigil to rise, and the inscription to
become visible. Note that the mark does not convey knowledge of the character’s identity unless the
viewer is familiar with his scent or his mark.
MET: Basic Gift. By spending a Gnosis Trait, the Wendigo may leave a distinctive marker
that all Garou or beings with supernatural senses are immediately aware of; humans may or may not
notice, depending on how the marker is made. This symbol is always the same and identifiable as
the user’s by any who know it. A prominent description tag or card can be used to indicate this
Gift’s use.

Lightning Rage
Source: Werewolf: Wild West – The Wild West Companion.
The Iron Rider can channel her Rage into an electrical charge. With this Gift, she can shock
opponents whom she is able to touch or who are in contact with a conductive material (e.g., metal
or water). A Lightning-spirit teaches this Gift.
System: For every point her player spends, she can inflict three soakable, aggravated wounds
on as many Garou (or fewer).

Lightning Strike
Source: Players Guide to the Changing Breeds.
As the Ahroun Gift: Spirit of the Fray.

Lion’s Bite
Source: Past Lives.
Lion’s children learned many things from their patron, including some hunting tactics more
familiar to big cats than to wolves. The Garou with this Gift gains an unerring ability to bite down
on the throat of his prey, choking it unconscious or to death, or even crushing its wind-pipe as lions
do.
System: The player may spend a Rage point and roll Dexterity + Brawl (difficulty 7) to
initiate a choking bite. If she gains one or two successes on the attack roll, the attack is treated as a
bite; if she gains three or more, she successfully begins a choking bite. The target takes bite damage
as usual, and will begin to suffocate unless he can beat the Garou in a resisted Strength test in
successive turns. The Garou may maintain the hold from turn to turn; she does not inflict any more
automatic bite damage, but the suffocation rules (Werewolf: the Apocalypse, p. 188) continue to
apply. A held victim may take actions other than trying to escape, but any such action is at +2
difficulty. Due to the supernatural power of this Gift, it can be used on creatures much greater in
size than the Garou. A werewolf could theoretically use Lion’s Bite to strangle a Thunderwyrm,
although the Storyteller may call for more successes on the attack roll to succeed against a foe of
such size.

Living Sea I
Source: Rokea Breed Book.
The Rokea causes the sea (or any body of water) to come to life around a target. The water
becomes semi-solid, and can hold a target in place, propel the Rokea along at great speeds, or even
strangle a victim. If the Rokea is on land, she may cause a nearby body of water (a fountain, for
example) to extend a tendril of living water to accomplish the same effects. A spirit-servant of Sea
teaches this Gift.
System: The player spends one Willpower point and rolls Manipulation + Occult (difficulty
6). The Rokea may command a body of water equal to 5 cubic feet per success. If the Rokea wishes

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the water to inflict damage on a living target (by strangling a water breather or drowning an air-
breather), the water inflicts the Rokea’s Gnosis in lethal damage dice each turn.

Living Sea II
Source: Players Guide to the Changing Breeds.
The Dimwater causes the waters to become semi-solid, able to attack a target or hold it in
place, or even propel it towards the wereshark. On land, the Rokea may cause a nearby body of
water (such as a fountain) to extrude a tendril of water, capable of strangling or drowning a target.
A spirit-servant of Sea teaches this Gift.
System: The player spends one Willpower point and rolls Manipulation + Occult (difficulty
6). Five cubic feet of water are animated for each success. While Living Sea can be used as a
weapon (by drowning air-breathers or strangling water-breathers — this inflicts the Rokea's Gnosis
in lethal damage dice each turn), the animated water responds to any mental command the Rokea
gives it. It can therefore propel the Rokea through the water are great speed, immobilize a foe, or
even propel the Rokea a distance into the air. The Gift's effects last for as long as the Rokea
concentrates.

Living Treasure I
Source: Hengeyokai: Shifters of the East.
The Hakken prize ancient pieces of art and often have such objects in their homes. Most of
these treasures have awakened spirits that can impart bits of wisdom. This Gift coaxes the spirits of
items to speak and tell their tales. An Ancestor-spirit teaches this Gift.
System: After the Hakken touches the object, a manipulation + Etiquette roll is made,
difficulty 7. For each success, the spirit will impart one brief bit of legend about its past. This Gift
can even be used on common items; a gun might speak of its wielder, or a teacup of the Kuei-jin
ceremony where it last saw use.

Living Treasure II
Source: Players Guide to the Changing Breeds.
A Hakken can convince the spirit of a treasure in his possession to relate its history and lore.
An ancestor-spirit imparts this Gift.
System: The Hakken touches the object; the player rolls Manipulation + Etiquette (difficulty
7). Each success causes the spirit to reveal one fact about itself. Hakken may use this Gift on
common items as well, making it a useful tool for investigations or problem solving. A Hakken may
use this Gift once per object.

Lizard’s Favor
Source: Nagah Breed Book.
Nagah value their secrecy highly. This Gift grants the wereserpent the ability to masquerade
as a Mokolé by evincing certain lizard-like characteristics.
System: The player rolls Stamina + Primal Urge and spends a Willpower point. For every
success, the Nagah may develop some trait like legs, royal crest, frilled neck, fins or a back sail.
This Gift does not grant physical characteristics that have ant actual game effect; the most useful
traits that can be developed are legs, which allow full bipedal or quadrupedal mobility.
Characteristics such as wings, horns or armor are just shy of vestigial, useful for appearance alone.
The changes last for one scene, or until the Nagah shifts into Balaram or Vasuki forms.

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Locate Spirit Tutor
Source: Silver Fangs Tribebook Revised.
The werewolves of House Wise Heart are renowned for their skill as tutors and mentors.
However, they know that the spirits themselves are the best tutors for Gifts. This Gift allows a
Silver Fang in the Umbra to locate the nearest spirit that can teach a particular Gift that he wishes
his student to learn. From that point on-wards, it is all up to the student and the spirit. A peregrine
falcon-spirit teaches this Gift.
System: The player spends a Willpower point and rolls Charisma + Leadership (difficulty 7).
The more successes scored the better sense the character has of where an appropriate spirit resides.
MET: Basic Gift. To use this Gift, the Garou must first cross into the Umbra; it never
functions in the material world. Once they have crossed, the Garou must spend a moment
meditating and beseeching guidance, then spend a Willpower Trait and make a Social test against a
difficulty of five Traits. If successful, the Garou immediately gains a sense of where the nearest
spirit is that can teach the Gift he has in mind, though it is up to the Garou to actually befriend the
spirit; all this Gift does is locate a suitable teacher.

Locked Door
Source: Nuwisha Breed Book.
The Nuwisha can bar others from entering the Umbra with this Gift. This powerful Gift is
used only to prevent the Wyrm from escaping, or to avoid capture. On rare occasions Locked Door
is employed to force Technocracy mages out of the Umbra. This Gift is taught by a Weaver-spirit.
System: The player rolls Willpower against a difficulty of 7 and spends three Gnosis points.
This Gift lasts for one scene per success rolled.

Loki’s Touch I
Source: Get of Fenris Tribebook.
This Gift is rare among the Get of Fenris, but the Rotagar often find it necessary to cool the
rages of their comrades. With just a touch, the Garou may cause a target to go into uncontrollable
fits of laughter or simply to have a better sense of humor. This Gift is taught by any Trickster spirit
(most often Ratatosk, the Squirrel).
System: The Garou must touch an opponent and roll Manipulation + Empathy (difficulty
equal to the Rage plus the Rank of the target; maximum difficulty of 10). The fits of laughter will
last for one round per success, during which time target may not take any offensive action, although
he may defend himself if attacked.

Loki’s Touch II
Source: Get of Fenris Tribebook Revised.
This Gift is rare among the Get of Fenris, although the Rotagar find it an appropriate weapon
in battle. With just a touch, the Garou may cause a target to go into uncontrollable fits of laughter.
In peacetime situations, the Gift may also be used to defuse a dangerous situation. This Gift is
taught by any trickster-spirit (most often Ratatosk, the Squirrel).
System: The Garou must touch an opponent and roll Manipulation + Empathy (difficulty
equal to the Rage plus the Rank of the target; maximum difficulty of 10). The fits of laughter will
last for one round per success, during which time the target may not take any offensive action,
although he may defend himself if attacked. The laughter is genuine in at least one respect – if no
harm comes to the target as a result of the Gift’s use, he is likely to appreciate the laugh just as if
the Gift-user had told him an excellent joke.
MET: To invoke this Gift, the Garou touches her opponent (or makes an appropriate Physical
Challenge to do so), and makes a Static Social Challenge against a difficulty of the target’s Rage +

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Rank (retest with Empathy). With success, the target spends the next three rounds in fits of roaring
laughter, during which time he may not take offensive action but may defend himself if attacked.

Lonesome Voice of the Bunyip I


Source: Past Lives.
This Gift was one of the last Bunyip Gifts to be developed, as it directly arose from the pain
and loss of the War of Shame. Interestingly enough, it is also one of the Gifts that the Bunyip
ancestor-spirits are most willing to teach to their few trusted Garou allies, for it reinforces the
tragedy of the Bunyip’s fall and reminds all who listen that such atrocities must never be repeated.
The Garou using this Gift emits the booming cry of Great Bunyip himself, a frightening and
saddening roar-howl of fear and loneliness.
System: The player spends one Gnosis and rolls Charisma + Performance (difficulty 7). The
Gift affects all non-Bunyip (which is to say, all listeners) within earshot. Those affected lose one
temporary point of Willpower per success until they have retreated from the Gift user’s immediate
area (roughly earshot) or until the scene ends. No victim can be affected by this Gift more than once
in any sunset-to-sunrise or sunrise-to-sunset period.

Lonesome Voice of the Bunyip II


Source: Werewolf: Wild West – The Wild West Companion.
This Gift, developed since the War of Shame began in earnest, comes from the closeness of
the Bunyip with his tribe. The Bunyip realizes that his children are his last hope and that they are
losing the fight. He emits a booming cry that combines fear and loneliness and is intimidating and
saddening to all who hear it. An Ancestor-spirit teaches this Gift.
System: The player spends a Gnosis point and rolls Charisma + Performance (difficulty 7).
The Gift affects all non-Bunyip (although even the tribe’s members are saddened by it) who hear
the cry, which causes all targets within 500 feet to lose Willpower equal to the Bunyip’s number of
successes until the interlopers depart the area and leave the Bunyip alone.

Long Running I
Source: Players Guide 2nd Edition (1st Edition).
Whether the Garou is on foot or in a vehicle, this Gift allows him to reduce the travel time on
a lengthy journey. Striders use this Gift only when the need is dire; usually, they prefer to see the
sights and take their time. A Horse-spirit can teach this Gift.
System: The player rolls Dexterity + Athletics (or Drive) at a difficulty equal to the local
Gauntlet and spends a Gnosis point. For every success, the travel time diminishes by 5 percent. A
botch increases travel time by 25% or indicates that travel has stopped altogether (due to a flat tire,
twisted ankle, etc).

Long Running II
Source: Mokolé Breed Book.
This Gift allows the Mokolé to reduce the travel time of a journey, whether on foot or in a
vehicle. It is taught by a Sea turtle-spirit.
System: The player spends one Gnosis and rolls Dexterity + Athletics (or Drive) at the
difficulty of the local Gauntlet. Each success decreases the travel time by 5%.

Long Running III


Source: Players Guide to the Changing Breeds.

355
Reduce the travel time of a journey, whether on foot or in a vehicle.
System: The player spends one Gnosis and rolls Dexterity + Athletics (or Drive, if driving)
against the difficulty of the local Gauntlet; each success reduces travel time by 5%. The effects last
for one day.

Long Strike
Source: Nagah Breed Book.
Venomous snakes can typically strike from a distance half their body length away; thus, a six-
foot rattlesnake can effectively strike a target three feet away. This Gift greatly increases that
distance, allowing the vasuki to launch his entire body to strike an enemy who believes himself to
be out of harm’s way.
System: The player spends a Rage point and rolls Dexterity + Brawl. Each success doubles
the distance from which the Nagah can strike. So, a six-foot Vasuki with a single success could
strike a target six feet away. Two successes would allow him to strike an enemy twelve feet away,
and five successes would allow the Nagah to come seemingly out of nowhere to strike an opponent
forty-eight feet away.

Lord of the Wilds


Source: Werewolf: The Wild West.
As the Gift: Beast Life.

Lordly Will I
Source: Werewolf Dark Ages.
As the Gift: Mind Block. The Gift’s name varies because fewer Garou are likely to think in
terms of mind-to-mind contact; instead, this is Gift seen as a means of standing resolute against the
tricks and blandishments of others.

Lordly Will II
Source: Dark Ages: Werewolf.
Tricksters beware; a Garou possessing this Gift is all but impossible to deceive. Those
attempting to impose their deceptions upon him will almost always be thwarted. An avatar of
Falcon teaches this Gift.
System: The difficulty of all mind-control attempts, psychic assaults and other attacks
targeting the mind of the Garou are raised to 10. Once this Gift is learned, its effect is permanent.
This Gift protects the Silver Fang from the Dominate Discipline and most applications of Presence
and Dementation.

Lore I
Source: Hengeyokai: Shifters of the East.
The Kataribe can access the memories of other Bards, living and dead, to find specific
information about an artifact, location, person, etc. (This is similar to Wisdom of the Ancient Ways,
but brings up stories, riddles, mnemonics, nursery rhymes, songs and the like – things Kataribe
would treasure, but not necessarily obviously useful.) This Gift comes from Tortoise-, Elephant-
and other long-lived, deep thinking spirits.
System: The player rolls Intelligence + Rituals; the Storyteller sets the difficulty based on the
obscurity of the information. The Fox must have a personal contact with the subject – sight, touch,
her own memories – or the Gift will not work.

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Lore II
Source: Players Guide to the Changing Breeds.
The Kitsune can access the memories of other bards, living or dead, to find out information.
Similar to Wisdom of the Ancient Ways, this brings forth stories, riddles, songs and such rather than
obviously useful things. The Gift is taught by tortoise or elephant-spirits.
System: The player rolls Intelligence + Rituals. The Storyteller sets the difficulty to reflect
the information's relative obscurity. The Fox must have had personal contact with the subject
(memory, sight, touch etc.) or the Gift fails to work.

Lore of the Land


Source: Rage across the Heavens.
By eating, smoking or otherwise taking in a portion of the land, the Garou can sense things
that happened in the immediate vicinity in the past. For example, a Garou can mix dandelions from
a meadow into a salad which she eats; as a result, she realizes that a group of hunters passed
through the meadow three months ago. By chewing on the bark from a tree, the Garou can learn that
a surveyor for a corporation measured the land around the tree as part of a planned site for a new
factory or that someone buried a body beneath the tree.
System: The player spends a point of Gnosis and rolls Perception + Empathy (difficulty 7).
One success gives the character a piece of past information (“A group of men passed through here
several weeks ago”). Additional successes either embellish on the first piece of information (“The
men wore security guard uniforms”) or else provide new information about other events (“A battle
took place here last year”). The information provided will be as pertinent as possible; the character
actually learns the most important (to Garou standards) thing or things that happened within the
area, most often information that the Garou can act upon.

Lover’s Touch
Source: Children of Gaia Tribebook Revised.
The Garou can restore what another lacks; not only wounds healed, but also strength of will
and even spiritual essence. Any spirit of love or avatar of Unicorn may teach this Gift.
System: The Garou touches the afflicted person kindly: the system is the same as for
Mother’s Touch. The two need not be lovers but the contact must convey affection and warmth; the
two may embrace, one may caress the other or wrestle with him, or there may be further intimacy.
The Garou spends a Gnosis point and rolls Intelligence + Medicine as usual; each success may
restore one health level of damage, one point of Willpower, or one point of Essence (if the target is
a spirit). The difficulty is the Rage or Willpower of the other person (whichever is higher). The
player may choose to divide the successes among multiple pools; he need not choose to heal only
wounds or Willpower. In all other respects, this Gift functions as Grandmother’s Touch, save that it
can be used on spirits (but, yet again, not undead).
MET: Spend one Gnosis to heal two health levels of damage, one Willpower Trait, or one
Essence. The Mental Challenge to heal non-Garou is still required. This power does not work on the
undead.

Luck of the Irish


Source: Fianna Tribebook.
This Gift gives the Fianna a supernatural streak of luck. Mundane effects include finding four
leaf clovers, bills lying on the sidewalk, plump sleeping rabbits waiting to be caught for supper and
minor fortunate coincidences. This Gift is taught by a faerie spirit.

357
System: The Garou spends one Gnosis point. She may then reroll any failed or botched roll.
This Gift is usable only once per scene. Other minimal, although beneficial, effects may occur at the
Storyteller’s whim.

Lucky Bastard
Source: Bone Gnawers Tribebook Revised.
By performing an epic feat to please the spirits, you’ve found a way to overcome the curse of
your jackal’s blood. This Gift is taught by a jackal-spirit, usually as an act of forgiveness after an
appropriate Umbral quest lasting at least one game session.
System: This Gift can be used once per game session. The Garou spends one Gnosis; the
person role-playing him can then reroll any one dice pool for that character. The effect only apply if
the roll is "better" (that is, scores more successes) than the original roll.
MET: Once per session, you can spend a Gnosis Trait for a retest on any Challenge. This
challenge follows up after other types of retests, so you could tack this on after an Ability challenge.
If you use this gift, though, it’s the only Gift you can use for a retest – you can’t add other Gifts and
then use this one if they fail.

Luna’s Armor I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou calls upon the blessing of Luna to deter any damaging attacks aimed at her. This
Gift is taught by a Lune.
System: The Garou concentrates for one turn, spends one Gnosis point, and rolls Stamina +
Survival (difficulty 6). Each success allows the Garou to add one to her Stamina for the purpose of
soaking damage (including silver). The effect lasts for one scene.

Luna’s Armor II
Source: Werewolf: the Apocalypse Revised.
The Child of Gaia may call for Luna’s protection in battle. This Gift even allows limited
resistance to silver. A Lune teaches this Gift.
System: The Garou concentrates for one full turn, and the player spends a Gnosis point and
rolls base Stamina + Survival (difficulty 7). The player may add one die per success to the Garou’s
soak pool for the rest of the scene. These bonus dice may also be used to soak silver damage, but
only these dice. For example, if the Garou’s Stamina is 4 and the player rolls three successes, the
Garou has seven dice to soak non-silver damage and three to soak silver.

Luna’s Armor III


Source: Dark Ages: Werewolf.
The werewolf invokes the moon’s sacred powers of protection to repel his enemy’s attacks.
This Gift is taught by a Lune.
System: The werewolf concentrates for one turn, then the player spends one Gnosis point and
rolls Stamina + Survival (difficulty 6). Each success allows the Garou to add one to his Stamina for
the purposes of soaking damage (including damage from silver, but only with the additional dice
earned by the successes on the roll). The effects of this Gift last for one scene.

Luna’s Avenger I
Source: Werewolf: the Apocalypse 2nd Edition.

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The Garou can transform her entire body into purest silver. She becomes a nigh-unstoppable
warrior. This Gift is taught by a Lune.
System: The Garou concentrates for a turn and spends one Gnosis point. This Gift confers
immunity to silver, and all of the Garou’s attacks gain benefits equivalent to those conferred by the
Silver Claws Gift (level three Ahroun). In addition, the Garou gains two extra Stamina levels, and
an extra Ok Health Level. The effect lasts for one scene.

Luna’s Avenger II
Source: Werewolf: the Apocalypse Revised.
The Garou’s entire body, regardless of her current form, is changed to living silver. She
becomes a nearly unstoppable warrior. A Lune teaches this Gift.
System: The Garou must concentrate for one full turn to activate this Gift. The player spends
one Gnosis point. This Gift lasts for one scene, during which the Garou is immune to the effects of
silver. Any attack she makes does aggravated, unsoakable damage to Garou. Furthermore, she gains
two extra points of Stamina and one additional health level while the Gift lasts.

Luna’s Avenger III


Source: Dark Ages: Werewolf.
A Silver Fang using this Gift embraces his greatest weakness, transforming it into his greatest
strength. Invoking this Gift causes a Garou’s body to become living silver, changing him into a
resilient shimmering warrior.
System: The Garou concentrates for a full turn to activate this Gift. The player spends a
Gnosis point. For one scene, the Garou is immune to the effects of silver. All damage from
successful attacks against other werewolves (and most other Fera) is aggravated and unsoakable.
Also, the Garou gains two additional points of Stamina and one extra health level for the duration of
the Gift. A Lune teaches this Gift.

Luna’s Blessing I
Source: Werewolf: the Apocalypse 2nd Edition.
When the moon is visible in the night sky, silver refuse to cause the Garou aggravated
wounds. Indeed, if the moon waxes full, silver weapons may well turn on those who would wield
them against the character. This Gift is taught by a Lune.
System: For each strike against the Garou, the wielder of the weapon must roll three extra
dice on the attack; these dice are read only to check for botches. The Garou can soak and regenerate
silver as if it were normal damage, but only when the moon is visible. Thus, the Garou is still
vulnerable during a new moon.

Luna’s Blessing II
Source: Werewolf: the Apocalypse Revised.
When the moon is visible in the night sky, silver refuses to cause the Garou aggravated
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: For each strike against the Garou, the wielder of the weapon must roll three extra
dice on the attack; these dice are read only to check for botches. The Garou can soak and regenerate
silver as if it were bashing or lethal damage (depending on whether the silver is part of an edged
weapon or not), but only when the moon is in a visible phase above the horizon. Therefore, the
Garou is still vulnerable during a new moon.

359
Luna’s Blessing III
Source: Dark Ages: Werewolf.
This Gift is a mighty token of Luna’s favor. When invoked, the light of the moon robs silver
of its power to harm the Garou. The protection is so complete that the attacker’s blows might even
be turned back against him. A Lune teaches this Gift.
System: The player must spend a Gnosis point to activate this Gift. For each strike against the
Garou with a silver weapon, the weapon’s wielder must roll three extra dice on the attack; these
dice are only checked for botches, and do not contribute to the success of the attack. Also, the
protected Garou may soak and regenerate damage caused by silver as if it were bashing or lethal
damage (dependent on the type of weapon). This Gift may only be used when the moon is visible in
the sky; it may not be used during the new moon or when the sky is completely overcast.

Luna’s Favor
Source: Past Lives.
In some cultures, the bat is a symbol of luck. The Camazotz were not innately lucky
themselves, but they enjoyed a measure of fickle Luna’s favor. This Gift allows a werewolf to draw
on Luna’s mercurial blessings much as the Camazotz did, for better or worse.
System: The player spends one Willpower and makes a Willpower roll (difficulty 8). If
successful, the player may nominate one roll made during the remainder of the scene as "fortunate."
The player gains one automatic success to the fortunate roll (as if she had spent a Willpower point).
She may also reroll as many dice on the fortunate roll as she scored successes on the roll to activate
this Gift; however, the second result stands, even if worse than the first. If she gains no successes on
the roll, the Willpower point is wasted; such is fortune.
For example: Tara activates Fortune’s Favor just before a klaive duel. She spends one
Willpower and gains three successes on her Willpower roll. During the fight, her character attempts
to disarm her opponent, and Tara nominates the roll as "fortunate." Her normal Dexterity + Melee
dice pool is six dice, and the difficulty for a disarm with a klaive is 7. Tara rolls 1, 3, 5, 6, 7, 9 - two
successes, plus one automatic success. She can reroll up to three dice, and she chooses to reroll the
1,3 and 5 - rolling a 3, 7 and 8. She now has four successes plus the automatic success - much
better.

Luna’s Might
Source: Werewolf: The Wild West.
As the Gift: Luna’s Avenger.

Lure
Source: Rokea Breed Book.
The Dimwater creates an illusory replica of herself, which can act somewhat autonomously. It
can perform simple, repetitive actions (swimming or walking, commonly). The illusion looks,
sounds, and smells exactly like the Rokea. It has no tactile component, but by the time an attacker
realizes this, she has already revealed herself to the lurking wereshark. Angler fish-spirits teach this
Gift.
System: The player spends one Gnosis point. The duplicate can appear anywhere within the
Rokea’s line of sight and lasts until the Rokea breaks concentration or wills the duplicate to vanish.
The duplicate may take any action the Rokea wishes, but as it has no physical form, it cannot pick
up objects or attack.

360
Ma’at’s Feather
Source: Players Guide to the Garou.
According to Egyptian legend, if the heart of one of the dead was heavier than Ma’at’s
feather, she would feed it to the beast Ammit, destroying their soul entirely. If it was lighter, then
the dead person was admitted to the afterlife. This Gift was first the province of Silent Strider
Philodox (and is still most common among that tribe), but has spread throughout all of Garou
society. It allows the Philodox to sense the weight of a fallen Garou’s soul and determine if he died
as one of Gaia, or had fallen to the Wyrm. It is used to determine what rituals will be undertaken for
the deceased, and is taught by a bird or lion-spirit.
System: If the Garou died in the service of Gaia, the Gift works automatically, revealing this
to be so. If, however, the Garou had betrayed the Mother, then a roll of the Philodox’s Perception +
Occult (difficulty of he deceased’s former Gnosis) is needed to correctly determine their guilt. A
simple success is sufficient, and the Storyteller is encouraged to roll secretly for each use of this
Gift, to keep players guessing.

Mad Strength
Source: Past Lives.
Garou under the spell of this Gift become even more terrifying when they succumb to their
Rage. When driven to the breaking point, the werewolf’s strength is greatly increased, allowing him
to wreak even more destruction on his foes. Werewolves affected by this Gift undergo a bodily
change when berserk; their thews bulge and twist in disproportionate ways, giving them an almost
monstrous appearance.
System: The character gains two extra dice of Strength and one extra die of Stamina
whenever she enters a berserk frenzy (or Thrall of the Wyrm). Once learned, the Gift’s effects are
permanent.

Maddening Howl
Source: Past Lives.
The supernatural quality of the White Howlers’ howls was what gave them their tribal name,
to say nothing of their reputation. This howl-Gift represents one of their worst howls, a terrible
ululating wail that bends the minds of those who hear it to the breaking point. This is a terribly
dangerous Gift for modern-day Garou to use, as only White Howlers are immune to the howl - and
there are none of those left.
System: The player spends one point of Rage and one point of Gnosis and rolls Charisma +
Performance, difficulty 7; those within earshot may roll Willpower, difficulty 7, to resist. If the
player gains more successes than the victim, the victim is driven mad for the duration of the scene.
Victims are treated as if they were affected by the "Catatonic Fear," "Panic," "Disbelief," "Berserk"
or "Terror" effects on the Delirium chart (Werewolf: the Apocalypse, p. 192). The Storyteller
chooses the specific effect, although the Gift’s effects tend to be random rather than governed by
the victim’s personality.

Madness I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou can induce madness in others. The madness will take a form decided by the
Storyteller, but should be severe. This Gift is taught either by a Lune or by a spirit of Madness or
Trickery.
System: The Garou spends a Gnosis point and rolls Manipulation + Intimidation (difficulty of
the victim’s Willpower). The number of successes determines the number of days that the insanity
lasts.

361
Madness II
Source: Werewolf: the Apocalypse Revised.
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 teach this Gift.
System: The player spends a Gnosis point and rolls Manipulation + Intimidation (difficulty of
the victim’s Willpower). The insanity lasts a number of days equal to the successes rolled on the
attempt. During this time, the Metis can increase or decrease the effects of the madness, granting
the victim lucidity and then driving him into psychosis. Even after the Gift has ended, the
repercussions from the bout with madness often haunt the target for the rest of his life.

Madness Season
Source: Book of Auspices.
A fine line often exists between madcap humor and the precipice of insanity. The New
Moon’s understanding of this boundary enables her to send enemies teetering off the brink into
lunacy. While this Gift does no lasting harm to the victim, it can make him an object of ridicule and
scorn... and grant a measure of respect to the Ragabash who uses it. Any spirit of Luna can teach
this Gift.
System: The player expends one Gnosis point and makes a resisted Manipulation +
Subterfuge roll against the target’s Willpower. One success causes the victim to become gibbering
and helpless in a fit of madness for a number of turns equal to the Ragabash’s Gnosis rating; three
successes causes the madness to last the remainder of the scene. With Storyteller’s discretion, four
or more successes may render the victim incoherent for a longer period of time.

Madthought
Source: Rage across the Heavens.
This trick literally makes the werewolf’s foes too clever for their own good. The Garou can
cause her enemies’ thought processes to speed up so radically that they literally think too rapidly to
put any one plan into motion. The victim of this Gift can only stand still as his thoughts run away
with him, rushing madly from one brilliant plan to another or considering multiple alternatives for
their “next” action.
System: The player spends a point of Willpower and rolls Wits + Subterfuge (difficulty of the
victim’s Willpower). The number of successes determines how many turns the victim stands “lost
in thought.” 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.

Magistrate's Icy Judgment


Source: Players Guide to the Changing Breeds.
As the Wendigo Gift: Heart of Ice.

362
Mahanaga
Source: Nagah Breed Book.
While the nagah prefer to carry out their duties as stealthily and as indirectly as possible,
direct conflict is sometimes unavoidable. It occasionally comes to pass that the Nagah must judge
and punish offenders who are more powerful than they can deal with even in Azhi Dahaka form.
The Wani teach wise and responsible Kali to take a form that is again as powerful relative to the
Azhi Dahaka form as that form is to the Nagah’s breed form.
When Mahanaga takes effect, the Nagah’s battle form becomes even more enormous and
lethal; her hood becomes wider, her natural armor becomes harder and her scales take on the
appearance of highly burnished copper, gold and obsidian.
System: The Nagah must be in battle form. The player spends one Gnosis and one Rage and
rolls Stamina + Primal-Urge against a difficulty of 9. With a successful roll, the player may increase
Physical Attributes above those of the Azhi Dahaka form by spending Rage to increase Strength,
Willpower to increase Stamina and Gnosis to increase Dexterity. The player may increase each
Physical Attribute by up to four points. The Attribute gains last for one scene.

Majesty
Source: Bastet Breed Book.
The first trick a good king learns is how to impress his subjects. By employing the ancient
right of command, any Simba may demand respect and expect to get it.
System: Like the Level One Common Gift: Command Attention, except that it lasts a whole
scene and involves Manipulation + Intimidation. Other Simba are immune to its effects.

Majesty
Source: Players Guide to the Changing Breeds.
As the Level Two Bagheera Gift: Lawgiver's Legacy, except it involves Manipulation +
Intimidation. Other Simba are immune to its effects.

Maker’s Charm
Source: Bastet Breed Book.
As the Level Three Homid Gift: Craft of the Maker.

Malleable Spirit
Source: Dark Ages: Werewolf.
The Garou can change a spirit’s essential nature, remolding its form, its purpose and even its
allegiance to suit her needs. This Gift is taught by a Chimerling.
System: The player must make a resisted Gnosis test against the spirit. The player’s difficulty
is based on the sort of change the Garou attempts, while the spirit’s difficulty is the Garou’s Gnosis.

Change Difficulty
Characteristics (Willpower, Rage, Gnosis; one point changed per success) 6
Disposition (Friendly, Neutral, Hostile) or Affiliation within Type (water to fire etc.) 8
Type (Naturae, Elemental, Bane, etc.) 10

Man With No Name


Source: Werewolf: The Wild West.

363
The Garou can interact with people and even grow close to them, but they forget who he is or
what he looks like shortly after he moves on. Some might forget interacting with the character
altogether. Ironically, werewolves who habitually use this Gift often develop a collective mystique
about themselves. This Gift is taught by a Wind-spirit.
System: The player rolls Charisma, Manipulation or Appearance + Enigmas (difficulty is the
victim’s Intelligence + Alertness, or the highest combination in a group of people). With three
successes, the people that a character meets soon forget his name (if ever given), what he looks like
or where he went. The character remains a mystery. Some may recall the Ragabash by spending a
Willpower point, but even that memory fades after a day.

Manifest the Vision


Source: Werewolf: The Wild West.
As the Gift: Fabric of the Mind.

Manipura
Source: Stargazers Tribebook.
The solar plexus chakra stirs, allowing the character access to powerful energy and strength
which can greatly aid Kailindo maneuvers.
System: The player rolls Stamina + Rituals. Each success adds one to the character’s Strength
for the purpose of resisting grapples or initiating holds, but not for lifting objects or causing
damage. This lasts for one scene.

Mangi’s Strong Arms I


Source: Gurahl Breed Book.
This Gift bestows added strength to the infamous “bear-hug,” allowing a Gurahl to squeeze
his opponent to the point of unconsciousness or death. A Gaffing in the Death Bear’s service
teaches this Gift.
System: The player rolls Strength + Primal-Urge and spends a Gnosis point while
concentrating on attracting the favor of Mangi, which requires a full action. Each success adds one
die to the damage caused by a successful grappling maneuver in combat. The Gurahl must expend
this extra damage all at once, though she may invoke the Gift before engaging in battle and hold it
in reserve until she succeeds in grappling her opponent.

Mangi's Strong Arms II


Source: Players Guide to the Changing Breeds.
The Gurahl's classic "bear-hug" gains strength through this Gift, enabling her to squeeze her
opponent to the point of unconsciousness or death.
System: The Gurahl concentrates on drawing Mangi's favor, taking a full action to do so. The
player spends a point of Gnosis and rolls Strength + Primal-Urge. Each success adds one die to the
Gurahl's damage for a successful grappling attack. All damage must be expended at once, but the
werebear may activate this Gift before combat and wait until she has grappled her opponent to
inflict damage with it.

Mantle of the Land


Source: Rage across the Heavens.
The Garou draws forth a mist or fog from water in the atmosphere. This misty mantle
provides cover in which a Garou may hide herself or someone under her protection. The Gift may

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be used while the Garou is in motion in order to confuse pursuers by enveloping them in an
obscuring fog. The mantle can also surround a Garou and her pack in order to allow them attack
from concealment or ambush.
System: The player spends a point of Gnosis. The fog is dense and heavy, obscuring the
vision of anyone within, even muffling sound. Anyone save the Garou and his pack are at +3
difficulty on all Perception rolls while the mist endures. This Gift lasts for one scene or one combat.

Many Eyes I
Source: Ananasi Breed Book.
The Ananasi is able to gain the spider’s ability to view the entire world around them. Their
vision encompasses a 360-degree arc with their normal degree of visual acuity. Those looking
directly at the Ananasi notice no difference, but from the corner of their eyes it looks as though the
Ananasi has a series of eyes all around her head (or cephalothorax).
System: The player expends one blood point; the effect lasts for one scene. This Gift is, of
course, mainly useful in Homid, Pithus and Lilian.

Many Eyes II
Source: Players Guide to the Changing Breeds.
The Ananasi acquires a vision that encompasses 360 degrees. Anyone looking directly at the
werespider notices nothing, but if an individual uses peripheral vision, the Ananasi appears to have
eyes all around her head.
System: The player spends one blood point. The Gift lasts for one scene.

Man’s Skin I
Source: Werewolf Dark Ages.
There are simply some places where women are not allowed in the Dark Medieval world.
This Gift allows a Black Fury to circumvent those rules; a woman might not be allowed to serve as
a soldier, but a man may do so easily. The Fury using this Gift effectively changes gender in the
eyes of onlookers; her features and build become decidedly more masculine, and her garb adapts to
that of a man (although of the same social class – a peasant’s frock won’t become a baron’s
doublet). Her hair color, eye color and skin color remain the same. The end result is a man who
shows a slight family resemblance to the Fury, but is a much more effective deceit than a haircut
and change of clothes. This Gift is taught by an Ancestor-spirit, often one who needed to dress as a
man in life to accomplish her own ends.
System: The player rolls Charisma + Subterfuge, difficulty 7. The illusion lasts for a scene, or
until the Fury shifts form. The change even withstands cursory tactile contact, although heavy or
violent contact will reveal the truth. Man’s Skin is entirely illusory in nature — as a "male" the Fury
cannot impregnate another woman, nor would she lose her child if pregnant.

Man’s Skin II
Source: Dark Ages: Werewolf.
There are simply some places where women are not allowed in the Dark Medieval. This Gift
allows a Black Fury to circumvent those rules. The Fury using this Gift effectively changes gender
in the eyes of onlookers. Her features and build become decidedly more masculine, and her garb
adapts to that of a man. Her hair color, eye color and skin color remain the same. The result is a
man who shows a slight family resemblance to the Fury. This Gift is taught by an ancestor-spirit,
often one who needed to dress as a man in life to accomplish her own ends.

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System: The player rolls Charisma + Subterfuge, difficulty 7. The illusion lasts for a scene, or
until the Fury shifts form. The change even withstands cursory tactile contact, although heavy or
violent contact will reveal the truth.

Marionette I
Source: Hengeyokai: Shifters of the East.
The Kitsune can make her target do anything she wants by mimicking the desired action.
Snake-spirits teach this Gift.
System: The player spends a Willpower point and rolls Manipulation + Subterfuge (difficulty
7). The victim may resist with a Willpower roll (difficulty 7); if he fails, the Kitsune controls him
for one turn per success.

Marionette II
Source: Players Guide to the Changing Breeds.
The Kitsune can make the target move in any fashion by mimicking the desired action. Snake-
spirits teach this Gift.
System: The player spends a Willpower point and rolls Manipulation + Subterfuge (difficulty
7). The victim may resist with a difficulty 7 Willpower roll; if he fails, the Kitsune is in control for
one turn per success.

Mark as Mine
Source: Bastet Breed Book.
By spraying a given area or object with urine and musk, a Bastet stakes a claim on it. Any
shapeshifter will know that a werecat has marked the place, and any other mystically-inclined being
(a mage, a vampire, etc.) will recognize the sign as a “Keep Out” warning. This usually lasts until
someone else removes the Gift with some other magic, or until the Bastet sees fit to destroy the
Mark himself (not likely!).
System: This costs a temporary Gnosis point for each object of area treated. Anyone making
a successful Perception + Empathy roll will feel distinctly uneasy when coming within 10 feet of
the Mark, as if they were trespassing in someone else’s house or stealing someone else’s valuables.
Through sensory magics, an intruder may actually see the Mark, even after the spray dries, and may
remove it through appropriate use of magical powers. The Bastet may remove the Gift himself by
spraying it a second time. This Gift does work on live creatures, but does not harm them in any
way.

Mark of Shame
Source: Werewolf: The Wild West.
The Ragabash may invoke a terrible curse upon an opponent’s body, causing it to weaken or
wither, often in retribution for some act, as a reminder to be more alert to deception or as a
frustrating reminder of embarrassment inflicted upon the target. This Gift is taught by a Pain-spirit
or a spirit of Disease.
System: The player spends a Gnosis point and rolls Gnosis in a resisted roll against the
target’s permanent Gnosis. The Garou’s difficulty is the victim’s Willpower, while the victim’s
difficulty is the Ragabash’s Willpower. (If the victim has no Gnosis, the Garou makes an
uncontested roll against the victim’s Willpower.) Each success achieved by the Garou allows the
player to remove one point from any of the victim’s Physical Attributes. The effect is permanent,
although the victim may restore these lost points through experience. The Gift may be used only
once per scene against a given opponent.

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Mark of the Enemy
Source: Frontier Secrets.
The Garou places a spirit-glyph on an opponent that can only be seen by other Get of Fenris.
This mark is permanent, branding the individual as an enemy of Fenris who should be watched or
destroyed.
System: The character must touch his target and the player must make a Gnosis roll,
difficulty 7, to successfully brand the foe with the Mark of the Enemy. This mark is never left
without good reason, and falsely accusing a person is a grave breach of Honor, if not cause for
death.

Mark of the Prey


Source: Red Talons Tribebook Revised.
Rather than take her vengeance directly on an offending human, the werewolf can choose to
change the human’s spiritual resonance to resemble that of a prey animal. Any predator that sees the
human, no matter how small or normally afraid of humans, will see that human as prey. In most
cases, this proves simply inconvenient, but if the human happens to won several large dogs, the
result could be deadly. Any spirit of a prey animal teaches this Gift, sometimes under duress.
System: The player spends one Gnosis point and rolls Charisma + Animal Ken (difficulty of
the local Gauntlet). If the roll succeeds, any carnivorous animal that sees the targeted human attacks
him immediately, even if the animal is much too small to seriously injure, let alone eat, the hapless
victim. This Gift only functions on one human target, and cannot be used on “supernatural” humans
such as ghouls and mages (their spirits are complex enough that the Gift doesn’t “take”). The
effects last for one day.
MET: Spend a Gnosis Trait and make a Static Social Challenge against the Gauntlet rating
(retest with Animal Ken). With success, any carnivorous animal (even the most gentle, domesticated
dog or cat) views the targeted human as prey and attacks him immediately. This Gift can only affect
one human target at a time, and does not affect “supernatural” humans (ghouls or mages). Kinfolk,
kinain, hedge sorcerers, mediums and those whose supernatural contact is “on the surface” are all
potential targets. The effect lasts for one day.

Mark the Enemy


Source: Players Guide 2nd Edition (1st Edition).
A specialized power developed by the Swords of Heimdall, this Gift marks the target with a
mystical brand that only this Gift’s users can see. The Swords use this brand to label their enemies
so that all other Swords can see the threat. An avatar of Fenris himself teaches his children to
identify their enemies thus.
System: By laying her hand on the target and successfully rolling Manipulation + Occult
(difficulty 8), the Get can mark her enemy. Other Swords who know the Gift can see the mark with
a successful Perception + Occult roll (difficulty 8). Any Garou who knows the Gift can remove the
effect.

Mask Taint I
Source: Shadow Lords Tribebook.
A Garou with this Gift may completely hide his Wyrm-taint from all senses, including Gifts
that detect such taint. This Gift is taught by a Puppeteer Bane.
System: The Garou spends one Gnosis point and rolls Appearance + Subterfuge (difficulty 8).
The effect lasts for one scene. Every time this Gift is used, the Garou must roll one die. If the

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number is equal to or less than her Corruption Trait, she adds one to her Corruption, gaining more
Wyrm taint. This Gift cannot be used by Garou with Corruption 10.

Mask Taint II
Source: Werewolf: the Apocalypse Revised.
A Dancer with this Gift can hide his Wyrm-taint from all senses or Gifts that may detect it.
System: Spend two Gnosis points and roll the Dancer’s Appearance + Subterfuge (difficulty
8). The effect lasts for one scene. Shadow Lords may still detect Wyrm-taint — with Sense Wyrm
(difficulty 8) — from a Dancer thus veiled.

Mask the Predator I


Source: Werewolf Dark Ages.
Even the gentlest Warder unsettles horses, dogs and other domestic animals with 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 fact 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 were 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.

Mask the Predator II


Source: Dark Ages: Werewolf.
Even the gentlest Warder unsettles horses, dogs and other domestic animals with 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 human. The spirit of any domesticated animal teaches this Gift.
System: The player rolls Charisma + Animal Ken. Success means that animals treat the
character as if he were an ordinary human for the duration of the scene, attacking the character in
the event that they feel threatened or challenged. This Gift does nothing to mask the Curse as far as
normal humans are concerned, though.

Masking the Hunted I


Source: Gurahl Breed Book.
Through the use of this Gift, a Gurahl can employ available terrain to form a secure sanctuary
for individuals or creatures that are pursued by hunters. Brush thickens, bushes clump together into
impassable growths and grasses conceal tracks or else flatten in such a way as to produce a false
trail. Olfactory stimuli add to the effect of this Gift, leading astray those creatures who hunt by
scent. Though the duration of this Gift is brief, it usually lasts long enough for a victim to elude her
pursuers. The Gurahl may mask up to 12 human or large mammal-sized individuals (for up to twice
as many smaller creatures) with this Gift.
System: The player rolls Manipulation + Stealth (difficulty equals the Perception + Alertness
of the hunter) and spends a point of Gnosis to enact this Gift. A single success is necessary for the
Gift to have its effect. Additional successes result in a longer duration and a more thorough false
trail. No successes indicates that the attempt to provide secure cover fails, while a botch draws the
hunter to the Gurahl using the Gift as well as to those under her protection.

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Masking the Hunted II
Source: Players Guide to the Changing Breeds.
The Gurahl may employ available terrain to conceal individuals or creatures pursued by
hunters. The Gurahl may mask up to 12 humans or large mammal-sized creatures (or twice that
number of small creatures) long enough to elude their pursuers.
System: The player spends a point of Gnosis and rolls Manipulation + Stealth (difficulty of
the Perception + Alertness of the hunters). Success enables the Gurahl to hide the targets; additional
successes increase the duration or effectiveness of the Gift. The Gift fails with no successes and a
botch leads the pursuers to their quarry.

Masking the Hunted III


Source: Werewolf: Wild West – The Wild West Companion.
This Gift allows the Gurahl to call upon the local terrain to provide a safe hiding place for
someone being hunted.
System: The player rolls Manipulation + Stealth and spends a point of Gnosis. Difficulty is
equal to the Perception + Alertness of the hunter. One success provides a false trail; additional
successes add to the effectiveness of the hiding place itself.

Mass Confusion I
Source: Ananasi Breed Book.
This powerful Gift changes the perception of the individuals in the Kumoti’s immediate area.
The Ananasi is able to confuse the participants, causing them lose track of where they are, who
surrounds them, and which direction they were facing. Friends can appear to be foes, physical
objects can appear meters away from their actual locations, and none of the senses can be trusted.
System: The Ananasi must expend two Gnosis points. For the duration of the scene, any
individuals in the area — whether they be Damhan, Ovid, vampire, or other — must then make a
Wits roll (difficulty 8) to take an action against any selected target. If they make their roll, the
action occurs as intended. If they miss their roll, the Storyteller must randomly determine another
target in the same area — excluding the Kumoti using the Gift — to which the action is redirected.
This Gift fouls attacks, speeches, Gift use, even dodges — all actions that focus on a specific target.
The Ananasi that uses this Gift is immune to its effects, but cannot take any other actions for the
duration of the Gift; if he takes any action, the effects of the Gift are canceled.

Mass Confusion II
Source: Players Guide to the Changing Breeds.
The Kumoti changes the perceptions of creatures in her immediate area, confusing them to the
extent that they forget where they are, see friends as enemies and lose accurate perceptions in all
their senses.
System: The player spends two Gnosis points. For the entire scene, any intelligent individual
in the area, including other supernaturals, must roll Wits (difficulty 8) before taking an action
against a selected target. Failure means they mistarget their action. Gifts fail, speeches become
unintelligible, etc. Only the Ananasi using the Gift remains immune but can take no action. Doing
so before the expiration of the Gift ends it prematurely.

Master of Fire
Source: Werewolf: the Apocalypse Revised.
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

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of fire. The spirits of flame agree to hold back their hunger when the werewolf touches them. An
ancestor-spirit or a fire-spirit grants this Gift.
System: This Gift allows a werewolf to heal fire damage as if it were bashing. This requires
the expenditure of a Gnosis point; the effects last for a scene.

Master of the Body


Source: Nagah Breed Book.
Before the yogi can master the world outside of himself, he must first master his own body.
This Gift allows the Nagah to regulate bodily functions that are typically involuntary: heartbeat,
metabolic rate, urine formation and others. In addition to allowing the Nagah to ignore wound
penalties, this Gift also grants him the ability to enter a form of suspended animation. By taking
control of his metabolic rate, for example, the wereserpent can survive without air several times
longer than would otherwise be possible. By consciously controlling the rate of sweat and urine
production, the Nagah can prevent himself from dehydrating if he doesn’t have access to water.
System: The player spends one Willpower point for the Nagah to take control of his body’s
involuntary systems for a scene. By spending a Gnosis point in addition to the Willpower, the
Nagah has control for twenty-four hours.

Mastery
Source: Werewolf: the Apocalypse Revised.
With the power of this Gift, the Fang can command other Garou, including Black Spiral
Dancers, to do her bidding. A Falcon-spirit teaches this Gift.
System: The player rolls Charisma + Leadership (difficulty of the target’s Wits +3). If the roll
succeeds, the Garou can give the target one non-suicidal command, which he must obey for one
turn per success. This Gift works only against Garou.

Mastery of the Mortal Coil


Source: Werewolf: The Wild West.
The Garou transcends the limits of her physical body and gains complete control of her bodily
functions. Asian and African Stargazers who work as or live among mine laborers sometimes use
this Gift to test mines for gas. The Gift is also used to withstand the abuses of cultural persecution
in the West, not to mention survive adverse conditions. This Gift is taught by a Bear-spirit.
System: The Garou concentrates for several minutes and the player spends two Willpower
points. The werewolf Ignores pain and controls his bodily functions for one turn for each point of
permanent Willpower. While this Gift is in effect, a character can slow his breathing so that he’s
immune to the effects of gasses. He can slow his metabolism so that poisons are ineffective, or he
can ignore wound penalties (though Health Levels are lost normally). The character’s body does not
collapse; he performs actions normally, but much more efficiently than usual.

Maw of the Whale


Source: Dark Ages: Werewolf.
The werewolf can open his jaws far wider than is normally physically possible and swallow
objects — or beings — whole. A Garou with this Gift is even capable of gulping down an entire
horse — including battle tack and shoes — only to regurgitate it all later. This Gift is taught by a
catfish-spirit.
System: The player rolls Stamina + Primal-Urge (difficulty eight). Beings can resist being
swallowed with a Dexterity + Dodge roll. In the case of a very large being or object, one extra
success is required for every health level the target possesses beyond the standard seven, or for

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every extra three feet in size over the character. Swallowed objects wind up in the Umbra, in a sub-
realm that is a mystical "stomach" of a whale-spirit. The werewolf can store objects in this mystical
stomach for a number of hours equal to his Stamina. After this time, the character automatically
vomits them back into the physical world. The objects appear unharmed in front of the Garou.

Measured Step
Source: Werewolf: The Wild West.
The Garou balances her body weight and makes each step without leaving a track. The
werewolf may also walk at normal speeds over quicksand, water, mud, snow or ice without slipping
or falling. This Gift is taught by the spirits of small animals (mice, rabbits, sparrows), animals often
overlooked by other Garou but honored by Stargazers.
System: The Garou concentrates for one turn and the player rolls Dexterity + Athletics
(difficulty 6). If the surface can’t be crossed in a few turns, more rolls may be required during
travel.

Medicine Dreams
Source: Players Guide to the Garou.
When the humans began hunting animals, the animals retaliated by sending disease among the
humans to kill them. Once they saw that their diseases killed good people as well as bad, they
relented and herb-spirits came to medicine men in dreams to tell them how to heal the sick. Wise
Uktena still knows 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 into how to heal
the sick person. Each success on the Occult roll adds one die to any Medicine rolls made 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.

Memory Circle
Source: Players Guide to the Garou.
The Galliards are the Garou’s historians, charged with committing the legends and tales of
their people to memory, perfect memory. Not all of them are particularly good at it. Thankfully, this
Gift gives those Galliards a chance to make up for their weaknesses by planting Umbral
"reminders" on their person. This Gift is taught by an elephant-spirit.
System: This Gift is performed in two parts. When hearing words the Galliard wishes to
remember perfectly, he spends one point of Gnosis. As this happens, the Storyteller should write
down exactly what he’s committing to Umbral memory. Later, when he wishes to retrieve the
memory, he may spend one point of Willpower and ask the Storyteller to read it back verbatim. The
use of this Gift leaves tiny clear spheres matted within the Garou’s fur that can be seen within the
Umbra, the so-called "memory circles".
Should the Garou wish to remove a memory circle, they may do so simply by pulling it out of
their fur while in the Umbra. Also, it is possible that a combat within the Umbra might break some
of the circles (at the Storyteller’s option).

Mend the Forked Tongue


Source: Werewolf: The Wild West.

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The Garou can command a target to speak the truth, despite the victim’s desires.
System: The Storyteller rolls Manipulation + Intimidation (difficulty is the victim’s
Intelligence + Subterfuge) on the player’s behalf. On a successful roll, the werewolf forces a
particular person to speak the truth about a specified subject. The subject has to spend two
Willpower points to resist the command. If the Philodox’s roll fails, the subject refuses the
command. If the roll botches, the subject may lie to the character (thus the need for the Storyteller
to make the roll for the player).

Mental Speech I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may mentally communicate with another being over great distances. This does not
allow mind-reading, but does allow the Garou to use Social Abilities, such as Intimidation, from a
distance. The Garou must know the person with whom he is attempting to communicate (although
he does not have to be friends with that person). If he does not know the person, he must have
something that belongs to that person, such as a lock of his hair. This Gift is taught by a Bird-spirit
or any spirit affiliated with intellect.
System: The Garou rolls Charisma + Empathy (difficulty 8). The Garou may transmit a
maximum distance of 10 miles per success.

Mental Speech II
Source: Werewolf: the Apocalypse Revised.
This Gift grants mental communication, even over vast distances. The user must either know
the target personally (although he does not have to be friends with that person) or have something
that belongs to that person, such as a lock of his hair. Bird spirits and spirits of intellect teach this
Gift. Owl is a particularly sought-after teacher, and those who learn from him claim to have
enhanced abilities at night.
System: The player rolls Charisma + Empathy (difficulty 8) and expends a Willpower point;
the effects last for a scene. His character may hold a mental conversation with a target at a
maximum distance of 10 miles per success. It does not allow mind reading, but the werewolf may
use social Abilities, such as Intimidation.

Merciful Blow
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou can subdue a foe in combat without harming him. This Gift is taught by a
Mongoose spirit.
System: The Garou spends one Gnosis point, attuning himself to the body of his foe. If his
next blow (hand or weapon) strikes and does damage before a soak is rolled, the Garou may then
roll Perception + Medicine (difficulty of the opponents Wits + Dodge). One or two successes on
this roll cause the opponent to keep over helpless for the next turn; three or more paralyze the foe
for the entire scene.

Mercurial Messenger
Source: Rage across the Heavens.
This Gift enables a Garou who overhears a conversation or who is entrusted with a message to
remember what she has heard. At a later time, the Garou may repeat back verbatim everything
heard over a single scene as if she had total recall. The Gift allows the Garou to reproduce voice
intonations, accents and speech patterns or mannerisms which match those of the original speaker.
In addition, the Garou can approximate the speaker’s actual voice.

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System: The player spends a point of Gnosis and rolls Wits + Linguistics (difficulty 7). Each
success increases the accuracy of the character’s delivery of the remembered conversation or
message. If necessary, the Storyteller may repeat the conversation for the benefit of the character’s
audience. A failure means that the character remembers only what the player remembers. A botch
introduces serious discrepancies into the repetition.

Mercy
Source: Werewolf: the Apocalypse Revised.
Children of Gaia se no use for lethal force when they are not fighting minions of the Wyrm,
but even they succumb to frenzy. This Gift, used chiefly by Children of Gaia with high Rage or in
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 considered
bashing. A creature "killed" by such damage merely falls unconscious, and he may heal the wounds
at the usual rate for bashing damage (see Healing).

Merlin’s Call
Source: Silver Fangs Tribebook Revised.
This Gift allows the alpha of a pack to call out to her fellows, letting them know exactly
where she is and allowing them to rally around her, even in complete darkness or other situations in
which the werewolves are effectively blinded like heavy fog, or intervening walls. However, the
sound that the alpha makes cannot be used by other creatures to locate the Garou. A Merlin-spirit
teaches this Gift.
System: The player spends one Gnosis and rolls Charisma + Expression (difficulty 7). Any
other member of the character’s pack knows exactly where she is, relative to his own position, for a
number of turns equal to the successes rolled; any creature within earshot who is not a member of
the pack hears nothing.
MET: Basic Gift. By spending a Social Trait, the Garou may declare "<Pack Name>!
Merlin’s Call!" as loudly as gameplay permits; any pack members within hearing distance are
immediately aware of where the alpha is and how far away they are relative to him, regardless of
blindness, in-game walls or other barriers and the like. Use of this Gift does not count as an action.
Non-pack members do not hear the call, including other Garou or beings with supernatural hearing,
and thus they cannot track the Garou based on this noise. If the Garou spends a Gnosis Trait in
addition to the basic cost of this Gift, not only may he extend this Gift’s benefits to pack members
outside of hearing range (possibly requiring a Narrator to alert them), but pack members are
considered one Trait up on all challenges for the remainder of the turn. (To speed play, the player
should discuss this Gift with her pack beforehand, and indicate use of the enhanced version of this
Gift by adding "Inspired!" or something similar to the end of the call.) Garou who are not pack
alpha may not use this Gift.

Message Glance
Source: Players Guide 1st Edition.
The Strider can formulate a message of words or symbols that can be delivered with a single
glance to the recipient’s mind, and easily remembered by the recipient. Roll Intelligence +
Linguistics, difficulty 7, to formulate the message. The number of successes determines the length
of the message. One = one symbol or five words. Two = doubles this, and so on. One Gnosis must
be expended to deliver the message and the target must be in sight.

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Messenger’s Fortitude I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may run at full speed for three days without rest, food or water. After the duration
expires, the Garou must sleep for a Week. This Gift is taught by a Camel or Wolf spirit.
System: The Garou spends on Gnosis point and may do nothing save run; for an additional
Gnosis point, he may imbue the effects of this Gift upon another being.

Messenger’s Fortitude II
Source: Werewolf: the Apocalypse Revised.
The Garou can run at full speed for three days without rest, food or water. When the Garou
reaches her destination, she has 10 minutes to complete whatever business brought her, then she
must sleep for three days. A camel- or wolf-spirit teaches this Gift.
System: The player spends one Gnosis point. The Garou may do nothing but run; stopping
ends the Gift. For an additional Gnosis point, he may imbue another being with this Gift’s benefits.

Messenger’s Fortitude III


Source: Dark Ages: Werewolf.
This Gift allows the Garou to run at maximum speed for 72 hours without rest, food or water.
When the Garou reaches his destination, he has 10 minutes before he collapses from exhaustion for
another 72 hours. A camel or wolf-spirit teaches this Gift.
System: The player spends one Gnosis point. The Garou can do nothing save running. If he
stops prematurely, he cannot continue without rest equivalent to the amount of time he ran. For an
additional Gnosis point, the Garou may imbue another person with this Gift’s power.

Might of Ananasa I
Source: Ananasi Breed Book.
As the Level Four general Ananasi Gift: Hydraulic Strength; the warriors are certainly best
suited to use power of this nature.

Might of Ananasa II
Source: Players Guide to the Changing Breeds.
This Gift allows the Myrmidon to dramatically increase her Strength.
System: The player must succeed on a Strength + Medicine roll. By spending blood points
while invoking the Gift, the character increases her Strength by one per blood point spent. The Gift
lasts for one scene.

Might of Thor I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou can immensely increase his strength, wreaking terrible havoc on opponents. This
Gift is taught by a Wolf spirit.
System: The Garou spends one Rage point. He then rolls Willpower (difficulty 8). The Garou
may double his Strength for one turn per success, after which he will be as weak as a kitten
(Physical Attributes 1, half Willpower) until he rests for an hour.

Might of Thor II
Source: Werewolf: the Apocalypse Revised.

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The Garou can increase his strength tremendously, the better to slay his foes. A wolf-spirit
teaches this Gift.
System: The player spends one Gnosis and one Rage, then rolls Willpower (difficulty 8). The
Garou’s Strength doubles for one turn per success. After the Gift wears off, the Get is weakened
considerably (Physical Attributes are considered 1, and Willpower is halved) until he can rest for at
least one hour.

Might of Thor III


Source: Dark Ages: Werewolf.
In tales told by those from the frozen North, Thor was a mighty warrior-god known for is
great strength. A Garou may call upon this legendary strength to help him in any situation. A wolf-
spirit teaches this Gift.
System: The player spends one Gnosis and one Rage point, then rolls Willpower (difficulty
8). The Garou’s Strength doubles for one turn per success. Using this Gift places great strain on the
body and mind of a werewolf, however. For one hour after using this Gift, a Garou’s physical
Attributes are reduced to 1 and his Willpower is halved, rounded up.

Might of the Kings


Source: Players Guide to the Changing Breeds.
As the Get of Fenris Gift: Might of Thor.

Might of the Mountain


Source: Nagah Breed Book.
As the Get of Fenris Gift: Might of Thor.

Mimic I
Source: Players Guide 2nd Edition.
The Garou can alter her voice such that she can imitate any sound or voice she has heard,
including sirens, gunshots, musical instruments or even specific quotations. The Gift does not allow
the creation of new sounds, but new combinations can have interesting effects. Magpie and parrot
spirits know this Gift, but learning it from them can be an embarrassing and frustrating process.
System: Once the Garou learns this Gift, she can reproduce anything she hears. When
simulating another person’s voice (or animal speech) she can only iterate what she has heard and
cannot improvise new speech. Clever Garou create new combinations to form new sentences, but
they often sound choppy. The player must roll Charisma + Performance (difficulty 6) if the
intended audience suspects a ruse or knows the original voice very well (a relative, long-time friend
or packmate, for instance).

Mimic II
Source: Players Guide to the Garou.
A very widely used Gift, this allows the Galliard to perfectly replicate any noise she has ever
heard with her voice alone. This includes animal calls, artificial noises (like a gunshot), musical
instruments, other people’s voices or even a specific conversation. Galliards have been known to
use this ability to fool enemies, enhance their storytelling, or even act as a werewolf audio recorder.
It is taught by a magpie or mynah-spirit, which typically makes its charges suffer for the learning.
System: Once the Garou has learned this Gift, they may automatically replicate anything they
have ever heard (subject to the vagaries of their memory, of course). Particularly complicated noises

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(such as a whole conversation, including background noise) may require a Perception +
Investigation roll (difficulty determined by Storyteller) to get right. If the audience suspects that
something is up, then a Charisma + Performance roll may be required to fool them. Finally, the
Garou may not make new sounds with this Gift, only replicate ones that they’ve heard before.

Mind Partition
Source: Glass Walkers Tribebook Revised.
A favorite among Random Interrupts who discover they can’t multitask nearly as well as their
computers, this Gift allows the Garou to break their own mind into segments, quickly switching
their concentration to a new task while never losing their place on the old task. One Cruncher
described the Gift by saying; "It’s not true multitasking, but it fakes it well." A Pattern Spider
teaches this Gift.
System: The player spends one Willpower point and rolls Gnosis. (Difficulty 6) For every
success gained, the player can add work on one extra-extended action every turn, one added per
turn. No penalties are incurred on any of the extended actions, but if just one botch is rolled, all
uncompleted tasks fail. Example: Backup-Circuit is working on a complicated hacking job
involving three separate tasks, but needs to move quickly. He spends one Willpower point,
activating Mind Partition and rolls Gnosis, gaining the needed two successes. On the first turn he
begins his work on cracking the door systems, rolling his standard dice pool. On the second turn he
continues to work on the door systems, but also begins work on cracking the security, and rolls for
both tasks. On the third turn and every turn thereafter, he is working on cracking the door system,
security system and defenses system simultaneously. Had he botched the roll, he’d have begun
trying to crack the system but collapse, clutching his head seconds later as his brain breaks under
the pressure.
MET: Spend a Willpower Trait and make a Static Gnosis Challenge (difficulty four Traits to
add one task, six Traits to add two tasks, eight Traits to add three tasks). With success, you can add
one subsequent task each turn until you have all your tasks before you. You incur no penalties for
the divided actions, and work with your normal Traits on all tasks. Should you fail a challenge
while working, make a Simple Test. If you fail that, the multi-tasking breaks down and any
uncompleted tasks fail.

Mind Sight I
Source: Gurahl Breed Book.
This Gift enables the Gurahl to read the surface thoughts of an individual creature possessing
intelligence greater than that of an animal. The Gurahl may not probe the target’s mind or uncover
knowledge that the target wishes to keep hidden. A Chimerling teaches this gift.
System: The player spends a point of Gnosis and rolls Wits + Empathy (difficulty of the
subject’s Willpower). Each success gives the Gurahl access to one “idea” foremost in the target’s
mind. No successes means that the werebear cannot read the thoughts of her target, while a botch
gives the Gurahl a false reading. This Gift works on supernatural creatures as well as humans,
although vampires, mages, changelings and members of other Changing Breeds may resist the
Gurahl’s attempt to read their minds by spending a point of Willpower.

Mind Sight II
Source: Players Guide to the Changing Breeds.
The Gurahl may read the surface thoughts of an individual creature of greater than animal
intelligence.

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System: The player rolls Wits + Empathy and spends a point of Gnosis (difficulty of the
subject's Willpower). Each success gives the Gurahl one "idea" in the subject's mind. Supernatural
creatures may spend a Willpower point to resist.

Mind to Mind I
Source: Gurahl Breed Book.
Similar to the Garou Galliard Gift: Mindspeak, this Gift differs in that it does not require a
dreamlike state for its effect. The Gurahl simply makes a mental call to those individuals he wishes
to contact and, if they are willing, establishes a connection with their minds. An Ant-spirit teaches
this Gift.
System: The player rolls Manipulation + Expression (difficulty of the target’s Willpower) and
spends a point of Willpower for each individual he wishes to contact. If an individual wants to resist
this form of mental communication, she must spend a point of Willpower. The Gurahl and all those
involved in the linking of minds may communicate with one another as if they were speaking aloud.
Individuals inside the link may perform other actions, but they suffer a one-die penalty to actions
which require concentration to accomplish. Each person must be within line of sight to maintain the
connection. The effect lasts until the Gurahl breaks the link or all members leave the area of
visibility.

Mind to Mind II
Source: Players Guide to the Changing Breeds.
Similar to the Garou Galliard Gift: Mindspeak, this does not require a dream-state but merely
requires the Gurahl to send out a mental call.
System: The player rolls Manipulation + Expression (difficulty of the target's Willpower) and
spends one point of Willpower for each intended recipient. Targets must be within line of sight and
are at -1 to their dice pools while maintaining the link. The Gift lasts until the Gurahl breaks the link
or targets leave the Gurahl's sight.

Mind of the Swarm I


Source: Ratkin Breed Book.
Once a swarm of rats has been summoned, or if you encounter them in the wild, you can
control them through sheer force of will. You cannot motivate them to assault anything in their path
(that requires the Rite of the Swarm), but you can direct their movements. This Gift can also be
used to summon up a few extra rats or Rat-spirits for the duration of one scene; oddly enough, it’s
taught by a Rat-spirit.
System: The size of the swarm you can control depends on a Manipulation + Animal Ken
roll. Spending a point of Gnosis and a point of Willpower isn’t a big price to ask. The effects last
for a number of hours equal to the rodens Ratkin’s Willpower.

Successes Swarm Size


1 up to 13 rats (normal rats)
2 up to 20 rats
3 up to 30 rats (large rats)
4 up to 40 rats
5 up to 50 rats (big-ass rats)

If the rodens can gather all of these rats into one place before the Rite of the Swarm is
invoked, the difficulty for the ritualist’s final roll is decreased by 2. You can’t summon up allies in

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addition to those summoned by the Rite of the Swarm, but if you like, you can attract two extra rats
for each success on your initial roll.

Mind of the Swarm II


Source: Players Guide to the Changing Breeds.
The wererat with this Gift is able to command a horde of ordinary, mundane rats through
sheer will.
System: The player spends one Gnosis and rolls Manipulation + Animal Ken; the effects last
a number of hours equal to the Ratkin's Willpower. Each success allows the Ratkin to command up
to ten ordinary, mundane rats. (For detailed rules about swarms, consult a copy of the Ratkin book.)

Mind of the Tunnels


Source: Ratkin Breed Book.
Blood calls to blood. Using this Gift, a Ratkin can establish a mental link with any other
wererat she knows. The mindsharing is complete: emotional, intellectual and spiritual
understanding can be exchanged. The Ratkin has to have actually met her subject in the flesh at
least once; "remembering" him through Blood Memory isn’t good enough.
System: Spend one Willpower and roll Intelligence + Empathy (difficulty 7). One success
allows you to commune completely with the chosen Ratkin. For each additional success, you can
bring one more wererat into this "psychic friend’s network." You remain the nexus of all
information flowing through the network, and you can limit what sensations each Ratkin receives
from the others. Wererats in the "tunnel mind" mode cannot obtain information from the other
Ratkin by force.

Mindblock I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou possesses a powerful psychic shield, increasing the difficulty of all attempts to
affect or attack her mentally. This Gift is taught by a Falcon spirit.
System: All attempts to affect or attack the Garou mentally are made against a difficulty of
10. This includes vampiric Domination and Presence.

Mindblock II
Source: Silent Strider Tribebook Revised.
As the Silver Fang Gift. The Swords of Night are well aware that the most dangerous aspect
of the vampire is its ability to influence one’s mind, and have made many sacrifices to be taught this
Gift.
System: The Garou must touch her victim; the player rolls Dexterity + Brawl if in combat,
Dexterity + Stealth if sneaking up unnoticed, or Manipulation + Subterfuge if casually touching him
in the course of conversation. On success, the player spends two points of Gnosis and rolls
Manipulation + Occult (difficulty of the victim’s Willpower). If the Eater of the Dead achieves
more successes than the target has Will power, the victim becomes catatonic with fear. If the
successes are fewer than the target’s Willpower, the target suffers a -1 penalty to all dice pools for
each success due to the debilitating fear. In both cases, the successes are eliminated at a rate of one
per day - a catatonic victim does not awaken until all of the initial successes are eliminated.
MET: The character must touch her victim by succeeding in a Physical test as though making
a normal attack (in a noncombat situation, simply declare "I touch you," remembering the no
touching rule, or make a Social test if the target is wary). If the Garou successfully touches her
target, she should spend two Gnosis Traits and make a Social test against the target. If the Garou

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succeeds, the target becomes catatonic with fear for one day. On a tie, the target loses all ties on all
tests until the next moonrise.

Mindblock III
Source: Werewolf: the Apocalypse Revised.
Upon learning this Gift, the Garou’s mental defenses are strengthened to the utmost. A falcon-
spirit teaches this Gift.
System: The difficulties of any direct mental attacks or attempts to control the Garou’s mind,
as well as more insidious psychic assaults (mind-reading, mentally implanting illusions or
possession) are raised to 10. The effects of this Gift are permanent, but they do not apply to powers
that sway emotion.

Mindless Fight
Source: Rokea Breed Book.
A brutal frenzy is often an asset in a fight, but the eldest of the Rokea have honed their
frenzies until they reap all of the benefits and few of the drawbacks. The Rokea can channel her
Rage into not only speed, but endurance and power as well. This Gift is taught by a shark-spirit.
System: Once the Rokea learns this Gift, her use of Rage becomes diversified. First of all, the
limits on how much Rage may be spent in a turn are lifted. The player may spend as much of the
character’s Rage for extra actions as she wishes. Second, in any turn in which Rage is spent, the
character ignores wound penalties. Finally, the player receives two extra dice to soak in any turn in
which she spends Rage.

Mindspeak I
Source: Werewolf: the Apocalypse 2nd Edition.
Through the creation of waking dreams, the Garou can place any chosen characters into silent
communion. This Gift is taught by a Chimerling.
System: The Garou spends one Willpower point per sentient being chosen, and, if the being is
unwilling, makes a Manipulation + Expression roll (difficulty of the victim’s Willpower). All those
included in the dream may interact normally through the Mindspeak, though they can inflict no
damage through it. Their real bodies can still act, though all Dice Pools are reduced by two. 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.

Mindspeak II
Source: Players Guide to the Changing Breeds.
As the Galliard Gift. Hengeyokai use this with new arrivals at Court to provide immediate
communication.

Mindspeak III
Source: Hengeyokai: Shifters of the East.
As the Galliard Gift. This Gift is commonly shared among newcomers to the Courts as the
most basic form of universal communication.

Mindspeak IV
Source: Werewolf: the Apocalypse Revised.

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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 spends one Willpower point per sentient being chosen and makes a
Manipulation + Expression roll (difficulty of the victim’s Willpower) if the 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 dice pools decrease by two. The
Mindspeak ends when all the participants want to, or on the turn the Galliard fails the roll against an
unwilling member. The beings affected must be within line of sight.

Minor Unweaving I
Source: Ananasi Breed Book.
The Viskr using this Gift can attempt to negate a Gift, spell or enchantment by Unweaving the
targeted effect. In so doing, the Viskr can unravel minor magical effects on any given target, or
even destroy a Gift in "mid-flight."
System: This Gift only works on Level One Gifts, Disciplines, Sphere effects or other
magical abilities. The player rolls Dexterity + Occult and spends one Gnosis; he can even affect
Gifts with an instantaneous effect, but only if he has delayed his action to do so. This Gift only
works against Gifts that are directed at a specific target, and has no affect on Gifts that cause
damage to large groups, or to the environment.

Minor Unweaving II
Source: Players Guide to the Changing Breeds.
The Viskr may negate a spell, Gift or other supernatural power by Unweaving the effect.
System: Usable only on Level One Gifts, Disciplines, Sphere effects or other magical
abilities, this Gift requires the player to spend one Gnosis point and roll Dexterity + Occult. The
werespider may interrupt powers that take place instantaneously if she delays her action to do so.
The Gift does not affect powers that damage more than one target.

Mirage
Source: Werewolf: The Wild West.
As the Gift: Phantasm. Mirage-spirits, Water-spirits and Trickster-spirits may teach this Gift.

Mockingbird’s Mirror I
Source: Bastet Breed Book.
According to legend, an early Pumonca known as Three Spiders Climb mastered the art of
mimicry and ventriloquism, and passed the secret on to his friends. This secret lets a cougar imitate
whomever he wishes – birds, animals, humans, even machines – and allows him to throw his new
voice for some distance. As the name suggests, a Moching-bird-spirit often passes the secret along,
usually in return for food.
System: The player rolls Manipulation + Subterfuge to imitate sounds within the normal
human vocal range. So long as he’s successful, his mimicry is flawless. If he tries to mirror sounds
outside the normal range – subsonic vibrations, explosions, high-frequency whines, etc. – the cat
must spend a Gnosis point and the difficulty is 7. This Gift lasts roughly a scene, and sounds can be
“thrown” up to 100 feet away from where the werecat stands.

Mockingbird's Mirror II
Source: Players Guide to the Changing Breeds.

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This Gift lets a Pumonca imitate whatever he wishes — birds, animals, humans, even
machines — and allows him to throw his new voice for some distance. As the name implies, a
mocking-bird-spirit teaches this Gift, usually in return for food.
System: The player rolls Manipulation + Subterfuge (Difficulty 6) to imitate sounds within
the normal human vocal range. If he's successful, his mimicry is flawless. Mirroring sounds outside
the normal range he must spend a Gnosis point and the difficulty is 7. This Gift lasts for one scene,
and sounds can be "thrown" up to 100 feet away from where the werecougar stands.

Mold the Spirit


Source: Werewolf: The Wild West.
As the Gift: The Malleable Spirit.

Moments of Eclipse
Source: Corax Breed Book
There are times when a Corax must make a near-supreme sacrifice, voluntarily severing his
connection to the Sun. The reasons for doing so are few, but always drastic. Perhaps the Corax has
been chained with gold, and needs a few minutes in which to work an escape (or else he’ll die a
horrible, agonizing death), or maybe he needs to prove his "worth" to a gang of vampires he’s
trying to infiltrate. Regardless, this is not an action that any Corax should ever take lightly, and
Helios himself notices if a wereraven abuses this Gift. After all, he’s the one who teaches it.
System: Given by Helios reluctantly (and some say, at the last minute) to his new
acquisitions, this Gift allows a Corax to sever his connection to the Sun temporarily — 10 minutes
for every success on a Willpower roll (difficulty 7) after the expenditure of 2 points of Gnosis. If
the roll is a success, the Corax is suddenly cut off from Helios. This has both positive and negative
effects. On the plus side, the Corax is no longer vulnerable to the pernicious effects of gold for the
duration of the Gift’s effects. On the other hand, for so long as the Corax is cut off from Helios, she
cannot use Rage.

Monkey Tail
Source: Players Guide 2nd Edition.
Although the lupus’ tail retains the appearance of a regular wolf’s tail, it gains far more agility
and flexibility. Although incapable of fine manipulation, the tail can grasp objects, wrap around
branches or allow the Garou to hang upside down. The tail can also attack from an unexpected
direction. A Monkey-spirit must be persuaded to teach a Garou this Gift.
System: After learning this Gift, the Garou’s tail automatically becomes prehensile whenever
she likes. In order to manipulate the tail successfully, the player must make a Dexterity + Athletics
roll (difficulty 6). The difficulty can increase for very delicate operations. If the Garou’s strength
exceeds her Stamina, she can use the tail to hang or swing. When attempting to lift objects with her
tail, the Garou’s strength rating is halved. If used as an attack, the damage from the tail is Strength-
1.

Monkey’s Uncle I
Source: Bastet Breed Book.
With this Gift, a werecat can assume any human form in seconds. Changes can include
physical prowess, attractiveness, racial features, gender and age. Legends credit this Gift to Coyote,
although the Bubasti claim to have discovered it first.
System: The player rolls Manipulation + Subterfuge (difficulty 5). Really extreme changes,
like changing from Dr. Rush into Arnold Schwarzenegger, raise the difficulty by one. For each

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success, the player can add one dot to her character’s Physical or Social Traits for the Gift’s
duration. Monkey’s Uncle lasts for one hour per success, applies only to the Bastet herself, and may
be detected with a resisted roll (Perception versus Gnosis, difficulty 8) by someone with magical
senses.

Monkey's Uncle II
Source: Players Guide to the Changing Breeds.
As the Glass Walker Gift: Doppelganger, although the Bastet can only take the forms of
humans, great cats or Bastet.

Moon Dance I
Source: Hengeyokai: Shifters of the East.
The Kitsune becomes completely invisible provided no moonlight fails on her. She may step
in and out of Luna’s gaze as many times as she likes, appearing and vanishing over and over. Lunes
teach this Gift (and presumably included the exception to keep an eye on the little tricksters).
System: The Kitsune spends one Gnosis point; however, the effect lasts an entire night. This
Gift does not mask a Fox’s scent, sound or any other sensory cues; just vision.

Moon Dance II
Source: Players Guide to the Changing Breeds.
The Kitsune becomes completely invisible so long as no moonlight falls on her. She may step
in and out of moonlight, appearing and vanishing as she does. Lunes teach the Gift.
System: The Kitsune spends one Gnosis point. The effect lasts an entire night. The Gift does
not mask scent, sound or other sensory cues, just vision.

Moon Dream
Source: Rage across the Heavens.
The Garou petitions Sokhta to grant her a prophetic dream before she falls asleep beneath the
light of the moon. She then enters a state of lucid dreaming in which she explores some potential
future. The Garou may interact with the creatures and situations she encounters, thus, learn the
possible effects of certain actions upon the subject of the dream. The Garou may replay the dream
several times in order to test various actions and their consequences until she awakens from the
dream, eight hours later. 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 includes the character’s pack
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
successes means that the character receives no dream while a botch gives the character an eight-
hour long nightmare which she cannot remember but which results in a –1 penalty to all rolls
involving alertness.

Moon-Fan-Face Shadow
Source: Players Guide to the Changing Breeds.
As the Glass Walker Gift: Doppelganger.

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Moon Lore
Source: Book of Auspices.
Using this Gift, the werewolf can learn the phase of the moon that heralded the birth of
another. Although it can determine auspice, Moon Lore gives no clue to whether the subject is a
werewolf or even if it is supernatural in any way; being born under a waxing gibbous moon means
much more to a Garou than it does to a normal human. Any moon-spirit can teach this Gift.
System: A single success on a Perception + Primal- Urge roll (difficulty 6) is required to
determine the moon’s phase at the time of the subject’s birth; two successes determine whether it
was waxing or waning.

Moon Sense
Source: Bastet Breed Book.
By meditating upon a pool of moonlit water, a Bastet may see anything that transpires beneath
Seline’s glow. Although it’s difficult to see distant or hidden locations, a rigorous search can see
anywhere on Earth.
System: The player rolls Perception + Enigmas and spends a Gnosis point. The Bastet must
be staring into outside water. Any place touched by moonlight (even near windows, indoors, and
within the Penumbra) may be sensed with all six senses, as if the Bastet were standing in the
moonlight itself. The water’s surface must be calm; raging waves will reveal nothing. The search’s
difficulty depends upon the distance scanned and the Bastet’s familiarity with it. If she observes for
more than a minute (or requires more than three rolls), another Gnosis point must be spent. A
person with mystical senses might realize he’s being spied upon a successful Perception + Occult or
Enigmas roll (difficulty 6). He would, if he discovered this, see a giant moonlit cat slowly fading
away. Naturally, discovery terminates the Gift.

Subject Difficulty Successes Needed


Near & familiar 6 Two
Distant & familiar 7 Three
Unfamiliar 8 Three
Seen Pictures 8 Five
Never been 9 Five
Distant & alien 10 Five

Moon’s Gateway I
Source: Bastet Breed Book.
By calling upon a Lune for help, the Bastet opens a Moon Bridge between caerns or Den-
Realms. Such travel only occurs at night. The Gateway forms as a glowing fog, which slowly swirls
into the shape of the werecat’s intended destination. Anyone who wants to use the Bridge must
enter before the summoner. When she passes through, the Gateway disperses.
System: The player spends one Gnosis point per 100 miles and rolls Intelligence + Alertness.
The Gateway’s difficulty depends on the werecat’s familiarity with her destination, from 5 for her
own Den-Realm to 10 for an unknown location or an Otherworldly Realm. The two travel points
must involve either a Den-Realm or some other mystical location (a caern, a Node or Chantry, a
Horizon Realm, etc.). A botch lands the traveler(s) in some strange or dangerous place. Traveling
out of material reality is always tricky; those lost on such trips are often lost forever…

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Moon's Gateway II
Source: Players Guide to the Changing Breeds.
By calling upon a Lune for help, the Bastet opens a moon bridge between caerns or Den-
Realms. Such travel only occurs at night. The Gateway forms as a glowing fog, which slowly swirls
into the shape of the werecat's intended destination. Anyone can use the Gateway, but as soon as the
summoner passes through the Gateway disperses.
System: The Bastet spends one Gnosis point per 100 miles to be traveled, and rolls
Intelligence + Alertness. The difficulty depends on the Bastet's familiarity with the destination,
ranging from 5 (for very familiar places) to 10 (for unknown locations or destinations in the deep
Umbra). The two travel points must involve a mystical location of some sort. A botch lands the
traveler in some strange or dangerous place.

Mooncat
Source: Rage across the Heavens.
This Gift allows the Garou to assume form of a small white cat (one of Sokhta’s favored
animals). This ability can prove useful for getting into small places (or escaping from such) and
remain 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 its 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 success
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.

Moonpool of Sokhta
Source: Rage across the Heavens.
This Gift enables a Garou to transform clear, standing water into a pool which offers visions
of possible futures. Wilderness ponds, small mountain tarns, pools of clear rainwater or even basins
filled with water can serve as a conduit for the images. The scenes that appear within the pool
depict what might happen unless something occurs to change the course of events. The Garou must
concentrate on the event (or series of events) to get a sense of the outcome. The pool may reflect
either literal or symbolic images.
System: The player spends a point of Gnosis and rolls Wits + Enigmas (difficulty 7 for near
future events, 8 for more distant occurrences). Each success causes one vision of the future to
appear within 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.

Moonriver
Source: Rage across the Heavens.
By using this Gift, the Garou may swiftly travel across the surface of a body of water which
reflects the moonlight. She can follow a river or cross a lake so long as she follows the “trail” of the

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moon’s light. If the light becomes obscured at any point (such as when a cloud passes across the
face of the moon), the effects of the Gift end and the Garou may have to swim or wade to shore.
System: The player rolls Dexterity + Occult. Only one success is necessary for the character
to gain the ability to travel the “moonriver”. The Garou travels across the water with supernatural
speed, typically three times her normal movement rate. No successes on the roll indicates that the
moon is either not visible or does not shine over a body of water in the character’s vicinity. A botch
allows the character to get midway through her journey before the moon’s light fails, thus stranding
the character in mid-stream.

Moonshadow
Source: Black Furies Tribebook.
With this Gift, a Daughter of the Moon may step sideways using a patch of moonlight. In
addition, the difficulty is lowered by one.

Moonstruck Path
Source: Croatan Song.
Garou are well-versed in hunting and tracking prey; yet there are times when they have no
idea where such a trail starts or which journey to undertake first when a choice presents itself. The
Gift of the Moonstruck Path allows the Garou to perceive the beginning of the path he must take in
a given situation, even if she herself is not sure of her ultimate purpose. When the Gift is utilized, a
ghostly pale blue-white beam of moonlight points to the correct direction for one scene. Sometimes,
as when the Garou doesn’t know why she needs to move in a certain direction or what to do once
she reaches her destination, it becomes a leap of faith, with the werewolf starting on an unknown
path and only later discovering why. This rare Gift is taught by one of Uktena’s spirit brood.
System: The Gift must be utilized after dark, though there need not be a moon in the sky. It
can even be used underground or in windowless structures so long as it is dark outside. The player
makes a Perception + Survival roll (difficulty 8). Only one success is needed.

Moon-Fan-Face-Shadows
Source: Hengeyokai: Shifters of the East.
As the Glass Walker Gift: Doppelganger.

Morphean Bite
Source: Ananasi Breed Book
The Ananasi by and large already have venom, identical in every way to that of their most
common spiders. Some are toxic and some are merely irritating. But with this Gift, the Damhan can
also attack supernatural enemies who might have defenses against their natural venom. Anyone
bitten by the werespider is knocked unconscious immediately.
System: The character must inflict at least one health level of damage on his target after soak
rolls; he then makes a Gnosis roll against a difficulty equal to the target’s Stamina (never higher
than 9). If successful, the target immediately succumbs, falling into a deep sleep for 12 hours per
success, any attacks on the target wake him, but loud noise or strong smells aren’t sufficient.

Morse I
Source: Corax Breed Book
There are messages that need to move faster than any Corax can fly, and there are times when
neither computer nor phone is a safe method of information transfer. At times like that, a Corax still

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has a method of getting his message to his nearest fellow wereraven, namely, the use of this Gift.
By merely tapping out his message onto any hard surface and using this Gift, a Corax can make
sure that someone out there gets his message right now — because there may not be time for a later.
This Gift is taught by a Machine-spirit.
System: With this Gift, the Corax can tap out a Morse code message on any surface and, by
spending a Gnosis (and succeeding on a Wits + Empathy roll, difficulty 8), have the nearest Corax
hear the message clear as day. Of course, the receiving Corax might not know Morse code, but
that’s the sort of risk you’ve got to take.

Morse II
Source: Players Guide to the Changing Breeds.
By merely tapping out his message onto any hard surface and using this Gift, a Corax can
make sure that someone out there gets his message right now — because there may not be time for
a later. This Gift is taught by a machine-spirit.
System: With this Gift, the Corax can tap out a Morse code message on any surface and, by
spending a Gnosis point (and succeeding on a Wits + Empathy roll, difficulty 8), have the nearest
Corax hear the message clear as day.

Morse III
Source: Frontier Secrets.
The wereraven can go the telegraph one better; with this Gift, she can tap out a Morse code
message on any surface and have the nearest Corax hear the message clear as day. Of course, the
receiving Corax might not know Morse code, but that’s the sort of risk you’ve got to take.
System: The player spends one Gnosis and rolls Wits + Empathy, difficulty 8).

Mother’s Blessing/Curse
Source: Bastet Breed Book.
Folklore holds that a cat had the ability to either bless or curse a pregnant woman. In the case
of the Ceilican, this legend is true. A kind Bastet can offer a boon to the mother, while a spiteful
one can harm her in some minor but memorable way.
System: This Gift’s effects are more psychological than physical, and get an extra boost from
the way the Ceilican acts toward the mother while offering his wishes. Setting things in motion
demands a Gnosis point and a roll of Manipulation + Occult (difficulty 7). While touching the
mother’s belly, the cat either wishes her well or ill, usually in some poetic rhyme. After that, some
good or bad event befalls the woman or her child. Although the event itself is outside the
character’s control, the number of successes he rolls should reflect the power of the Blessing or
Curse. Blessings can include an easy delivery, unusual good looks or great health. Curses include
breech birth, minor disability or poor constitution. Once one event has occurred, the Gift is
discharged.

Mother’s Look
Source: Players Guide to the Changing Breeds.
As the Galliard Gift: Eye of the Cobra.

Mother’s Rage
Source: Red Talons Tribebook Revised.

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A she-wolf is most dangerous when protecting her cubs, and will fight against enemies from
which she could normally flee if her family is at stake. The Red Talon with this Gift is able to
harness that Rage and use it in battle, although only when defending something of value. A bear- or
wolf-spirit teaches this Gift.
System: This Gift can only be used in defense of something or someone else – Kinfolk, a
wounded packmate, a caern, etc. If the Red Talon is attacking a foe, she may not activate Mother’s
Rage. To use this Gift, the player spends two Rage points. The Garou enters a kind of frenzy, but
stays within the vicinity of her charge. She will attack anything that gets too close, within the usual
guidelines of frenzy (i.e., if her Rage is equal to or lower than her Gnosis, she will not attack
packmates). While in this state, the Talon takes no wound penalties. All difficulties to soak are
reduced by two and she gains an extra dot of Strength. Additionally she regains one Rage point each
turn while the Gift is in effect, making it impossible for her to run out of Rage (and therefore
impossible to lose the wolf). All of these benefits disappear when the Red Talon’s charge is out of
danger or at the end of the scene, whichever comes first.
MET: This Gift may only be used in defense of someone or something of great value – a
wounded packmate, Kinfolk, cubs, a caern, or the like. Spend two Rage Traits to activate this Gift.
You then enter a kind of controlled frenzy. You are bounded by the usual guidelines of frenzy, but
you will only attack anything that gets too close to your charge. You take no wound penalties, gain
two extra Healthy health levels and the Physical Traits Ferocious x 2. While this Gift is in effect,
you also regain a Rage Trait at the end of each turn. The Gift’s effects end when your charge is out
of danger or the scene ends. Whichever comes first.

Mother’s Touch I
Source: Werewolf: the Apocalypse 2nd Edition.
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.

Mother’s Touch II
Source: Glass Walkers Tribebook Revised.
As the Theurge Gift. Wise Guys using this Gift often recite Luke 17:19 when using it. "And
he said unto him, Arise, go thy way: thy faith hath made thee whole."
MET: See Laws of the Wild.

Mother’s Touch III


Source: Werewolf: the Apocalypse Revised.
The Garou is able to heal the wounds of any living creature, aggravated or otherwise, 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: The player spends one Gnosis point and rolls Intelligence + Medicine (difficulty of
the wounded individual’s Rage, or 6 for non-Garou). Each success heals one health level. The
Theurge may heal even Battle Scars in this manner if the Theurge uses the Gift in the same scene in
which the scar was obtained and she spends a second Gnosis point. There is no limit to how many
times this Gift may be used on a person, but each use requires the expenditure of one Gnosis.

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Mother’s Touch IV
Source: Dark Ages: Werewolf.
The Garou channels healing energy through her hands, easing the wounds of any other living
creature. Even aggravated wounds can be healed in this fashion, although the werewolf cannot heal
spirits or the undead. (Not that any right-thinking Garou would heal a Leech!) This Gift is taught by
a unicorn-spirit.
System: The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty is
the recipient’s current Rage, or 5 for those without the Rage trait). Each success heals one health
level of damage. The healer can even remove Battle Scars in this manner, if the Gift is used during
the same scene in which the scarring injury was inflicted. The player must spend an additional
Gnosis point for the Gift to function thus. There is no limit to how many times this Gift may be
used on an individual, but each use incurs the Gnosis cost.

Mother’s Truth
Source: Ratkin Breed Book.
The Gift: Truth of Gaia just isn’t good enough for some people. A Knife-Skulker can tell
who’s lying with that Gift, but who’s to say he isn’t lying about the results? When someone’s guilt
needs to be proven to everyone present, Mother’s Truth forces the victim to rat on his accomplices
and co-conspirators. For one scene, the victim of Mother’s Truth cannot tell a lie.
The victim may even be coerced into telling everything that he’s trying to hide. This relies on
an elaborate use of interrogation and threats, mixed in with a little supernatural prowess. Never
swear on your Mother’s grave, especially when she’s really an Incarna with goddess-granted
powers. The Rat Incarna bestows this Gift through one of her chosen Rat-spirits.
System: If the victim does not resist this Gift, the Knife-Skulker needs only to spend one
Gnosis and roll Intelligence + Intimidation (difficulty 6). In this case, the victim will literally bite
his tongue if he tries to tell a lie. If he resists, everyone present will know it.
Getting the witness to betray his darkest secrets requires an extended contested test of
Willpower, along with a thrilling drama worthy of a courtroom. The inquisitor and his victim trade
off questions and answers, alternating Willpower rolls as they go. The victim rolls first at difficulty
6. The inquisitor’s difficulty is lower: Take the number of successes the Knife-Skulker got on his
initial Manipulation + Interrogation roll and subtract it from 6. The Storyteller calls for regular
Willpower rolls periodically throughout the interrogation; if the Skulker gets ten successes before
his victim, he has browbeaten him into submission, and the victim spills all the details of his crime.
If the victim gets ten successes first, the interrogation does not work and cannot be attempted again
for a full day.

Motherly Guardian
Source: Rage across the Heavens.
This Gift allows the Garou to “tag” an individual so that she can keep track of her target’s
health and welfare. The Garou gains a general sense of the individual’s location at all times and can
sense when the target is in trouble and needs assistance. The Gift lets the Garou know what kind of
aid the target needs. The Garou must concentrate on her target in order to gain these insights. The
effects of the Gift remain in place for a full cycle of the moon.
System: The player spends a point of Gnosis and rolls Perception + Empathy (difficulty of
the target’s Willpower) to set the “tag” on the designated individual. Whenever she concentrates on
that person, she receives information about the target’s general state of health and present
circumstances. A failed roll means that the character is unable to tag the individual while a botch
means that the character either places the tag on the wrong person or else receives erroneous

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information. When the character attempts to concentrate on the targeted individual, she performs all
other actions at a +1 difficulty due to her preoccupation with her charge.

Mousemaze
Source: Bastet Breed Book.
An unsettling spell of confusion, this Gift disorients a target until he blunders around in a
panic. Walls shift and close in, shadows lengthen, sounds drift to his ears from all corners, and
familiar places seem strange and threatening. Although the magic has no real effect on the person’s
surroundings, his terror and confusion send him into a frenzy, making him an easy target for the
werecat lurking nearby…
System: The cat’s player rolls Manipulation + Empathy, with the target’s Willpower (or
Rage, if higher) as a difficulty. Success scrambles his sense of direction and relationship. The better
the roll, the more confused the target becomes. Three successes or more send him into a panic;
werewolves and vampires must check for frenzy; mages must make Willpower rolls or go into short
Quiet; mere humans just freak out. This disorientation lasts about 15 minutes, and then slowly
fades.

Mousetrap
Source: Ratkin Breed Book.
When cornered and outnumbered, rats have unusual bursts of cunning and ingenuity. This
trait is very common among the Engineers, their mechanically inclined supernatural cousins. With
this Gift: the Ratkin can figure out a way to set a trap using almost anything at hand. First, he
scrounges for something that can inflict damage. He then McGuyvers it into a deathtrap of amazing
ingenuity.
System: The dice roll is easy; it’s the creative part of this roll that takes some work. The
Engineer must spend a point of Gnosis and roll Intelligence + Repair. You must explain how the
device works; the difficulty depends on the plausibility of your explanation. Many gamers claim to
have knowledge of "kitchen chemistry" and homemade traps, but this Gift depends on your ability
to pitch ideas based on what’s at hand.
Only materials that are present near the Ratkin can be incorporated into the Mousetrap; this
Gift cannot be used in conjunction with the Scrounge Gift. The difficulty starts at 5, but it can go as
high as 10 if it’s obvious you’re talking out of your ass. For instance, if you can come up with a
decent explanation of why a light bulb should explode under certain conditions in a living room,
that’s a 6. If you’re stuck in a bookstore and start blathering about killing someone with paper cuts,
an electric fan, and lemon juice, that’s pathetic enough to merit a 9 or 10. An Engineer can build a
Mousetrap during the stress of combat. This takes two turns, but the starting difficulty is then set at
8.
When completed, the trap does damage equal to the Ratkin’s Wits plus an additional die for
every success. The damage is non-aggravated unless you use something that obviously causes
aggravated damage (fire, acid or the like). It’s a one-shot item-poof! And the deed is done. The
victim should either get a Perception + Alertness roll to avoid the trap, or a Dexterity + Dodge roll
to dive for cover whichever is higher.

Mouthpiece of the Successor


Source: Stargazers Tribebook Revised.
According to an old and almost forgotten Stargazer tradition, a dying Garou may ask for a
"mouthpiece" to come sit by his side and listen to him. The mouthpiece would then go to the rest of
the Sept and deliver the departed Stargazer’s secrets, stories, or last wishes during a funerary moot.
Somewhere along the way, this Gift was concocted to aid in this tradition. With it, the mouthpiece

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may literally "record" the dying Garou’s voice and "play" it back through her own mouth later. The
recording is literal — it’s the same exact voice, not the voice of the mouthpiece. Those who know
the Gift now rarely use it for its original purpose, for it can be used to record anybody’s voice, for
any reason at all. This Gift can be taught by either a mockingbird spirit or an avatar of Raven.
System: When "recording," the player rolls Perception + Empathy (difficulty 7). The number
of successes dictates how long the mouthpiece can vocally chronicle another’s words. Each success
allows for up to two minutes of recording to occur. If the Stargazer wishes to chronicle more, the
player must make another roll. If the roll botches, the Stargazer using this Gift loses her voice for a
single day. When the "mouthpiece" wants to replay the conversation later, she can do so at any time
by spending one Gnosis point.
If the subject is not aware of the Gift’s use (or is aware and seeks to defy its use), the subject
may roll Manipulation + Subterfuge (difficulty 7). Every success on this roll removes one of the
successes of the Gift-user’s roll.
MET: Intermediate Gift. Recording a willing subject requires only listening patiently; two
minutes per level of Empathy the listener possesses may be recorded in this fashion (minimum two
minutes). This Gift may be used only once per scene, but may be used repeatedly over multiple
scenes if the circumstances permit. Replaying the conversation costs one Gnosis Trait. Recording
an unwilling or unaware target’s voice requires a Mental test (retest Empathy) against the target’s
Social Traits (target retests with Subterfuge). Actual recording devices may be used to simulate this
Gift’s effects in-game, or the player may simply announce "I am speaking with the voice of
<subject>" before replaying the recorded conversation. Note that this Gift doesn’t provide any
special powers of recall for conversations recorded — it is quite possible for an inattentive listener
not to remember exactly what was said until they play it back aloud at a later date!

Muladhara
Source: Stargazers Tribebook.
The base chakra is awakened and the energy stirs. The character can call upon this energy to
help himself root or centre for meditation, or summon energy to stave off fatigue. This also includes
the Svadhisthana or sacral chakra, governing the sex organs.
System: The player must declare which effect he is trying to achieve before he rolls. He then
rolls Stamina + Rituals and spends one Gnosis point. Each success lowers the difficulty of any roll
involving meditation by one; or, when resisting frenzy, each success raises the difficulty of the roll
by one — although the character must perform no other action that turn or the next. In all cases,
Stamina roll difficulties related to fatigue are lowered by one for the rest of the scene.

Mule’s Bane
Source: Children of Gaia Tribebook Revised.
This metis- specific Gift allows a metis to lash out at others by visiting his enemies with his
own deformity. Mule- spirits teach this Gift.
System: The player spends one Gnosis point and rolls Dexterity + Expression to "throw" the
metis’ deformity; the difficulty is the opponent’s Willpower. The enemy gains the metis’ deformity
for one turn per success, subject to Storyteller approval. If the metis botches, his own deformity
becomes worse in some fashion for the remainder of the scene.
MET: Spend one Gnosis trait and make a Physical Challenge (retest with Expression}. With
success, your opponent gains your metis deformity and any related Negative Traits for one turn.

Mynah’s Touch I
Source: Corax Breed Book

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The Corax often brag that they’ve uncovered all of the Garou’s secrets. That isn’t quite
accurate, but with Mynah’s Touch, the Corax come a lot closer to achieving their boast than the
Garou would like. Simply put, this Gift allows a Corax to know the details of any Garou Gift of
Level Three or below, providing that the Corax has actually seen a Garou successfully use the Gift
in question. This knowledge flees the instant that the Corax actually uses the "borrowed" Gift, but
in the meantime, an impressive body of knowledge is therefore the taking. This Gift is only taught
by Mynah-spirits.
System: The use of this Gift demands two points of Gnosis, as well as a Wits + Alertness roll
(difficulty 6). If there are any successes, the Corax using the Gift can now pick and choose
knowledge of a single Gift from the entire list of Garou Gifts lower in level than he is. Naturally,
the Corax must pay whatever costs and make whatever rolls are associated with his "borrowed"
knowledge. The Storyteller is also free to stipulate that certain Gifts simply cannot be duplicated by
this Gift, particularly those that are the secrets of various camps or taught only by Avatars of
various mighty spirits.

Mynah's Touch II
Source: Players Guide to the Changing Breeds.
This Gift allows a Corax to know the details of any Garou Gift of a lower level than the Corax
herself. This knowledge flees the instant that the Corax actually uses the "borrowed" Gift, but in the
meantime an impressive body of knowledge is there for the taking. This Gift is only taught by
mynah-spirits.
System: The use of this Gift demands two points of Gnosis, as well as a Wits + Alertness roll
(difficulty 6). If there are any successes, the Corax using the Gift can now pick and choose
knowledge of a single Gift from the entire list of Garou Gifts lower in level than he is. The stolen
Gift can be used once.

Myth Walking
Source: Apocalypse.
Myth and dream walk among the Garou. This Gift, preserved by the Mokolé in the form of
the Gift: Dream Semblance, enables loyal descendants of the ancestor-heroes to return them to the
world. It is taught by an ancestor-spirit, or by the Mokolé.
System: The Garou spends two permanent Gnosis points and prays to the greatest hero of
their breed, tribe, etc. The hero, if well pleased with the Garou’s prayer, manifests in the Garou’s
own body. The Garou visibly transforms into the hero’s own self, retaining her own personality
mixed with the memories and attributes of the hero. Thus a Shadow Lord might manifest Ivan
Tsarevitch, the Children of Gaia see the return of Lore-Speaker Gron, while the Get of Fenris
transform into the great wolves of Norse myth. Only one Garou at a time may become any given
hero, and this Gift can be invoked only once in a Garou’s lifetime. Indeed, many who invoke it do
not survive doing so. The powers of the hero are determined by the Storyteller, but should be
suitable to the hero’s legendary self. Shu-Horus, for example, would be a great warrior, but would
have no knowledge of electronics.

Name the Spirit I


Source: Werewolf: the Apocalypse Revised.
A werewolf with this Gift becomes familiar with the ways of the Umbra. He can sense the
type and approximate Trait levels (Rage, Gnosis, and Willpower) of spirits. A spirit servant of the
Uktena totem teaches this Gift.
System: The player spends one Willpower point and rolls Perception + Occult (difficulty 8).

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Name the Spirit II
Source: Dark Ages: Werewolf.
A werewolf with this Gift becomes familiar with the denizens of the Umbra. She can sense
the type and approximate trait level (Rage, Gnosis, and Willpower) of spirits. This Gift is taught by
cat-spirits.
System: The player spends one Willpower point and rolls Perception + Occult (difficulty 8).
The number of successes determines how much information the character receives about the spirit.

Narke’s Gift I
Source: Rokea Breed Book.
The electric ray — called narke by the Greeks — is capable of producing a powerful electric
shock that can stun a human being. The Brightwaters long ago learned this secret, though their jolt
can do much more than stun a target. This Gift is, obviously, taught by an electric ray-spirit.
System: The player spends one Rage point and rolls Rage (difficulty 6). Each success inflicts
one level of lethal damage to anyone within 20’ (in the water) or to one target (on land). Using this
Gift on land requires that the target be grounded somehow, unless the Rokea touches the target
directly. Damage from this Gift may be soaked as per lethal damage. After using this Gift, the
Rokea must wait three turns to use it again, as she builds up enough energy for another charge.

Narke's Gift II
Source: Players Guide to the Changing Breeds.
The Greeks called the electric ray narke, and had great respect for the little fish that could
produce a charge powerful enough to stun a man. The Brightwaters respect the ray as well, and long
ago learned its deadly secret. Obviously, a ray-spirit teaches this Gift.
System: The player spends one Rage point and rolls Rage (difficulty 6). Each success inflicts
one level of lethal damage to anyone within 20 feet (in the water). On land, the damage can only be
inflicted on one grounded target (unless the Rokea can touch the target directly). After using this
Gift, the Brightwater must wait three turns before doing so again.

Natural Camouflage
Source: Uktena Tribebook.
By crouching down and remaining still in a natural environment (woods, desert, swamp), the
Garou may appear as part of the landscape. Unless someone is actively searching for the Garou, she
will be dismissed as a hummock, tree stump or some other natural feature. This Gift is taught by a
taught by a Chameleon spirit.
System: The Garou merely needs to hunker down and think of blending in. Unlike the
Ragabash Gift: Blissful Ignorance, the Garou does not actually become invisible, but becomes like
an unnoticeable feature of the landscape. Someone searching for the Garou must roll Perception +
Alertness (difficulty 9) to see through the camouflage. The Garou may spend a Gnosis point to
negate being seen in this fashion. If mostly unobserved (i.e.: the searcher may be scanning the area
but has his back to the Garou, only occasionally turning her direction), the Garou may remain
camouflaged while moving slowly toward or away from the searcher, stopping whenever the
searcher looks her way. Even slow movement while the searcher is looking in the Garou’s direction
will break the illusion, however.

Natural Renewal
Source: Werewolf: Wild West – The Wild West Companion.

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Even as the United States carries out Manifest Destiny, the Red Talons seek to preserve the
unconquered wilderness. Under the effects of this Gift, nature recovers from ravages created by
humanity. Landslides refill the deep mining shafts that pierce the earth, wildlife infests buildings
and technology fails. A Seedling-spirit teaches this Gift.
System: The player must spend three Gnosis points and howl (or sing) to the wilderness
spirits. These spirits encourage rampant plant growth that can even overcome man-made roads,
mineshafts and buildings. Also, no technology can function within 30 feet of the Garou. The exact
effects of the Gift are up to the Storyteller, but nature does its best to renew itself despite
humanity’s efforts.

Natural State I
Source: Gurahl Breed Book.
With this Gift, a Gurahl can cause a patch of ground to revert to its “natural” state of
wildness. Cultivated fields reject their carefully planted crops and erupt in tall grasses and
wildflowers; cabins (and their furnishings) lapse into ruin; clear-cut land becomes filled with
saplings. While most Gurahl use this Gift to heal land that has suffered the ravages of over-
civilization or exploitation, a few werebears delight in the sheer chaos caused by “trashing” a
poacher’s camp or an executive’s cabin in the country. An Earth-spirit teaches this Gift.
System: The player spends a point of Gnosis and rolls Manipulation + Repair. The number of
successes determines the extent to which the targeted area reverts to its original state. One success
causes only minor reversals to the area while five successes can level a small building. The user of
this Gift can affect roughly 100 square feet of terrain.

Natural State II
Source: Players Guide to the Changing Breeds.
The Gurahl may cause a portion of the land to revert to its original wild state: fields reject
planted crops, clear-cut areas regain their trees, buildings and their contents lapse into ruin and
disappear. This can be used both to restore once-tainted land after cleansing it and to cause chaos
directed against despoilers of the wilderness.
System: The player spends a Gnosis point and rolls Manipulation + Repair. The number of
successes dictates the degree of reversion a 100' square area undergoes.

Nature of the Beast I


Source: Ananasi Breed Book.
This Gift reduces its victim from their normal temperament to a raw, primal creature of their
most base interests. The affected creature acts only toward the fulfillment of one simple, direct
emotion. If the target is at heart extremely selfish, he acts only for himself; if he’s naturally
doubtful, he becomes unable to make a decision, constantly questioning everything around him; if
he is perpetually angry, he becomes a raging beast attacking everything in the area. All reason and
logic will desert the target, focusing on the one emotion that drives them.
System: The character must make a Gnosis roll, difficulty of the target’s Willpower. The
effects of this Gift last for the scene.

Nature of the Beast II


Source: Players Guide to the Changing Breeds.
The Kumoti can reduce an individual to their most base (or basic) interest or driving emotion.
An angry person grows enraged and attacks the nearest target; a sorrowful person becomes
inconsolably sad.

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System: The character rolls her Gnosis (difficulty of the victim's Willpower). The effect lasts
for one scene.

Nature’s Bounty
Source: Frontier Secrets.
Even in the heart of a trackless waste, the Garou with this Gift can find sustenance. Gaia
provides the werewolf with food and water throughout her journey: at least, enough to survive. The
werewolf finds herself drawn to trickles of fresh water or tiny, hidden oases of plant life. The
Cactus-spirit that teaches this Gift insists the Garou repay Gaia by leaving portions of food behind
when she is not in need.
System: Every success the player receives on a Perception + Survival roll (difficulty 8)
provides barely enough food and water for one person for one day. Multiple successes can provide
for multiple people.

Nature’s Plenty I
Source: Gurahl Breed Book.
This Gift allows a Gurahl to locate sufficient food, healing herbs or other useful vegetation to
feed or tend to an individual creature in need of his ministrations. Regardless of the seasons, enough
of the required plants or herbs may be found, even if they are hidden under deep snows or only
grow in normally inaccessible places.
System: To activate this Gift, the player rolls Perception + Primal-Urge (difficulty 7). One
success is sufficient to lead the Gurahl to food or healing herbs, but not both. If a Gurahl seeks to
find both herbal remedies and food plants, at least two successes are necessary (one for each class
of vegetable matter sought). No successes means that the Gurahl cannot find any suitable plants in
the vicinity of the Gift’s activation, while a botch leads the Gurahl to non-nutritious or even toxic
plants (Storyteller’s discretion).

Nature’s Plenty II
Source: Werewolf: Wild West – The Wild West Companion.
This Gift enables a Gurahl to find enough food, healing herbs o other needed plants to feed or
heal an individual creature she’s caring for.
System: The player rolls Perception + Primal Urge (difficulty 7). Each success allows the
Gurahl to find food or one type of healing herb.

Nerigal’s Call to Arms


Source: Rage across the Heavens.
This Gift allows the Garou to summon to her side any creatures or spirits allied to Nerigal or
appropriate to Ice Warrior. These beings, whether Nerigal’s spirit warriors or predatory animals,
fight alongside the Garou for the duration of an entire battle.
System: The Garou spends a point of Gnosis and rolls Charisma + Leadership, dif. 8. One
success summons one or two creatures or spirits that answer the summons. Thus, two successes
bring up to five respondents, three successes summon up to tem creatures, four successes results in
up to 15 beings while five successes brings everything within a five-mile radius of the character.
Those creatures summoned serve as an army under the character’s command for an entire scene. Of
course, if there are no wild predators or War-spirits of Nerigal within the range, the Gift fails.

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Network Terminal
Source: Glass Walkers Tribebook Revised.
Computers have grown more and more connected in recent years, most prominently via the
Internet. Meanwhile, no matter how good your computer is, there’s probably someone with a better
computer and you’re likely connected to it. This Gift connects the Random Interrupt to that
theoretical better computer, making all work much easier. A Pattern Spider teaches this Gift.
System: The player rolls Gnosis, difficulty 7. Every success adds one die to any roll involving
the Computer Knowledge. The Gift doesn’t provide you with a computer; you actually need to be
seated at a computer that has some form of network connection.
MET: Spend a variable amount of Gnosis. Each Gnosis Trait spent grants you a level of
Computer Ability. You must be actually using a computer with a network connection in order to get
the most out of this Gift. The effects last for one scene.

New Face
Source: Nuwisha Breed Book.
The Nuwisha can completely change her identity. She may be male or female, any race or any
breed. However, this Gift only changes the Homid and Latrani form of the character, and does not
hide her true nature; she will still be recognizably Nuwisha if she changes shape. This Gift is taught
by a spirit of Kishijoten.
System: The player rolls Manipulation + Expression, difficulty 6, and must expend one
Gnosis point. This effect lasts for one scene.

New Moon’s Laughter


Source: Silver Fangs Tribebook Revised
This Gift allows a werewolf to make others around her more receptive to criticism and less
obsessed with their own pride, thus showing them the wisdom of the New Moon. To learn this Gift,
the werewolf must trick a Lune into revealing the Gift.
System: The player must spend a point of Gnosis and roll Gnosis (difficulty 6). For one hour
per success scored, the gathering that the character attended takes on a lighter mood. All Social rolls
with a positive intent are at -1 difficulty, while all Social rolls intended to provoke argument, insult
or misery are at +1 difficulty. If the character using the Gift is a Ragabash, the bonus and penalty
are doubled.
MET: Basic Gift. By spending a Gnosis Trait and making some comment or joke about
learning to accept criticism or embrace humility, the Garou may make it less likely others will take
offense at the words of others. For the duration of one scene, all positive Social tests are one Trait
up, while all negative or hurtful Social tests are one Trait down; if the Garou using this Gift is a
Ragabash, these modifiers are doubled.

New Moon Legerdemain I


Source: Silver Fangs Tribebook.
This no-moon Gift represents Luna’s deepest mysteries. Garou who invoke this Gift attract
and command dozens of invisible, minor trickster spirits (strangelings, chimaera and Wyldlings).
The creatures dance maddeningly around the Garou in the Penumbra, protecting her from harm, but
causing consternation among those in the area. The spirits play tricks on everyone around them,
saving their most dangerous pranks for the Garou’s enemies. However, the nature of this Gift only
allows the spirits to be summoned at night.
System: An avatar of Luna herself teaches this Gift, and learning it puts a Garou in Luna’s
service forever. Only Garou who perform a great service in Gaia’s name may learn this Gift. It costs
a permanent point of Gnosis to learn, and the spirits it attracts stay with the Garou until she dies.

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Although the spirits generally like "their Garou", they do not always listen to her orders and may
even play minor pranks on her. (Furthermore, those who fail to keep their spirits in line may suffer
penalties to Social rolls.) Keeping one’s spirits under control should be roleplayed, but should not
interfere too much with the game.
The spirits are semidormant most of the time, playing only the occasional halfhearted prank.
They become genuinely active during a New Moon or when the Garou wishes it. To awaken the
spirits requires a Gnosis roll (difficulty 6), and the player must spend one Gnosis point. The spirits
awaken for one night per success. The Garou may also put them back to sleep until needed again
with the expenditure of another Gnosis point and with another roll (two successes are needed).
When activated, mischievous spirits beset all the Garou’s enemies in a 25-foot radius,
pinching and tripping them. All rolls made by the Garou’s enemies are at a +2 difficulty, and their
Dice Pools are reduced by two. The spirits can also steal one item from one enemy in a given battle,
as long as that enemy is in the Umbra. The nature of the item is completely random (Storyteller’s
discretion), but usually of little 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.

New Moon Legerdemain II


Source: Silver Fangs Tribebook Revised.
This Gift allows the werewolf to summon and command a group of small trickster spirits.
This last step in the Cycle brings the werewolf to an understanding of Luna’s need for the tricksters
and the madness that she welcomes. The spirits, once summoned, dance around the Garou in the
Penumbra, protecting her from harm but disturbing and unsettling all those around her. They play
tricks on everyone in the vicinity; harmless and amusing ones on the werewolf’s allies and
destructive ones on her enemies. An avatar of Luna herself teaches this Gift, which puts the Garou
in her debt — and service — forever. To learn the Gift, the Garou must undertake a great quest in
Luna’s name, one that may take several game sessions to play out. Once the werewolf succeeds,
Luna gifts her loyal subject an understanding of the true nature of madness. Thus, the werewolf
makes the New Moon’s twisted wisdom part of herself.
System: The Gift costs a point of permanent Gnosis to learn. Once the spirits are summoned,
strangelings, chimera and Wyldlings usually, they never leave their werewolf. At times, they may
rest quietly, semi dormant in the Penumbra near the Garou, although they may occasionally play
tricks on her or those around her. They are always dormant during the day. They awaken into full
life during the New Moon or at the call of the Garou. To awaken the spirits, the player rolls Gnosis
(difficulty 6, 5 if the character is a Ragabash) and spends a point of Gnosis. The pack of spirits
becomes active for one night per success. If the werewolf wishes them to go back to sleep, the
player must roll Gnosis as above, spending another point of Gnosis and get at least two successes.
Once they are active, the spirits play games and vicious tricks on all the werewolf’s enemies
within a 25-foot radius, pinching, tripping and interfering with them in all manners of ways. This
creates a +2 difficulty to all the enemies’ rolls and removes two dice from their dice pools to boot.
The spirits may steal an object from an enemy in the Umbra once per day. It will only be a minor
item of little worth or power, as defined by the Storyteller. The spirits might show their werewolf
their prize, or they may not, depending on their whims. If no enemies are at hand, the spirits may
turn their attentions to whoever is at hand (save the Gift’s master) — even allies are not quite safe,
although the spirits harass them somewhat more infrequently. It is the wise Garou who sings the
spirits back to slumber when the battle is done. A powerful spirit, of Jaggling level or higher, may
disperse the spirits for a scene by spending a point of Gnosis.
MET: Advanced Gift. After completing a suitably arduous quest in Luna’s name and
sacrificing a permanent Gnosis Trait, the Garou has a number of minor Wyld spirits permanently
bound to her — even if destroyed, they will eventually reform at the character’s side again. These

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spirits are normally dormant, although they awaken during the New Moon or when the Garou calls;
calling requires the expenditure of a Gnosis Trait and a Gnosis test against five Traits. Ragabash
receive a free retest on all attempts to awaken these spirits. Once active, the spirits remain awake
for a number of scenes equal to the Garou’s permanent Gnosis rating, constantly harassing the
Garou’s enemies or playing tricks on her allies. This manifests as a one-Trait penalty on all actions
taken by the Garou’s enemies in the immediate area, and a two-Trait penalty on all actions taken
against the Garou directly. The Spirit Keeper should be summoned to monitor the use of this Gift,
keep track of the Garou’s enemies and otherwise adjudicate the actions of these capricious spirits as
necessary. If no enemies are present, the spirits will instead play harmless pranks on the Garou’s
allies, which though irritating will never cause lasting harm or loss of property. The Garou may
attempt to sing these spirits back to sleep at any time; this requires a Gnosis Trait, a turn spent
singing a soft lullaby and a Gnosis test of the same sort as it takes to awaken the spirits. Once again,
Ragabash receive a free retest on this challenge. In addition, spirits of Jaggling level or higher may
disperse these spirits for a scene by spending a Gnosis Trait and creating a suitably intimidating
display.

Night Terror
Source: Bastet Breed Book.
By standing vigil over a sleeping person or animal, the Bastet can evoke the famous cat-fear,
causing his target to have nightmares for several nights running.
System: The werecat must sit beside his victim for several minutes while she sleeps, spend
one Gnosis point, and roll Wits + Occult or Enigmas (whichever is higher). If he rolls well, she’ll
have nightmares for one night per success. Five successes or more will cost the victim a temporary
point of Willpower until she can sleep normally again. The Gift cannot be reused on the same
person until the original nightmares have passed.

Night Whispers
Source: Nagah Breed Book.
With this Gift, the Nagah is able to communicate silently, through mindspeech, with any
member of his nest (or anyone else he chooses). Unless the Nagah takes special pains, no one else
can hear the conversation; the Gift’s user must effectively "whisper" to one person at a time. Vasuki
Nagah often takes this Gift to facilitate communication with their non-vasuki nestmates.
System: The player must spend one Gnosis. For the cost of an additional Gnosis, the
character may choose to speak to all within "earshot" at once. This Gift lasts for one scene. To
speak to an unwilling target, the Nagah must roll Charisma + Empathy, difficulty of the target’s
Willpower.

Night’s Passage I
Source: Bastet Breed Book.
By attuning himself to the shadows from which he has born, a Bastet may walk through dim
or dark areas while effectively invisible. Others may hear him or spy him with magical sight, but
until he makes his move, the werecat remains hidden from view. This Gift even foils sudden lights,
so long as some shadows still exist to hide in.
System: By spending a Gnosis point and rolling Dexterity + Subterfuge or Occult (difficulty
7), the cat effectively “disappears.” Although he’ll remain substantial, the darkness will mask his
presence for the rest of the scene, or until he attacks someone. At that point, the Gift disperses, and
the Bastet is left with his natural hiding talents only. Supernatural beings can use their own magics
to detect the cat by rolling Perception + Occult, difficulty 8. Otherwise, nothing short of total
illumination will reveal the skulking werecat.

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Night's Passage II
Source: Players Guide to the Changing Breeds.
By attuning himself to the shadows from which he was born, a Bastet may walk through dim
or dark areas and be effectively invisible. Others may hear him or spy him with magical sight, but
until he makes his move, he remains hidden from view. This Gift even foils sudden lights, as long
as some shadows still exist in which to hide.
System: By spending a Gnosis point and rolling Dexterity + Subterfuge or Occult (difficulty
7), the Bastet effectively "disappears" for the rest of the scene, or until he attacks someone.
Supernatural beings can use their own magics to detect him by rolling Perception + Occult
(difficulty 8). Otherwise, nothing short of total illumination can reveal the skulking Bastet.

Nightmare Mnesis
Source: Mokolé Breed Book.
The Gumagan can overcome any foe with Mnesis, forcing them to remember the atrocities
committed on the Aboriginal peoples and animals of the land. This Gift is taught by a Bunyip ghost.
System: The Gumagan looks into her foe’s eyes and makes a Mnesis roll, difficulty of the
opponent’s Willpower. If she succeeds, the foe will remember lifetimes of slaughter, torture, rape
and defilement. He must make a Willpower check, difficulty 7, or fall into despair (usually Harano).
Many who have been struck by this Gift have harmed themselves or sought to atone for the crimes
they recall.

Nightmare Possession
Source: Dark Ages: Werewolf.
A Garou with this degree of mastery over the spirit world can call up a dreadful spirit of the
Wyld and bind it immediately to his target, sentencing his enemy to a twilight existence of constant
nightmare. The victim suffers an immediate loss of intellect and most memory, and he begins to act
in a bestial manner. Even if the spirit is later expelled, the damage to the victim’s soul cannot be
undone. This Gift is taught by a Wyldling.
System: The player rolls Wits + Empathy (difficulty is the target’s Willpower + 3, maximum
of 10) and spends a variable number of Gnosis points. For each two Gnosis points spent, one point
of Intelligence is destroyed. The Garou can destroy, at most, as many points of Intelligence as
successes scored on the roll. The player must also declare the total Gnosis expenditure before seeing
the results on the target — neither the player nor the character knows the victim’s Intelligence
Attribute rating. A botch on the roll indicates that the powerful Wyld spirit is summoned but not
bound, and is free to wreak havoc.

Nighttime Web
Source: Bastet Breed Book.
As the Level Three Common Gift: Cheshire Prank, except that it works in all forms and does
not require a grin.

Nimbleness
Source: Players Guide to the Changing Breeds.
The Kumo may make extraordinary leaps and jumps. This Gift is taught by a flea-spirit.
System: The player spends a Gnosis point to add two dice to any Athletics or Dodge roll for
one scene.

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No Blood
Source: Rokea Breed Book.
Most sharks use vibrations and electrical pulses as well as smell to track food. The Darkwater
using this Gift renders herself completely invisible to these senses. Even if she bleeds, she still
emits no smell at all. Also, her coloration changes so that any attempts to see her coming are stifled
as well. In short, as long as the wereshark remains silent, she likely remains undetected. A stingray
spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Wits + Stealth (difficulty 6). Success
indicates that the Rokea is completely undetectable by scent, vibration, or electric pulse, and any
attempts to detect by sight are at +3 difficulty. While this Gift is most useful underwater, it does
thwart Gifts like Scent of Sight as well. The Gift’s effects last for one hour per success, though
attacking or otherwise drawing attention to oneself cancels them.

No Walls I
Source: Rokea Breed Book.
In Sea, nothing is confined. There are no walls or doors, and for the evermoving Rokea, this is
perfect. On land, however, things are different. With this Gift, the Brightwater can batter his way
through any wall or door, no matter what the material. This Gift does not prevent alarms or traps
from being triggered, however. This Gift is taught by a spirit-servant of Kun.
System: The player rolls Strength + Athletics (difficulty 7). The Rokea can smash through
any man-made barrier in a number of turns equal to (8 - the number of successes on the roll). This
Gift does not function on barriers that do not impede the Rokea. For example, the Rokea could not
use No Walls to batter his way through a ship’s hull, as he could simply swim around the ship.

No Walls II
Source: Players Guide to the Changing Breeds.
Nothing confines the Rokea in Sea, but on Unsea, the humans have erected so many barriers
that it drives the Brightwaters to madness. This Gift, taught by a spirit-servant of Kun, allows them
to bypass such blockades in the most direct way possible. The character simply batters his way
through whatever stands before him, no matter what the material.
System: The player rolls Strength + Athletics (difficulty 7). The character smashes through
any man-made barrier in a number of turns equal to (8 - the successes on the roll). This Gift does
not function on barriers that do not directly impede the Rokea's movement; the Rokea could not
batter his way through a ship's hull, as he could more easily swim around the ship.

No Hidden Thing
Source: Bastet Breed Book.
By reading the riddles of the world as mystic patterns, a Qualmi can discover answers that
aren’t immediately obvious to mortals. It’s hard to hide things from lynx!
System: This Gift combines the Level One Common Gifts: Spirits’ Sight, Dowsing,
Pathfinder’s Pride, Sense the Truth, Sense Unmaker’s Hand and Cat Sight. The roll is Perception +
Enigmas, and the difficulty ranges from 5 to 9, depending on what the lynx is looking for and how
well it’s hidden. The Qualmi must spend one Gnosis, but retains the use of this Gift for the entire
scene.

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Nose of the Hungry Hound
Source: Bone Gnawers Tribebook.
By spending a Willpower point and rolling Perception + Primal-Urge (difficulty 7), the Garou
can hunt down the closest source of discarded, relatively disease-free food. The number of
successes determines how much food is found. This Gift will not detect the hot dogs within a
vendor’s cart (unless that vendor would gladly give a wiener to a hungry mutt), but it would detect
the bag of cheez-fries that accidentally dropped out of a passing car window. This is a Bone Gnawer
version of the Lupus Gift: Sense Prey.

Nose-to-Tail
Source: Wendigo Tribebook Revised.
As a wolf curls into a ball to keep warm, tucking her snout beneath her bushy tail, curving her
spine inward to capture body heat, so the Garou may make herself resistant to cold. The Gift is
more effective if the Garou is in Crinos, Hispo, or Lupus form, but can be used in Homid or Glabro
form in extremis. An ancestor-spirit teaches this Gift,
System: The player rolls Stamina + Survival. The difficulty of keeping warm depends upon
the severity of the cold; sub-freezing night only presents a difficulty of 6 (and few proud Wendigo
would bother using a Gift to resist such a trifle), while a full blown ice storm is difficulty 9. The
character should physically assume the nose-to-tail’ position, or curl up, to activate the Gift, but
once it has taken effect, she may move about normally. The difficulty increases by 2 for Garou in
Homid or Glabro form. The power lasts for a scene, and does not protect the Wendigo from cold-
based attacks or spirit abilities, but rather only ambient cold temperatures.
MET: Basic Gift. By spending a Physical Trait and assuming the titular position, the
Wendigo becomes immune to the negative effects of cold weather for the remainder of the scene.
Note that the character need not remain in the position for the entire duration, only to enact the Gift
itself. If used in Homid or Glabro form, the Gift costs an additional Physical Trait.

Oaksong
Source: Rage across the Heavens.
By using this Gift, a Garou can communicate with inanimate objects made of wood or some
other organic substance (i.e., something that was once alive). The objects do not actually speak, but
the Garou can sense their thoughts as images or sensations. For example, a wooden cane might
communicate that someone has used it for wilderness travel by filling the Garou’s mind with sounds
of a crashing waterfall, the musty odor of bear spoor and the image of crowded undergrowth and
towering pines. A straight-backed wooden chair might allow a Garou to “see” the person who last
occupied it and get a sense of the emotional state of that individual. With practice, a Garou can hold
an entire wordless conversation with anything from a sturdy hemp rope or a mat made of woven
reeds to a charred scrap of paper (made from wood pulp).
System: The user of the Gift must concentrate on what sort of information she wishes to
obtain from the object as if she were asking a question. The sensations and images constitute the
“answer.” The player spends a point of Gnosis and rolls Perception + Enigmas (difficulty 7). Each
success allows the character to formulate one question and direct it to one item. Additional
successes allow the character to ask more questions (on a one-for-one basis) or else ask the same
question of different objects. No successes indicate a simple failure of the Gift, while a botch
provides the Garou with false or garbled information.

Oath of the Great Bear I


Source: Gurahl Breed Book.

400
Similar to the Garou Philodox Gift: Geas, this Gift enables the Gurahl to make an oath that an
individual or group swears is binding. While the terms of the oath cannot force the recipient to act
in ways that are detrimental to himself, the binding words can demand almost anything else within
the victim’s physical or mental capability. A Jaggling in service to Ursa Major teaches this Gift.
System: The player rolls Manipulation + Leadership (difficulty of the recipient’s Willpower)
and spends a point of Gnosis. If the Gurahl wishes to affect a group, the difficulty of the roll is
determined by the member of the group with the highest Willpower. If the victim breaks the terms
of the oath, she begins to lose Willpower at a rate of one point per day. If her Willpower reaches
zero, she begins to lose some other Trait or Attribute. This process continues until the victim either
dies, adheres to the original oath or successfully petitions the Gurahl to release her from the oath.

Oath of the Great Bear II


Source: Players Guide to the Changing Breeds.
Similar to the Philodox Gift: Geas, this Gift grants the Gurahl the ability to cause an
individual or group oath to be binding. The oath cannot force the oath sworn to act in ways
detrimental to himself but can compel anything else within the target's capabilities.
System: The player spends a point of Gnosis and rolls Manipulation + Leadership (difficulty
of the target's Willpower). To affect a group, the Gurahl must roll against the difficulty of the
person in the group with the highest Willpower. Targets who break the oath lose a point of
Willpower per day until that Trait reaches zero followed by some other Trait or Attribute. This
process continues until the target dies, returns to the oath's terms or successfully requests the Gurahl
to release her from the oath.

Obedience I
Source: Werewolf: the Apocalypse Revised.
With the power of this Gift, the Shadow Lord becomes the ultimate alpha, compelling all
others to follow her orders. A Stormcrow teaches this Gift.
System: The player spends one Gnosis point and rolls Charisma + Leadership (difficulty 8).
All in the vicinity must roll Willpower (difficulty 8) and match or exceed the Garou’s successes to
avoid the effects of the Gift. If the werewolf wins by one success, the targets follow any orders they
don’t mind following. Getting three successes means that the targets will treat the Garou as their
alpha and fight for him. Getting five successes means that the targets will follow him into the Abyss
or perform other virtually suicidal actions.

Obedience II
Source: Dark Ages: Werewolf.
The Shadow Lord becomes the ultimate alpha, commanding others to do as he wishes. A
Stormcrow teaches this Gift.
System: The player spends one Gnosis point and rolls Charisma + Leadership (difficulty 8).
All in the vicinity must make a Willpower roll at the same difficulty. Failure to exceed the
character’s successes means that listeners must obey the commands of the character. The degree of
obedience varies according to the number of net successes. One success means that the listeners can
be persuaded to do something they do not mind doing. Three successes mean that the listeners will
do exactly what the character tells them to do, as long as they are not utterly opposed to the idea.
Five successes mean that the listeners will undertake virtually suicidal actions at the whim of the
Shadow Lord.

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Obscure the Spirit World
Source: Werewolf: Wild West – The Wild West Companion.
This Gift allows the elder to confuse the minds of young Garou, making it impossible for
them to step sideways. The victims of this Gift are blind to the spirit world and all of its denizens.
Quite often used as a punishment, the Gift has obvious tactical advantages when fighting other
Garou. A Coyote-spirit teaches this Gift.
System: The player spends one Gnosis point for every Garou she wishes to affect. The
Gauntlet increases by five for those targets. The effect lasts for one story. The Gift can affect up to
five Garou at any one time.

Obscure the Truth


Source: Players Guide 2nd Edition.
Not many Garou can look a Philodox in the eye and get away with bald-faced lies. The
Ragabash with this Gift has an edge over all his kin. She can calmly explain that the sky is green or
gleefully regale her comrades with the exploits of a lone, heroic Ragabash and have no fear of being
called on her prank.
System: By spending a Gnosis point, the Ragabash gains an air of sincerity that is nearly
impossible to penetrate. Once activated, consider the Ragabash’s Subterfuge to be double its normal
rating.

Ocean's Peace
Source: Players Guide to the Changing Breeds.
Before Sea created the Three Daughters, she existed in an ever-changing and yet very serene
perfection. The most powerful Rokea can experience just a fragment of that peace, and draw
strength from it. A spirit-servant of Sea teaches this Gift.
System: The player always adds 30 to initiative rolls for the Rokea. Also, the player may roll
Willpower (difficulty 7) at the beginning of any scene. If successful, for the remainder of the scene,
the player may spend a Willpower point for an automatic success on any roll, but does not actually
lose the point unless no successes are rolled naturally. That is, if the roll fails, the character still gets
one success and the Willpower point is marked off as usual. If the roll botches, the character loses
the Willpower point but the botch is treated as a simple failure.

Odious Aroma I
Source: Werewolf: the Apocalypse 2nd Edition.
The use of musk has long been a defense in the wild. With this Gift, the Garou can greatly
amplify her own natural body odour, creating a debilitating stench. This Gift is taught by a Stinkbug
spirit.
System: The Garou spends one Gnosis point. For the duration of the scene, all beings within
20 feet of the Garou (provided they have olfactory organs) subtract two from all Dice Pools as they
choke and retch. However, the Garou subtracts two from all his Social Dice pools and may be
ostracized for the duration (not a big worry for most Bone Gnawers).

Odious Aroma II
Source: Werewolf: the Apocalypse Revised.
The Bone Gnawer can amplify his (probably already formidable) body odor to the point that it
debilitates any who can smell it. A stinkbug-spirit teaches this Gift.

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System: The player spends one point of Gnosis. For the duration of the scene, all beings that
can smell and are within 20 feet of the Garou subtract two from all dice pools as they fight to
breathe.

Of Rat and Man


Source: Ratkin Breed Book.
With a bit of practice, homid breed Ratkin can learn to assume a form between Homid and
Crinos, rather like a Garou’s Glabro form. Though the critter still appears very human, his "ratlike"
features become exaggerated enough that anyone can notice them. Beady eyes, a sharp nose,
gnarled hands and a stoop are the most commonly displayed traits. Humans find this unnerving; rats
find it charming. While in this form, many of the aspects of misleading and betraying humans
become much easier.
System: Spend one Rage and spend one turn shifting. The following Attribute modifiers
apply while in "near man" form: Dexterity +2, Charisma +1 (to rats), Charisma -1 (to humans), and
Perception +2. Best of all, while in this cunning form, your Subterfuge and Stealth rolls’ difficulties
are reduced by 2.

Offering of the Slain


Source: Red Talons Tribebook Revised.
Human corpses are problematic. They don’t burn well, the Litany prohibits eating them, and if
other humans find them, they tend to get offended and search the area thoroughly. Burying them
isn’t always an option because humans, being the curious little apes that they are, may eventually
dig up an area for whatever reason and find the bodies. The Predator Kings certainly aren’t willing
to stop killing humans just because disposing of their bodies is a problem, hence this Gift. With but
a touch, the Talon can cause dead flesh to decay and crumble to dust in seconds, giving it up as an
offering to Gaia. A spirit of decay or decomposition, as well as some scavenger-spirits, can teach
this Gift.
System: The player spends one Gnosis point and rolls Gnosis (difficulty 6, although the
bodies of fomori or other Wyrm-tainted beings are harder to dispose of and raise the difficulty by
one). For each success, the Garou may decompose one human-sized body (slain metis Garou count
as two). The werewolf may use this Gift multiple times in a scene to dispose of numerous corpses,
but each use requires another point of Gnosis and a new roll.
MET: Spend a Gnosis Trait and make a Gnosis Challenge. With success, you may dispose of
a single human-sized body. You may use this Gift multiple times in a scene for numerous corpses,
but each use requires another Gnosis Trait spent and another challenge. Metis corpses are
considered to be the size of two human bodies and fomori or other Wyrm-creatures may require
further expenditures of Gnosis depending on their size.

Ojas Surge I
Source: Bastet Breed Book.
By channeling ojas, the mystical energy inside us all, a Bagheera can boost his physical and
perceptual abilities beyond their normal limits. To do so, he attains a posture and meditates for a
moment, then guides the ojas through his body, directing it to whatever his needs might be.
System: To perform the Gift, the panther must meditate first. This usually takes some time,
and depends on experience; it usually takes a First Rank Bagheera five turns (minutes) to center
himself, while a Fifth Rank cat can do it in one. As he attains this state, he rolls his Gnosis
(difficulty 7). Each success he wins can then be applied as a dot in one or all of the following
Attributes: Strength, Dexterity, Stamina, Charisma, Perception or Wits. The Surge also brings a
rush of ecstasy, a tingling wash that sharpens the senses and lightens the heart. The Attribute

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bonuses last for one scene, and cannot be “stacked”. The feeling of well-being lasts all day. The
Surge can be done as many times as the Bagheera desires, but each additional try after the first
raises the difficulty by two and doubles the meditating time. If an attempt to channel the rush fails,
the cat gets depressed and cannot try again that day. A botch may provoke a frenzy.

Ojas Surge II
Source: Players Guide to the Changing Breeds.
By channeling ojas, the mystical energy inside us all, a Bagheera can boost his physical and
perceptual abilities beyond their normal limits. To do so, he attains a posture and meditates for a
moment, then guides the ojas through his body, directing it to what ever his needs might be.
System: To perform this Gift, the Bagheera must first meditate for five minutes. He may
reduce this time by one minute for every rank he's achieved beyond first (to a minimum of one
minute). After he's centered himself, he rolls Gnosis (difficulty 7). Each success can be used to
boost one of the following attributes by one dot: Strength, Dexterity, Stamina, Charisma,
Perception, or Wits. The successes can be distributed in any way the Bagheera wishes, and the
effects last for one scene. Multiple uses of the Gift are not cumulative. The Bagheera may use the
Gift as often as he wishes, but each use beyond the first in a given day raises the difficulty by two
and doubles the meditation time. A failed attempt to initiate the surge leaves the Bagheera
depressed, and the Gift cannot be used again that day.

Omen of Truth
Source: Book of Auspices.
Half Moons are seldom called upon to make easy decisions or clear-cut judgments — if things
were so simple, the Philodox would not be needed. Yet when it comes down to it, even the judge
could use a hint now and then. By taking a moment to look around, the wise Garou may see in the
fall of a leaf or path of a butterfly an answer he seeks.
System: The player spends a Gnosis point and makes a Perception + Enigmas roll (difficulty
varies, from 9 in a featureless, sealed space to 5 for a forest at sunset). The Gift takes a minimum of
one full minute to use; the user gains a -1 difficulty if he dwells on the problem for half an hour.
Successes add to the nature and certainty of the omen, while a botch brings an equally certain but
erroneous conclusion. More than most, the effects of this Gift are up to the Storyteller, and depend
on the situation; in general, though, the Storyteller should use it to give a hint as to Gaia’s two cents
worth on the matter in question.

Omens and Signs I


Source: Corax Breed Book
Corax can find symbolic portents in their surroundings without even trying — but this Gift
helps. The world is full of omens, after all, but a Corax with this Gift knows where to look for them.
This Gift is taught by a Stormcrow.
System: To find an omen in her surroundings, the Corax rolls Wits + Occult (difficulty 6).
However, Corax have to be careful not to abuse this Gift. Otherwise, they start to mistake false
omens for true — proof positive that the universe doesn’t like to give away all of its secrets.

Omens and Signs II


Source: Frontier Secrets.
Corax can find symbolic portents in their surroundings without even trying - but this Gift
helps. The world is full of omens, after all, but a Corax with this Gift knows where to look for them.

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System: To find an omen in the Corax’s surroundings, the player rolls Wits + Occult
(difficulty 6). However, Corax have to be careful not to abuse this Gift. Otherwise, they start to
mistake false omens for true-proof positive that the Universe doesn’t like to give away all of its
secrets.

One on One
Source: Book of Auspices.
The World of Darkness is a complex place, filled with intrigue, misdirection and all manner
of supernatural evasion. Ahroun, however, are simpler beings, and this Gift allows them to extend
their direct methods where they might not otherwise reach. The Garou says a brief prayer to Luna
and the other innumerable spirits of blood, terror and vengeance in the Garou pantheon. She is then
transported instantly to a single foe of her choice, whom she may engage in one-to-one combat to
the death under Luna’s own aegis. The foe cannot flee (though tactical withdrawal with the specific
intent of continuing the fight this scene is acceptable), nor can she receive aid from outsiders. The
invoker is bound by same restrictions, of course. Luna herself teaches this Gift, and not through an
avatar— the petitioner must journey to Luna’s court in the Aetherial Realm and convince the
capricious goddess that her reasons for needing this power are just.
System: This Gift cuts through all supernatural forms of warding, concealment, contingency
spells and similar precautions without any roll. For the remainder of the scene, both affected parties
can receive no aid from other sources, and can only use powers that are directly physical in nature.
A vampire’s unearthly strength and speed or a faerie’s ability to strike at enemies with the spirit of
holly would remain potent, but a member of either race would be stripped of his supernatural mind-
clouding and unearthly presence. Likewise, a Namebreaker might throw lightning or increase his
own strength, but not teleport away or turn incorporeal to avoid the Garou’s strikes utterly. This
Gift involves the direct interference of the Celestine Luna in mortal affairs, and the Storyteller
should remember that a thinking being is determining the Gift’s exact effects, not a defined
supernatural spell. The Storyteller should make judgment calls on the Gift’s effects keeping it
within its intended spirit of providing a fair, open and physical fight. A Garou asking to be
transported to a vampire in torpor, for example, might find the Leech awake and ready to fight...
The Garou must expend a point of permanent Gnosis to activate this Gift. Once the fight is done,
normal rules of reality reassert themselves — which might be bad if the Garou has been sent to
Malfeas or some other hellish domain.

Open Moon Bridge I


Source: Werewolf: the Apocalypse Revised.
The Garou has the ability to open a moon bridge, with or without the permission of the totem
of that caern. A Lune teaches this Gift.
System: The player spends one Gnosis point. See the Rite of the Opened Bridge (p. 158) for
more information on opening moon bridges. The maximum distance that can thereby be covered is
1,000 miles.

Open Moon Bridge II


Source: Dark Ages: Werewolf.
The Garou has the ability to open a moon bridge with or without the permission of the totem
of the caern. Only a Lune will teach this Gift.
System: The player spends one Gnosis point. The initiating caern must maintain a pathstone
to the destination. Also, the destination caern must be within 1,000 miles of the origin, or the moon
bridge will not open. If the moon bridge is opened without the permission of the caern totem, the

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spirit may notice and alert the Caern’s guardians. See the Rite of the Opened Bridge (p. 147) and
the Caerns section (p. 164) for more details on moon bridges.

Open Seal I
Source: Werewolf: the Apocalypse 2nd Edition.
With this Gift the Garou can open nearly any sort of closed or locked device. This Gift is
taught by a Raccoon-spirit.
System: The Garou rolls Gnosis (difficulty of the local Gauntlet rating).

Open Seal II
Source: Ratkin Breed Book.
Similar to the Ragabash Gift of the same name.
System: Spend one Gnosis and roll Gnosis against the difficulty of the local Gauntlet. In any
laboratory, Engineers are at -2 to their difficulty. This Gift may also open and close doors while an
Engineer is in the Umbra.

Open Sun Bridge


Source: Mokolé Breed Book.
As the Ragabash Gift: Open Moon Bridge.

Open Wounds I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may cause the next wound he inflicts on a target to bleed profusely. This Gift is
taught by a Pain spirit.
System: The Garou spends one Gnosis point and rolls Strength + Medicine (difficulty of the
target’s Stamina + 3). If the roll succeeds, the target will bleed, losing one Health Level per turn for
duration of one turn per success. This is not aggravated damage.

Open Wounds II
Source: Werewolf: the Apocalypse Revised.
The Garou may cause the next wound he inflicts to bleed profusely, weakening the target
further. A pain-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Strength + Medicine (difficulty 7). If
the Shadow Lord’s next attack does any damage, the target will bleed continuously, losing one
health level per turn for a number of turns equal to the number of successes rolled. This
hemorrhaging is considered lethal damage.

Omen of Power
Source: Black Furies Tribebook Revised.
The Freebooters are famed among the Garou for their ability to find items and places of great
magical power. Some believe that they follow Wyld-spirits in their nearly-random wandering
through the Umbra; others say the Freebooters can sense the perturbations of even the weakest ley
lines. Regardless of the true nature of their abilities, many Freebooters can sniff out the locations of
dormant caerns (that is, those once opened whose power has since faded). When conditions are
right, they can even sense particularly powerful fetishes from a distance. This Gift is taught by a
Hound-spirit.

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System: Spend one Gnosis and roll Perception + Enigmas; the difficulty is known only to the
Storyteller, and is based on the distance to the source of power. Success means that the rough
distance and direction to a mystic power source is revealed to the Black Fury. The source of power
can be an active or dormant caern, or a level 5+ fetish. The base difficulty for the roll is 7, if the
source of power is within ten miles; decrease it by 1 if the distance is less than 1 mile, and increase
it by 1 if the distance is between ten and twenty miles - Omen of Power cannot detect sources of
power greater than twenty miles distant. This difficulty is decreased by 2 if the source of power is
an active caern, and increased by 1 if it is a fetish rather than a dormant caern.
By default, this Gift is accurate to within about 20% - if a caern is within 10 miles, Omen of
Power will give its distance and direction to within about 2 miles. Additional successes on the
Gift’s activation roll decrease that margin of error by 5% per success, but never to less than 5%.
The Gift can be re-used as the Garou close in on a source of power, to further refine their target’s
location. Omen of Power does not tell the Garou anything about the source of power other than its
direction and distance; she will not even know whether it is a caern or fetish.
Example: Talisha, a Freebooter, wishes to find a nearby source of magical power. She spends
one Gnosis and rolls Perception + Enigmas to discover if anything is nearby. The Storyteller,
knowing that there is an active Black Spiral Dancer Hive about fifteen miles away, calculates the
difficulty as follows: the base is 7, +1 for such a long distance, -2 for the source being an active
caern. That makes the final target 6; he looks at Talisha’s roll and sees that she has earned 2
successes. That means that she’ll have a decent idea where the source of power is, to within about
10% of its distance from her, or one and a half miles. Of course, she won’t know it’s a Spiral caern
until she gets up close...
MET: You can expend a Gnosis Trait and attempt a static Mental Challenge (Enigmas for
retests) to try to sniff out sources of magical power, the base difficulty is deter-mined by a Narrator,
based on the distance and strength of any nearby magical emanations. You must have a Narrator on
hand to guide you as you follow Umbral perturbations in an attempt to sense caern, magical items
and similar concentrations of mystic energy.
It is advised that use of this Gift be limited to actions "between games," so that a Fury can
sniff out dormant caerns or magical items and give the Story-tellers sufficient time to prepare
appropriately at the next game session. Using this Gift extensively in the course of a game may
monopolize the attention of Storytellers, who may simply decree that "No magical emanations
(other than already-known caerns and fetishes) are within range," and still deduct the appropriate
Gnosis cost.

On Patrol
Source: Bone Gnawers Tribebook Revised.
This Gift extends the duration and range of Scent of the True Form or Sense the Unnatural;
the Garou needn’t have either one of those Gifts before learning this one, but this Gift is useless
without them. Bone Gnawers who hang out on strategically chosen street corners have a good
chance to sniff out supernatural creatures in the neighborhood. Using the Gift takes about an hour.
During that time, if a Wyrm-tainted creature passes within about a city block, there’s a chance the
werewolf will pick up his scent. Galliards use this Gift while begging for change. Lost-dog spirits
teach this Gift.
System: Spend one Gnosis and roll Stamina + Occult (difficulty 6). The effects last for one
hour and extend for a city block. (In the wilderness, the range depends on the Garou’s sense of
smell.) Alternatively, a Garou using the Gift: Pulse of the Invisible can use it with On Patrol to
watch activity in the Penumbra, even while hanging out in the physical world. As one would expect,
a Bone Gnawer sitting on a street corner reacting to stuff that isn’t really there looks like he’s
strung-out, drunk, stoned or insane. Even while "chemically enhanced," he can still sense the taint
of the Wyrm around him.

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MET: This Gift requires one Gnosis Trait and works as a Patrol Gift. This either requires the
assistance of a patrolling spirit or a Spirit Keeper who can represent one (Spirit Keeper’s
discretion). Use a Gnosis Trait to activate this Gift, tap your spirit player on the shoulder, and sit on
the ground or floor for ten minutes. Your patrol spirit can then roam around and issue a limited
number of challenges to find Wyrm-taint, unusual spirits, or just plain suspicious activity. The
number of challenges he can undertake equals twice your permanent number of Gnosis Traits. The
duration of the Gift expires after ten minutes or when the spirit has made all its challenges,
whichever comes first.

Osprey’s Eye
Source: Silver Fangs Tribebook Revised.
Osprey can spot his prey in the water from high in the air above, despite the distorting effect
of the water itself. She gives her children the same ability, so they may hunt the enemies of Gaia as
easily in the water as in the air. This Gift is taught by an osprey spirit, or by her ally, Salmon.
System: The player spends a point of Gnosis. For the rest of the scene, the character can see
into water as if there was no distortion at work. In addition, if the character is submerged in the
water, he is at -2 difficulty to any vision-based Perception roll.
MET: Basic Gift. With the expenditure of a Gnosis Trait, the Garou may see into water
without penalty; in addition, if actually submerged, the Garou is two Traits up on all tests of visual
perception. This Gift lasts for one scene.

Osprey’s Flight
Source: Silver Fangs Tribebook Revised.
When Osprey hunts, she can hover over the water. She wishes her children to hunt, over rivers
just as easily, so she teaches this Gift to those who prove themselves worthy enough.
System: The player spends a point of Gnosis. For the rest of the scene, the character may
move over the surface of a river or lake as if it were solid ground. However, for the character to do
anything other than just run across the water, the player must make a reflexive Dexterity + Athletics
roll (difficulty 8). Failure sends the unfortunate werewolf to a humiliating bath. This Gift only
applies to rivers and other fresh-water bodies. It cannot be used on the sea or on saltwater estuaries.
MET: Basic Gift. By spending a Gnosis Trait, for the rest of the scene the Garou becomes
able to travel on the surface of lakes and rivers without penalty; however, for each turn that she
wishes to do anything other than simply walk on the water, she must first make a Simple Test.
(Athletics may be spent to retest this challenge.) Failure means that she immediately falls into the
water, though she may still act that turn. This Gift does not work at sea, nor does it allow the Garou
to cross saltwater of any kind.

Otter’s Breath
Source: Frontier Secrets
As the Uktena Gift: Flick of the Fish’s Tail.

Overclock
Source: Book of the City.
In the world of computers, your equipment is outdated by the time it’s out of the box. This
gift allows the Garou to make a piece of computer equipment perform beyond its specifications.
This includes speeding up a processor to render a 3D image quicker, improving video cards to
display more polygons than usual or adding more memory to hold larger amounts of information.
Any technological spirit can teach this gift.

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System: The player rolls Manipulation + Computer (difficulty 6). More successes mean more
improvement. However, the Storyteller may decide that a certain number of successes are necessary
to attain a certain speed. (Speeding up your 233mhz Pentium to run the latest game may only need
one success, but trying to overclock your old Amiga to render modern game graphics in less than a
day may need at least three). The effect of this gift lasts one scene or function (in the cases of
extended renders and processes).

Overlook
Source: Uktena Tribebook Revised.
It can be quite useful to be ignored at times. You can overhear what was not meant for your
ears, or see armed guards look right past you. As long as the Uktena keeps a low profile, a
supervisor will assume he's just another tech, or the cowboys will see only "some tame Injun asleep
by the hitchin' post." Some Ragabash call this the "Tonto goes to town" Gift; members of the Scouts
also favor it. A cuckoo-spirit teaches this Gift.
System: The character does his best to look nonchalant or otherwise occupied doing
something low-key. The player rolls Manipulation + Subterfuge (difficulty varies depending on
how well he blends in to start with: 6 if the Garou is dressed in the same manner and going through
the same motions as the techies around him; up to 9 if he's stark naked and carrying a bloody axe).
To see the Garou as more than mere window-dressing, watchers must get more successes on
Perception + Alertness than the player originally rolled. Should he draw attention to himself, by
acting out of character or speaking loudly for example, the player must reroll with a penalty of +2
difficulty in order to maintain the effect.
MET: Basic Gift. By dressing the part and doing her best to blend in, the Uktena can ensure
that all but the most cautious scrutiny overlooks her presence. To activate this Gift, the player must
make a Mental test (retest Subterfuge) against a difficulty based on how much the Uktena looks like
those where she's trying to fit in and how vigilant the security in the area happens to be. For
instance, dressing up in business clothes and slipping into a large office on a hectic morning would
be relatively easy, but trying to do so without proper work attire would be more difficult and
attempting to blend in on the morning of a personnel review would be even harder. An Uktena may
attempt to blend in with more than one group of people, but doing so requires a new Mental test and
likely a change of clothes as well.
Success means that as long as the Uktena keeps a low profile, she is essentially ignored by
those around her, who assume that she is just another one of crowd. A description tag reading
"Ignore Me" or similar method should be used to alert others to her forgettable status. Those
attempting to pierce this disguise must either possess supernatural senses or be actively looking for
an intruder, and defeat the Uktena in a Mental test. The Narrator may also call for additional Mental
tests during the scene if the Uktena acts out of character, calls attention to herself or is caught
lacking critical props or knowledge ("What do you mean you don't have an ID card? Everybody
around here has one"). Note also that this is not true invisibility—an Uktena attempting to sneak
into a guarded facility will still be stopped by security like everyone else in the group she's with. It
also does not function if there is no group to blend into; an Uktena trying to pass herself off as a
store employee to a small business owner who runs the store with his wife won't be fooled.

Oversea’s Cycle
Source: Rokea Breed Book.
The Brightwaters are born in the time of Oversea’s greatest pain. As such, they enjoy a
strange connection to him, and can use this connection in several ways. When the moon is full or
the sun is shining, die may draw upon his anger. When the Wound is covered — die sun is clouded
over or the new moon rises — die Brightwater may heal his own pain. This Gift is taught by a
spirit-servant of Oversea.

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System: When the sun or the full or gibbous moon shines, the player may roll Willpower
(difficulty 6). The Rokea regains a point of Rage for each success, with no danger of frenzy. If the
Wound is not visible, the Rokea may regain lost health levels or Willpower points in the same way.

Oversea’s Gift I
Source: Rokea Breed Book.
If the Rokea are jealous of anything, it is the ability some creatures have to swim through
Oversea. For some years, land-dwelling Rokea have tried to learn the secret of flight, never
suspecting that the Darkwaters discovered the trick years ago. By using this Gift, the Rokea’s body
becomes lighter, and a thin membrane connects her extremities, giving her a silhouette like a
butterfly. She can then fly both through Sea and Oversea, for as long as she wishes. A spirit-servant
of Oversea teaches this Gift.
System: This Gift can only be used in Gladius form. To activate it, the player spends two
Gnosis points. The Rokea can fly, slowly (maximum speed of 30 mph), but can swim much faster
(maximum speed of 70 mph for short bursts). The Rokea’s Attributes do not change, nor does her
natural weaponry, so she may execute dive-bomb attacks with ease. This Gift remains active until
the Rokea wills it to end. While the Gift is active, a Delirium-like effect masks the Darkwater:
normal humans ignore her entirely, and supernatural beings must roll Willpower (difficulty 8) to see
her unless they use some special power.

Oversea's Gift II
Source: Players Guide to the Changing Breeds.
The Rokea can walk on land or swim the sea, but they cannot visit Oversea, and this
expansive territory calls to the curious Darkwaters. This Gift allows them to assume a form capable
of flying. The wereshark's body becomes light and a thin membrane stretches from her wrists to her
ankles, granting her "wings" much like a butterfly's. A spirit-servant of Oversea teaches this Gift.
System: This Gift may only be used in Gladius form. The player spends two points of Gnosis.
Once in this form, the Rokea can fly (maximum speed is 30 mph) but can swim much faster (up to
70 mph for short bursts). The Rokea's Attributes do not change, nor does her natural weaponry,
which allows for some impressive attacks while airborne. While this Gift is active, normal humans
ignore the flying sharkman unless it attacks them, and even supernatural beings must roll Willpower
(difficulty 8) to see her unless using some special power (such as the Gift: Scent of the True Form).
This Gift lasts until the Rokea wills it to end.

Oversea’s Wrath
Source: Rokea Breed Book.
The Dimwater can call down violent storms upon his foes, capsizing small vessels and
churning the waters. This Gift is taught by a spirit-servant of Oversea.
System: The player spends one Gnosis point and rolls Charisma + Rituals. This difficulty
varies based on existing weather conditions; summoning a storm on clear, still day obviously carries
a much higher difficulty than doing so when the skies are already dark. Using the Gift: Know
Oversea’s Mind ahead of time obviously allows the Rokea to plan for the best time to call a storm.
Successful use of this Gift summons a thunderstorm and chums the waters into huge waves. One
success will topple small crafts, three successes will capsize mid-sized fishing vessels, and five or
more successes are needed to sink ocean liners or oil rigs (Rokea don’t usually target oil rigs,
anyway – the oil has to go somewhere, after all).

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Owl Speech
Source: Black Furies Tribebook.
Black Furies may invoke the kinship between their tribe and the owls of Athena. This Gift
combines the effects of the Galliard Beast Speech Gift and the Philodox King of the Beasts Gift,
though it only works on owls. This Gift is common among the Temple-Keepers of Artemis and the
Sisterhood. Many of their Kinfolk share this Gift, and new sisters often receive it as an initiation
Gift.

Pack Attack
Source: Ratkin Breed Book.
High-ranking Warriors are the master tacticians of the Ratkin race. They don’t just lead
swarms of rats into battle; they can coordinate entire Rat Packs in ingenious assaults. By drawing
upon the "hive mind" deep within a Ratkin’s psyche, a Warlord can make it easier for his pack to
overwhelm enemies with ruthless efficiency.
System: First, the Warrior lets out a keening cry and rolls Manipulation + Leadership. For
each success, a random member of her pack must automatically join in the Pack Attack on the next
turn; they cannot abort this action and cannot split their Dice Pools. Additional Ratkin in the pack
may join in voluntarily. Then, during the next declaration phase, the Warrior declares first, stating
the target of the Pack Attack. The Warrior also acts first, as if he had the Gift: Spirit of the Fray. For
every two Ratkin in the Pack Attack, decrease the difficulty of all attacks against the target by 1 (to
a minimum of 4). The Warrior can continue the Pack Attack by spending one Rage at the beginning
of each subsequent turn.

Pack Mind
Source: Rage across the Heavens.
This Gift forces a group of foes to behave like a single-minded pack. All individuals must
perform the same task at the same time regardless of its appropriateness to a given situation. For
example, if one individual fights, all the others fight; if one person attempts to sneak up behind an
opponent, all the others make this attempt as well. This Gift lasts for one combat scene.
System: The player spends a point of Gnosis and rolls Willpower (difficulty 8). A single
success allows the character to inflict Pack Mind on a group of up to four individuals. Additional
successes allow the character to increase the number of people affected in increments of two; five
successes, therefore, enables the character to affect twelve individuals. For the duration of this Gift,
all the affected victims mimic the actions of their leader – or, more typically, the first person in the
group to act each turn. If one decides to speak, all of them attempt to do so; if one throws a left
hook, all of them choose this form of combat, ignoring any weapons they may have. Failure means
the Gift has no effect, while a botch inadvertently links the character’s mind with another individual
for the remainder of the scene. (The Storyteller should decide whether the character becomes linked
with a friend or an enemy.)

Pack Tactics
Source: Book of Auspices.
While the Ahroun’s role as the overall leader of Garou is questionable, there is no doubt at all
who should take control of the pack during a battle. By taking the lead and coordinating pack
actions, the Ahroun gifts all of her packmates with great competence in the heat of battle. A wolf-
spirit teaches this Gift.
System: The player spends a Willpower point before initiating a Pack Tactics maneuver
(Werewolf: the Apocalypse, p. 212), and divides a pool of extra dice equal to her Leadership score
among everyone performing the maneuver. The dice should be divided as evenly as possible,

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although the player may choose where to distribute extra dice (or in case of the Ahroun’s
Leadership score granting fewer dice than the number of packmates involved).

Pact
Source: Red Talons Tribebook Revised.
When the Red Talons first came to Africa and struck their deal with the Mokolé, the mighty
werecrocodiles agreed that if the Garou could breed with the hunting dogs and do their appointed
task in Africa without making war on the other Fera, they could stay. The Red Talons have (thus
far) make good in their promises, and the eldest of the Kucha Ekundu have been rewarded with this
Gift. The werewolf may call upon the Mokolé-mbembe for aid, in battle or otherwise. The spirits of
the Dragon Kings teach this Gift.
System: The player spends two Gnosis points and rolls Charisma + Rituals (difficulty 7). If
the roll succeeds, the Garou receives aid within one turn, be it from a local clutch or from the spirits
who witnessed the pacts between the Memory of Gaia and the Garou. The Storyteller has the final
say over exactly what form the Garou’s succor takes, but it might range from rampaging
werecrocodiles arriving to fight with the Kucha Ekundu to great ancestor spirits called forth by the
Mokolé to give the Garou advice.
MET: Spend two Gnosis and make a Social Challenge (retest with Rituals). With success,
you receive aid within one turn, from either a local clutch or spirits that witnessed the original pacts
between the Garou and Mokolé. The Storyteller determines what form the aid takes.
For more information on the Mokolé-mbembe, see Mokolé.

Pain Chain
Source: Players Guide to the Garou.
A doctor who treats only the symptoms of a disease doesn’t cure it, but merely prolongs the
patients suffering. The Children of Gaia likewise know that only attacking the pawns of the Wyrm
merely prolongs the Apocalypse War, rather than ending it. This Gift helps them to go after the
Wyrm itself by sensing who’s pulling whose strings, and even understanding who’s pulling theirs in
turn. It is taught by a dog-spirit.
System: The player spends one point of Gnosis and rolls Perception + Investigation
(difficulty 8). Each success lets you move "up the chain" one step, revealing the name and face of
the next person delivering orders to your target. A single success would reveal that the corporate oil
baron is being ridden by a particularly manipulative Bane, two would let you know which Black
Spiral Dancer summoned the Bane, and three might tell you who that Black Spiral Dancer’s alpha
is. None of this informs the Child of Gaia where these people are, but it gives them firm names and
visual impressions to go after.

Pain of the Land


Source: Red Talons Tribebook Revised.
The Dying Cubs often take the fight to the Wyrm by waging battle in already tainted locales.
This often weakens the Garou, but this Gift evens the odds somewhat. Taught by an earth
elemental, Pain of the Land makes the werewolf even more deadly when fighting on tainted ground.
She fights as though the putrescence of the corrupted land, be it a landfill, a factory, or simply a city
spurs her on and feeds her Rage every second of the battle.
System: Once learned, this Gift is always active. During combat, the difficulties on all attack
and damage rolls decrease depending on the level of Wyrm-taint in the area. Fighting in a large city
might decrease such difficulties by one, whereas fighting in a Black Spiral Hive would be worth a –
3 to combat difficulties. Note that this Gift does not decrease soak difficulties, nor does it aid in

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using Gifts not directly related to attack or damage (so while the Ahroun Gift: Falling Touch would
receive the benefit, the Philodox Gift: Weak Arm would not).
MET: Once learned, this Gift is considered to be always active. During combat, attack
challenges receive bonus Traits based on the level of Wyrm-taint – a fight in a city would receive
one, while a fight in a Hive would receive three bonus Traits. These are applicable only to attack
challenges, and does not aid Gifts not directly related to attacking or inflicting damage on an
opponent.

Pain of the Wound I


Source: Rokea Breed Book.
The Brightwater can inflict the blood of Oversea in its most damaging form — fire — on her
foes. With but a wave of the hand (or tail) the wereshark conjures up a mystical flame that burns
even in the sunless depths, and doesn’t end until its target is consumed. A spirit servant of Helios
teaches this Gift.
System: The player spends two Rage points and rolls Strength + Rituals (difficulty of the
opponent’s Stamina). Success means that the wereshark’s target bursts into flames, and receives
three health levels of aggravated damage per turn until dead, until the fire is somehow mystically
negated or until the Rokea chooses to terminate the Gift. This flame burns underwater, or in the
absence of oxygen. The target may choose to spend a permanent Willpower point to avoid the
damage for one turn.

Pain of the Wound II


Source: Players Guide to the Changing Breeds.
The Wound streams with fiery blood, and the Brightwaters are born in the light of that blood.
Elder Brightwaters can harness that destructive power and turn it on their enemies, calling up
mystical flame that burns even in the coldest depths of the ocean. A spirit-servant of Oversea (more
specifically, a servitor of Helios) teaches this Gift.
System: The player spends two Rage points and rolls Strength + Rituals (difficulty of the
target's Stamina). Success means that target bursts into flames, suffering three health levels of
aggravated damage per turn until dead or until the Rokea discontinues the Gift (very powerful
magic might also be able to interrupt the Gift; Storyteller's discretion). The target may spend a
permanent point of Willpower to avoid the damage for one turn. The flame burns anywhere,
regardless of lack of oxygen or other such conditions.

Pain-Strength
Source: Past Lives.
The White Howlers were hardy enough to shrug off the effects of pain, but some learned the
trick of letting their pain fuel them. The wounds of a White Howler actually gave him strength,
allowing him to achieve great feats of might at the cost of his own blood.
System: When the character is first wounded, the player may choose to spend a Rage point to
activate this Gift. For the remainder of the scene, the character gains one dot of Strength for every
die of wound penalties he suffers from. In addition, wound penalties do not affect his Strength score
or damage pools (although they affect any Strength + Ability pools). Thus, a character at Wounded
would lose two dice from most dice pools, but actually gain two dice to his Strength score. If the
character would ignore wound penalties (due to frenzy or Resist Pain), he does not gain the bonus
Strength.

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Paint the Meadows I
Source: Players Guide to the Changing Breeds.
This peculiar Gift allows the Mokolé to utter pitiable moans to lure prey closer.
System: The player rolls Wits + Expression; the difficulty is either 5 or the target's Willpower
(whichever is higher). For each success, the victim moves closer for one turn; if the victim is
harmed, the Gift's effects end.

Paint the Meadows II


Source: Players Guide to the Changing Breeds.
As the Gift: Rising Sun.

Pall
Source: Rokea Breed Book.
The Rokea calls forth a mass of inky blackness, that traps anyone caught within it. The Rokea
knows al that occurs within the shroud, in the Realm or the Umbra, and can choose to be anywhere
she wishes within the pall. While Qyrlings are rumored to teach this Gift (and can indeed do so),
most Darkwaters learn it from the spirits of deep-sea fish.
System: The player spends two Gnosis points and rolls Gnosis (difficulty of the local
Gauntlet). The blackness seeps from the Rokea’s eyes and mouth and fills a spherical area 25’ in
diameter. Anyone caught within the sphere must make a Willpower roll (difficulty of the Rokea’s
Gnosis) and achieve more successes than the player did on the Gnosis roll in order to escape. While
the sphere is up, the Rokea can transport herself to any point within it instantly, on either side of the
Gauntlet. She can hear and see everything within the sphere, even if silent communication methods
like the Gifts: Silent Sending or Mindspeak are used. Likewise, she understands anything said in the
sphere, regardless of language. The sphere lasts for one turn per success on the Gnosis roll,
although the player may choose to spend additional Gnosis points to keep the sphere active longer
(1 turn/Gnosis spent).

Pall of Despair
Source: Rage across the Heavens.
This Gift inflicts a wave of despair upon a targeted individual, making the victim incapable of
action due to feelings of profound melancholy.
System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty of
the target’s Willpower). A successful roll causes the victim to experience a feeling similar to
Harano (or, in the case of humans, clinical depression). This state of mind forces the victim to roll
her Willpower in order to take any action, while combat becomes almost impossible. (Optionally,
the Storyteller can enforce the limitations of Harano found in the Werewolf Players Guide, p.
207.) The effects of the Gift last for one scene.

Paper Beast
Source: Hengeyokai: Shifters of the East.
This kami is always fashioned in the form of an origami animal, or with the pictogram of an
animal painted across it. When the Kitsune spits on the paper, the replica immediately grows to the
full size and likeness of “original”, and obeys the Kitsune’s commands.
System: The player invests two points of Gnosis and rolls Gnosis, difficulty 7. The resulting
creature has all the strength and capabilities of its model beast; paper elephants may lift logs, tigers
fight with all appropriate strength and fury, and so on. However, since the beast is still paper, it only

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has one Health Level. The Kitsune may only create mundane animals, although legend tells on
seven-tailed Foxes who could create paper phoenixes and the like.

Paper Butterfly
Source: Stargazers Tribebook Revised.
Ancient court magicians of the Chinese emperor were able to conjure a cloud of paper
butterflies out of thin air. Stargazers who have mastered this trick use it to create a mood of
tranquility, or can use them to distract an opponent. This Gift is taught, appropriately enough, by a
butterfly or moth-spirit.
System: The player spends one Gnosis point and rolls Wits + Performance (difficulty 6). A
flock of fluttering butterflies (a dozen per success) made of varying colors of paper appears in the
air around the Stargazer’s head. The butterflies may be instructed to head in any direction (up to a
number of yards equal to the werewolf’s Willpower score). If the Stargazer is using this Gift as a
distraction to an opponent, the butterflies take one turn to reach the opponent. The successes on the
roll to activate the Gift subtract successes away from the next non-reflexive roll the opponent
attempts to make. This happens on a two-to-one basis, however. Every success on the roll to
activate the Gift subtracts two successes from the opponent’s. (In other words, if the Stargazer
scores three successes, it can take away a full six successes from the opponent’s roll if able.) If the
Stargazer has successes left over, they can apply to the opponent’s next action next turn.
MET: Basic Gift. By spending a Gnosis Trait and making a Mental test (retest Performance)
against a target, the Stargazer may cause that opponent to be down a number of Traits equal to
twice the Stargazer’s permanent Gnosis rating on their next test; should this reduce an opponent to
zero Traits, they may still attempt the test, but automatically lose all ties. (If the target possesses a
power that normally permits him to win all ties, these two effects cancel each other out, and the test
is resolved normally.) If desired, the Stargazer may choose to split this Trait modifier between their
opponent’s next two actions however they desire, though they cannot apply to actions past that
range, and cannot re-use this Gift against the same target until the effects of the previous use have
expired. Additionally, multiple simultaneous uses of this Gift against the same target are not
cumulative. At the Narrator’s discretion, Gifts such as Call the Breeze or similar powers may
diminish or even cancel this Gift’s effects outright.

Paper Flesh
Source: Hengeyokai: Shifters of the East.
This Ju-Fu trick is identical to the Level Three sorcery: Paper Beast, save that the summoned
creature becomes flesh and blood in all respects.
System: The kami requires three points of Gnosis and a Gnosis roll at difficulty 7. The
summoned creature has full statistics, full Health Levels, and is real in every way; however, once
slain, or at the end of the scene, it reverts to a powerless paper form.

Paper Speech
Source: Hengeyokai: Shifters of the East.
By crafting an origami figure or special pictogram of a specific creature or animal, the
Kitsune may communicate with such creatures at will, apparently in their native tongues. When she
activates the kami, an illusion of the represented creature overlays the Kitsune’s own image in the
subject’s mind; the Fox’s speech is then translated into the appropriate language of scent, body
language, and so on. The Kitsune herself hears the creature’s responses as Kitsune-go in her own
mind.
System: The player spends a Gnosis point and rolls Intelligence + Animal Ken (difficulty 6)
for the Kitsune to craft the kami. This can be used to speak other human or hengeyokai tongues,

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although the roll is Intelligence + Empathy, the difficulty rises to 8, and the Gnosis cost is two
points. The duration is one scene.

Paralyzing Stare I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou can direct a terrifying gaze at a target, causing her to freeze in paralytic fear. This
Gift is taught by a Stormcrow.
System: The Garou concentrates for a turn, spends one Gnosis point and rolls Charisma +
Intimidation (difficulty of the target’s Willpower). Each success gained on this roll freezes the
opponent in place for one turn.

Paralyzing Stare II
Source: Werewolf: the Apocalypse Revised.
The Shadow Lord directs a terrifying glare at a target, causing her to freeze in terror. A
Stormcrow teaches this Gift.
System: The Garou concentrates for one turn. The player spends one Gnosis point, and rolls
Charisma + Intimidation (difficulty of the target’s Willpower). Each success freezes the target in
place for one turn. The target must be able to see the Garou.

Paranoia
Source: Shadow Lords Tribebook Revised.
Lords of the Summit don’t remain such for long unless they can see their enemies coming.
This Gift gives the Lord a heightened sense of awareness, and also reveals a few details about the
enemies he’s about to face. A Stormcrow teaches this Gift.
System: The Lord rolls Perception + Awareness (Difficulty 7). A single success is all that’s
needed to determine the number of opponents in the area. Two reveals the type(s) of opponents,
while three or more reveal progressively more detailed information. The effects of the Gift last for a
scene.
MET: Make a Mental Challenge (retest with Awareness). Success reveals the number of
opponents in the area. By spending further Mental Traits, you may learn more about your enemies
(such as what kind they are, if they bring weapons, and so on).

Part the Curtain


Source: Bastet Breed Book.
Like the Level Four Common Gift: Walking Between Worlds, this spell allows a leopard to
cross into the Near Umbra. The variation, however, lets her bring others across as well. The
Mistress of Catkind is said to have brought this Gift to several Bagheera elders during the British
occupation of India. Working with allies from the Swara and Khan, these old cats turned several
English manors into shrieking chaos.
System: All systems resemble the aforementioned Gift, except that the Bagheera can take one
additional ally through for every point of Gnosis she possesses.

Part the Veil


Source: Werewolf: the Apocalypse Revised.
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 deleterious effects. However, the human will

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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 spends a Gnosis point and rolls Charisma + Empathy. One success is all
that’s required.

Part the Wall


Source: Hengeyokai: Shifters of the East.
This Gift is shared among hengeyokai who cannot normally step sideways; notably, the Khan,
Nagah, Zhong Lung and Same-Bito. It allows them to walk into the Mirror Lands as easily as their
more fortunate cousins do.
System: The hengeyokai can now step sideways normally, just as Garou can. This ability
becomes automatic once the hengeyokai learns this Gift.

Part Webs
Source: Players Guide to the Changing Breeds.
The Ananasi use this Gift to move through any webs, even the Great Web, without disturbing
them. This enables them to walk through uninhabited buildings or avoid traps set just for them.
System: The player spends one Gnosis point and rolls Wits + Alertness. Only one success is
necessary. The Gift lasts for one scene.

Parting the Velvet Curtain I


Source: Umbra 1st Edition.
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 spirit travel. It requires that the Garou touch
the subject and expend a Gnosis point. The Garou may then make a Gnosis roll against the strength
of the Gauntlet plus one for each non-Garou. This difficulty is not raised for Kinfolk. A maximum
of eight non-Garou may be transported this way. While in the Umbra, the non-Garou are connected
to the Garou by silk threads. The non-Garou will stay with the Garou in the Umbra, and when the
Garou leaves the Umbra, they return as well. If a Garou wishes to send someone home prematurely,
she may do so by spending a Willpower point.

Parting the Velvet Curtain II


Source: Umbra Revised.
The Garou with this Gift may open the Gauntlet, physically transporting creatures other than
shapeshifters into the Umbra. This Gift is taught by a Turtle-spirit.
System: The Garou must touch the creature to be affected; the player spends a Gnosis point
and rolls Gnosis against a difficulty equal to the local Gauntlet plus one per creature affected.
Kinfolk or other shapeshifters do not add to the difficulty, as do other creatures. If the roll is
successful, the Gift user automatically steps sideways along with his passengers.
A maximum of eight other creatures may be transported in this fashion. While in the Umbra,
the affected creatures are bound to the Garou with silk threads. They will always remain by the
Garou’s side and must leave the Umbra when the Garou does. However, the Garou may sever a
thread and send a creature back to its starting point by spending a Willpower point.
If the affected creature wants to resist either the initial transition or the return to the physical
world, she may make a resisted Willpower roll against the Gift-wielder (difficulty 6 for both rolls).

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Past Whispers
Source: Players Guide to the Changing Breeds.
The Kitsune can learn the thoughts impressed upon a place. Thought fragments (especially
those spoken aloud), especially intense ones, may remain even years later. Wind-spirits and
epiphlings teach this Gift.
System: The player rolls Perception + Occult (difficulty 8). As with Flow of Aura, the more
successes achieved, the more detail is received.

Patagia I
Source: Shadow Lords Tribebook Revised.
As per the Black Spiral Dancer Gift. This Gift is taught by a bat-spirit, but it may also be
learned from a flying squirrel-spirit.
MET: This Gift allows the Garou to produce large flaps of skin under her arms like a flying
squirrel. The Garou may only glide, not fly like a bird, and her top speed is 25 mph. Once the Gift is
taught, the membranes are always present, but they shrink into the Garou’s arms and sides when not
in use, becoming undetectable. To glide, the Garou stretches her arms and leaps from a height.

Patagia II
Source: Werewolf: the Apocalypse Revised.
The Dancer can extrude large flaps of skin under her arms, resembling a flying squirrel’s
membranes. When not in use, the flaps usually shrink into the Dancer’s arms and sides, where they
are not detectable.
System: The Dancer stretches her arms and leaps from a height. She may glide at 25 mph, but
the player must make Dexterity + Athletics rolls (at the Storyteller’s discretion) to avoid losing
altitude.

Pathfinder’s Pride
Source: Bastet Breed Book.
Cats have a remarkably good sense of direction. With this gift, a Bastet may improve that
knack to find his way out of most kinds of mazes, deserts or woodlands. Worthy folk may learn this
gift from Bird-spirits, but no werecat willingly admits to it in public.
System: Invoking this gift requires a Perception + Subterfuge roll. The difficulty depends on
the area’s complexity: a large flat desert or small forest would be 5 or 6, a vast expanse or
complicated maze might be 7 or 8, and primordial rain forest would be 8 or 9. Magical confusion
spells, like the Garou gift: Trackless Waste, can be undone with difficulties 9 or 10. Pathfinder’s
Pride does not provide any kind of travel; the werecat merely discovers the way out, getting to the
exit is her problem.

Patience of Ananasa I
Source: Ananasi Breed Book.
The Tenere is able to become motionless for hours on end, without cramping or tiring, in any
position the character could naturally assume. The character does not become more difficult to see,
but may be more easily overlooked due to the total lack of motion; the
Ananasi using this gift does not even appear to be breathing.
System: The character makes a Willpower roll, difficulty 7. Each success indicates one hour
that the Ananasi can remain motionless in one spot. If the character moves, the effect is broken.
After using this Gift, the Ananasi cannot use it again for an amount of time equal to that she spent
motionless.

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Patience of Ananasa II
Source: Players Guide to the Changing Breeds.
The Tenere remains motionless for long periods of time without experiencing discomfort.
This stillness may make the werespider harder to notice.
System: The player rolls Willpower (difficulty 7) and the Tenere may remain perfectly
motionless for one hour per success achieved. Moving ends the Gift, which may not be used again
for an amount of time equal to the time spent motionless.

Patient Hunter
Source: Rokea Breed Book.
The Rokea can sink into any solid matter, be it wall, floor or open ground, and watch what
happens around her. At any time, she may spring forward and attack. This Gift is taught by an angel
shark-spirit.
System: The player rolls Stamina + Stealth (difficulty 8). Success indicates the Rokea merges
with a wall or floor, which must be thick enough to cover her (i.e., she can’t merge with a normal
wooden door). She may remain inside the structure as long as she wishes, subject to normal natural
requirements (food, for example). While thus concealed, she cannot be detected by casual searches
and most supernatural powers (Storyteller’s discretion). If she chooses to use this Gift as an
ambush, any opponents she attacks receive a –3 to their initiative ratings for the first turn.

Paws of the Newborn Cub I


Source: Werewolf: the Apocalypse 2nd Edition.
The Garou prevents a target from using any special or supernatural abilities. She is as a
newborn cub, with only mundane powers at her disposal. This Gift is taught by Falcon-spirit.
System: The Garou spends one Gnosis point and rolls Gnosis (difficulty of the victim’s
Stamina + 3). Each success removes all special abilities of the opponent (aggravated damage, claws,
Gifts, vampiric Blood Pool, mage Spheres, regenerative powers, special attacks) for one turn.

Paws of the Newborn Cub II


Source: Werewolf: the Apocalypse Revised.
With a glare and snarl, the Silver Fang strips her foe of any supernatural power. Many
servants of the Wyrm have tried to employ their putrescent magic against the Fangs, only to realize
that they face a mighty foe with only mundane methods of defense. A falcon-spirit teaches this Gift.
System: The player spends a Gnosis point and rolls Gnosis (difficulty of the target’s
Willpower). Each success removes all special abilities (shapeshifting, Gifts, any sort of supernatural
or magical powers) for one turn.

Paws of the Newborn Cub III


Source: Dark Ages: Werewolf.
With but a glare and a snarl, the Silver Fang can temporarily deprive his foe of supernatural
power. Nothing terrifies an enemy more than suddenly losing whatever magics he relies on — and
then realizing he faces the Silver Fang with only the mundane at his side. A falcon-spirit teaches
this Gift.
System: The player spends a Gnosis point and rolls Gnosis (difficulty of the target’s
Willpower). Each success removes all special abilities (shapeshifting, Gifts, Disciplines or any
other sort of supernatural or magical powers) for one turn.

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Paws of the Raging Spirit Tiger I
Source: Players Guide to the Changing Breeds.
By channeling his chi energy through this Gift, a Khan can wreath his paws or hands in
crackling spirit power. Thus fortified, the tiger can rip through enemies in the spirit world without
stepping sideways to do it, as long as he can see them. Obviously, no spirit teaches a Bastet such a
damaging Gift; the Khan has to learn it from another Khan (and considering the Gift's nature,
learning it can be very dangerous!).
System: The Khan spends a Gnosis point and concentrates. The next turn, his paws or hands
begin to smolder with blue-white light. The light burns from blue to green to yellow to red. When it
attains a pinkish hue, the Gift dissipates. This takes roughly six turns.

Paws of the Raging Spirit-Tiger II


Source: Hengeyokai: Shifters of the East.
One of the Khan’s greatest war secrets, this Gift allows the tiger to sheath his paws in
crackling spirit energy. So empowered, he may tear into his enemies in the spirit world without
stepping sideways himself, as long as he can see them. Obviously, no spirit will teach a Khan this
Gift unless directly instructed to do so by a Minister of Heaven; most weretigers have to carefully
(and painfully) learn its secrets from others of their kind.
System: The Khan focuses his will and spends a Gnosis point. On the next turn, his paws or
hands begin to smolder in blue-white, sparking light. The light burns from blue to green, then to
yellow, then to red, then to a pinkish hue and finally disappears - in all, the Khan gets about six
turns of battle before the Gift’s effects ends.

Peace of the Counselor


Source: Rage across the Heavens.
This Gift enables a Garou to bring even the most heated discussion to a peaceful conclusion.
Though it does not preclude further hostilities from erupting at a later time, the Gift creates an
atmosphere of temporary truce among enemies or prevents tribe leaders from coming to blows over
volatile issues. During the grace period, the Garou can attempt to resolve the circumstances
underlying the state of enmity – such as encouraging the participants in a dispute to begin
negotiations or achieving a compromise.
System: The player spends a Willpower point and rolls Charisma + Empathy (difficulty of the
highest Willpower among the quarreling individuals). One success causes combatants to stop
fighting (or prevents them from initiating combat) for one turn. Each extra success increases the
length of time in which peace prevails by an additional turn; five successes extend the Gift to an
entire scene. No successes means that the Gift has no effect on the situation, while a botch causes an
escalation of force and frequently draws the character attempting to use the Gift into the heart of the
battle.

Pennies From Heaven I


Source: Glass Walkers Tribebook.
The Garou can convince money spirits to improve the value of his money by changing the
denominations of the coinage or currency. This Gift is taught by money spirits.
System: The Garou spends one Gnosis point and rolls Charisma + Politics. The difficulty
depends on the final desired denomination. It doesn’t matter what the money already is, although
few Garou will change dollars into pennies at a loss. The amount of money changed depends on the

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number of successes. (Storytellers of non-U.S. chronicles should adjust the following chart to the
closest equivalent foreign currency).

Denomination changed to: Difficulty


Penny 3
Nickel 4
Dime 5
Quarter 6
Dollar bill 7
Five dollar bill 8
Twenty dollar bill 9
Any other currency 10

Successes Amount (in coins or bills)


1 5
2 10
3 20
4 50
5 100

Glass Walker financial managers frown on the blatant use of this Gift, since it tends to attract
the attention of other supernaturals who are concerned with money (such as the mage Syndicate). If
too much of this mutant money hits the market too quickly, there will surely be supernatural
retribution from other parties.

Pennies from Heaven II


Source: Glass Walkers Tribebook Revised.
The Glass Walker convinces money spirits to change their denomination. The coin or note
simply metamorphoses into the appropriate denomination. Money spirits teach the Gift.
System: The Garou spends one Gnosis point and rolls Charisma + Politics. What value the
money becomes determines the difficulty regardless of the original denomination.

Denomination changed to: Difficulty


Penny 3
Nickel 4
Dime 5
Quarter 6
Dollar 7
Five Dollar 8
Twenty Dollar 9
One Hundred Dollar 10

Each success can change one coin or note into another denomination. Foreign currencies can
also be converted in similar fashion, and it is also possible to convert a currency of one country to a
different denomination of another.
MET: Spend a Gnosis Trait and make a Social Challenge (retest with Politics). Success
changes one item of currency to the next highest value (i.e., a dime to a quarter, one dollar to five
dollars). This basic challenge will work on currency from a penny to a five-dollar bill. To increase
the value further, you must bid two Traits during your challenge. You cannot increase a piece of
money’s value more than twice, nor can you expand it beyond 100 dollars. Foreign currency works
in comparable fashion, and with this Gift, it is possible to change one piece of money to its

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counterpart in another currency (such as dollars to Euros). This Gift will also change a country’s old
currency (such as lira or Deutsche marks) into Euros. Pennies from Heaven have no effect on
historic currencies like Confederate dollars, government war bonds, Reich marks or Roman coins.

Perceptive Servant I
Source: Shadow Lords Tribebook.
Children of Crow are consummate eavesdroppers, and combined with the perceptiveness one
gains by serving Crow, this Gift can be extremely useful. It is taught by a Crow-spirit.
System: By spending one point of Gnosis, a Child of Crow can reduce the difficulty of
overhearing a conversation or witnessing a secretive activity by 2.

Perceptive Servant II
Source: Shadow Lords Tribebook Revised.
Ever the loyal betas, Children of Crow make a career of fading into the background whenever
anything important comes up — and then using the information thus learned to destroy anyone they
care to. This Gift is taught by a Crow-spirit.
System: When eavesdropping on a conversation, noticing details of various sorts, or engaging
in any other sort of information-gathering activity relying primarily on sight or sound (even
scanning a nearby building with binoculars), a Child of Crow may spend a Gnosis point to reduce
the difficulty of gleaning information from such activities by 2.
MET: Engage in some nefarious activity of gathering information using sight or hearing.
While doing so, spend a Gnosis Trait. For the rest of your gathering time, you gain a two-Trait
bonus for any challenges necessary for gathering information. You may not use this bonus to
augment Gifts such as Whisper Gathering.

Perfect Cover I
Source: Bastet Breed Book.
Cats must excel at covering their tracks and lairs, especially in these dangerous times. To help
them, the spirits have passed this Gift on to the wild members of the race. By scratching around the
place, trail or object to be hidden, the Bastet obscures it from normal and magical view.
System: After the Bastet “buries” all traces of the hidden thing, the player rolls Perception +
Survival and spends a Gnosis point. From that point on, the place or object is safe from any from of
mortal perception until it moves or is moved. Any magical senses (including Awareness) scanning
the area add 1 to their difficulty to notice the hiding place for every success the player rolls. The
difficulty of the roll depends on the size of the object and the surroundings: hiding a haunch of deer
in the underbrush would be 5, while concealing a cave entrance in a lightly-wooded area would be
9. The Gift cannot conceal obvious objects, like a car or the side of the street, nor does it make
things disappear. Rather, it uses surrounding cover, like shadows and underbrush, to make the
hidden spot seem overgrown. A letter on a table covered with paper could be hidden, but a jewelry
box on a bare mantle could not. A Bastet may use this Gift to conceal himself, and many do.

Perfect Cover II
Source: Players Guide to the Changing Breeds.
By scratching around a place, trail, or object, the Bastet obscures it from normal and magical
view.
System: After the Bastet "buries" all traces of the hidden thing, she rolls Perception +
Survival and spends a Gnosis point. From that point on, the place or object is safe from any normal
perception until it moves or is moved. Any magical senses scanning the area add 1 to their difficulty

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to notice the hiding place for every success the Bastet rolls. The difficulty of the roll depends on the
size of the object and the surroundings: hiding small objects in areas with thick cover would be 5,
while hiding larger objects in areas with light cover would be 9. The Gift cannot conceal obvious
objects, and it does not make objects invisible — it only enhances existing cover.

Perfect Passage
Source: Bastet Breed Book.
The ultimate Stealth Gift; a werecat who knows this trick can travel over or through any
material obstacle without leaving traces. It’s said this Gift allowed the Bubasti to rob the tombs of
the Pharaohs long before any human could circumvent the traps and blocks.
System: Using this Gift costs one Gnosis point per scene (or per hour if it’s a long trip), and
requires a Wits + Stealth roll (difficulty 5) each time the character encounters a new obstacle.
Perfect Passage does not render the cat invisible, but it dampens all sounds and scents, eliminates
footprints, opens and closes doors, springs locks, and shuts down security systems long enough for
the cat to pass. When necessary, the character may even walk through solid barriers as if they were
smoke. Botching any roll during this journey has terrible results – the Bastet may be trapped inside
a wall, spotted by a security camera, scented by a guard dog, or worse. Some magical perceptions
(Prime magicks, Auspex) might betray signs of a Passage, but will not reveal one in progress unless
the seeker makes a successful Perception + Occult roll (difficulty is Bastet’s Stealth + 5). The Gift
applies only to a single Bastet and anything she carries in her hands or jaws.

Perfect Poison
Source: Ratkin Breed Book.
The wererat’s spittle can be converted into an odorless, colorless, fast-acting and nearly
undetectable poison. She may even decide to lick her blade to coat it with the foul compound. When
exposed to air, the toxin can last for up to three hours. This Gift can be taught by a Snake-spirit,
although it’s easier to learn from a Spider-spirit. Snake-spirits may try to betray, exploit or eat the
Ratkin who study under them.
System: The wererat must spend one Gnosis to poison her saliva. If she can introduce the
poison to the victim’s bloodstream or make him ingest it, the toxin instantly takes effect. A victim
takes two levels of aggravated damage each turn once infected; she may soak only with Stamina,
soaking a health level with each success. Although Resist Toxin works against the saliva, Mother’s
Touch does not. If the victim can continue to resist damage for 10 turns and live, the poison is
exuded from the body (choose the orifice or sweat gland of your choice). Any shapechanger with
Rage can spend Rage to resist — gaining an automatic success for each point burned — but the
changer must immediately check for frenzy as a result.

Perfect Recall
Source: Book of Auspices.
As mentioned earlier in this chapter, Galliards often share one trait even before the Change
takes them. That trait is memory. Moon-Dancers often have good heads for detail; this Gift,
however, accentuates that capacity. Any Weaver-spirit can teach this Gift, which is one reason it
isn’t more common.
System: The player spends one Gnosis point. The Garou can then remember any one detail,
no matter how small, from her entire life. A name she only heard once, a scent that she only smelled
faintly—whatever the memory, as long as she experienced it, she can call it to mind. Note that this
Gift does not provide context for the memory, but using it can lower the difficulty on related rolls
(remembering a conversation the character had with his father about cars might aid in fixing an

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engine, for example). The Storyteller has final say over whether or not the character has ever
experienced a given detail.

Persecution Complex
Source: Ratkin Breed Book, Players Guide to the Changing Breeds.
As the Stargazer Gift: Preternatural Awareness.

Persuasion I
Source: Werewolf: the Apocalypse 2nd Edition.
This Gift allows a homid to become more persuasive when dealing with others; his statements
and arguments are imbued with meaning or credibility. This Gift is taught by an Ancestor-spirit.
System: The Garou rolls Charisma + Subterfuge (difficulty 6). If successful, the difficulties
of all Social rolls are reduced by one for the remainder of the scene.

Persuasion II
Source: Players Guide to the Changing Breeds.
As the Garou homid Gift; taught by a Snake-spirit.

Persuasion III
Source: Players Guide to the Changing Breeds.
As the homid Gift. The Nagah version of this discipline involves hyper-acute control of
pheromones and body language.

Persuasion IV
Source: Ratkin Breed Book.
The other breeds have a low opinion of humanity, but that’s just because they don’t know
how to deal with people. You’ve got a talent for any social situation involving human beings. Of
course, Ratkin also have a reputation for deception, since they have little regard for the human race.
Remember: Betray others before you betray other wererats!
System: This works a little differently than the Garou version of this Gift. Spend one Gnosis
and roll Charisma + Subterfuge; each success lowers the difficulty of Social rolls by one (to a
maximum modifier of-3 or a minimum difficulty of 4). The effects of this Gift last for one scene.
Brooklyn accents are optional.

Persuasion V
Source: Werewolf: the Apocalypse Revised.
This Gift allows Homid to become more persuasive when dealing with others, in such a way
that his statements and arguments are imbued with added meaning or credibility. An ancestor-spirit
teaches this Gift.
System: The player rolls Charisma + Subterfuge. If successful, the Storyteller reduces the
difficulties of all Social foils by one for the remainder of the scene. In addition, any successful
Social rolls may have significantly more impact than they would without the Gift. A werewolf
could win arguments with hard line opponents, or cause a cold-hearted psychopath to relent (at least
for a little while).

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Persephone’s Soul
Source: Glasswalker Tribebook.
As the Black Fury Gift: Breath of the Wyld, but taught by a plant spirit.

Phantasm I
Source: Werewolf: the Apocalypse 2nd Edition.
This Gift creates a static illusion with full visual, auditory and even tactile and olfactory
components. This Gift is taught by Trickster or Illusion spirits or even by faeries.
System: The Garou spends one Gnosis point for each 10-foot area to be covered by the
illusion and rolls Intelligence + Expression (difficulty 6). All in the vicinity must match or exceed
the number of successes with a Perception + Alertness roll (difficulty 6) or believe that the illusion
is real.

Phantasm II
Source: Bastet Breed Book.
Twisting the fibers of illusion, the Ceilican create majestic nonsense to baffle and entertain
their companions – or horrors to torment their enemies. This secret obviously comes from forbidden
faerie lore, and can be quite powerful in the hands of a cat with an active imagination.
System: To cast a Phantasm, the player rolls Manipulation + Subterfuge and spends a
Willpower point. The resulting illusion lasts for one scene unless the cat chooses to dismiss it, and
can extend through an area roughly 10 feet square. Simple illusions are easy; the more complex the
trick, the harder it is to perform. Although the illusions have no solid form, a casual witness might
be fooled into believing that a Phantasm was real.

Illusion Complexity
One success Minor lights and noises
Two successes Coherent and recognizable images or sounds
Three successes Complex, interweaving images and sounds
Four successes Vivid multisensory hallucinations
Five successes Indistinguishable from the real thing without
examination

Illusion Difficulty
Single sound or flash of image 6
Complex Pattern of light or sound (an object or conversation) 7
Complex moving pattern (a person speaking) 8
Complex active pattern (person walking, speaking and responding) 9
Complex active multi-pattern (group of people speaking, moving reacting 10
or all three)

Phantasm III
Source: Werewolf: the Apocalypse Revised.
The Garou creates an unmoving illusion that contains visual, auditory, olfactory and even
tactile elements. A grain-spirit — the so-called "spirit of spirits" — teaches this Gift.
System: The player spends one Gnosis for each 10-foot area to be covered by the illusion and
then rolls Intelligence + Expression. Anyone who doubts the illusion must roll Perception +
Alertness and exceed the Garou’s successes in order to see through it.

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Phone Travel I
Source: Players Guide 1st Edition.
The Garou can step sideways into the phonenet and instantly step out again on the other end,
one simple phone call away. He must first dial the number to which he wishes to go and someone
must answer. The phone receiver must be physically picker up, the Garou cannot travel if he gets an
answering machine.

Phone Travel II
Source: Glass Walkers Tribebook Revised.
The Random Interrupt can effectively reach into a telephone line and emerge on the other end.
She must first dial the number of where she wishes to arrive and someone must answer. A Pattern
Spider teaches this Gift.
System: After the phone is picked up, the Random Interrupt rolls Gnosis, the difficulty being
the local Gauntlet. As with stepping sideways, three successes are needed to transmit instantly. If
fewer successes are rolled, and the other side hangs up before she emerges at the other end, the
Garou is spat hack out at her phone and takes three levels of lethal damage.
MET: Dial the number of your arrival point, and wait for someone to answer. After the phone
is picked up, make a standard challenge to step sideways. Success allows you to reach the other
side. Should someone hang up before you arrive at your destination, you’re spat back out at your
starting point with three levels of lethal damage. An answering machine does not count for purposes
of someone picking up the phone at your destination.

Placation
Source: Book of Auspices.
Shamans from many diverse cultures are said to know secrets for placating angry ghosts and
ancestors — this Gift is one of them. A Theurge with this Gift always knows exactly what kind of
sacrifice is necessary to make atonement for an offence against the spirit world, and is skilled in the
secret methods of offering it. A spirit from the realm of Erebus teaches this Gift.
System: With a Perception + Occult roll (difficulty 7), the Theurge learns what she must offer
to placate an offended spirit. Usually, as long as both offender and Theurge are sincere, a few points
of Gnosis spent is sufficient to restore harmony; if the offender is dead or absent, or the offense is
truly great, the spirit courts may require the Theurge take on a geas as chiminage, offer a fetish or
undertake a quest. In legendary cases, Theurges have even been known to surrender their lives to
restore the Garou Nation’s ties to a wronged Incarna to totem spirit.

Pierce Illusion
Source: Nagah Breed Book.
The first step in seeing through the Veil of Maya – the illusion of the world in which all
creatures are trapped – is learning to discern the simpler illusions woven by mere mortals (or mere
vampires, as the case may be). This Gift allows the Nagah to determine what the illusion is hiding,
if anything.
System: The player spends a Gnosis point. For the rest of the scene, any time the Nagah
comes into the presence of an illusion (mental or visual) the Storyteller rolls his Perception +
Alertness against a difficulty of 6. Even one success reveals that an illusion is present. Three
successes indicate the rough location of an illusion, although the Nagah is still unable to see
precisely what it is the illusion conceals. Five or more successes give the Nagah some insight into
the nature of the illusion (whether it’s a Gift, a mage’s sorcery, a vampiric power, etc.) and the
illusion’s creator. Only one roll per illusion is permitted; the Storyteller doesn’t roll every turn that
the Nagah is in the presence of a mind trick.

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Once the Nagah is aware of the illusion and its general location, the player may spend a
second Gnosis point and make a Gnosis roll against a difficulty of the creator’s Manipulation +
Expression. If the Nagah gets a success, he may see through the illusion; three or more successes
allow the Nagah to extend the ability to pierce the falsehood to his nestmates.

Piercing Shriek
Source: Players Guide to the Changing Breeds.
The Darkwater emits a horrible wail that paralyzes any who hear it. The Rokea's allies are
affected by this Gift as well, although the Darkwater can emit a Sending to warn them and mitigate
the effect somewhat. This Gift is taught by a dolphin-spirit.
System: The player spends one Rage point and rolls Wits + Primal-Urge (difficulty 6).
Anyone within 30 feet (in the water) or 15 feet (on land) must oppose the Rokea's roll with a
Willpower roll (difficulty 8). Anyone not matching or exceeding the Rokea's successes collapses in
agony for a number of turns equal to the difference in successes. Characters using powers that
heighten their sense of hearing (such as the Gift: Heightened Senses) may not attempt to resist; they
simply collapse for a number of turns equal to the Rokea's successes. If the Darkwater chooses, she
may warn allies before using the Gift. This requires the use of the Gift: Silent Sending and reduces
the difficulty on the Willpower roll to 6.

Pilot Snake I
Source: Mokolé Breed Book.
This Gift allows the Mokolé to summon the helpful pilot snake, a creature who knows how to
get places. He can help find safe havens, drinkable water, wallows, and so on. The Gift is taught by
a Snake-spirit.
System: The Mokolé calls a Pilot Snake and rolls Gnosis. The Mokolé must be in a place
where there are pilot snakes (such as the American Southeast). The difficulty is 6 in wilderness, 7 in
sight of human works, 8 in a park or suburb, and 9 in city areas. Near the Dissolver’s works, it is 10.
The number of successes measures the Gift’s success; usually three is sufficient. Pilot Snake does
not speak, but will guide the group anywhere within reason. He cannot provide guidance to things
that he does not know about, as Garou caerns. Once he is done, he departs.

Pilot Snake II
Source: Players Guide to the Changing Breeds.
The pilot snake is known to Mokolé mystics as a helpful creature, eager to help find shelter,
wallows, drinkable water, or fresh meat. This Gift is taught by a snake-spirit.
System: The player rolls Gnosis and calls on Pilot Snake. The Gift only works in a place
where snakes gather. The difficulty in wilderness is 6; in sight of human works, it's 7; in a park or
suburb, it's 8; in a city, it's 9; near the Dissolver's corruption, it's 10. The roll must score at least
three successes, unless pilot snakes are normally found in the area (in which case, one success is
required). It does not speak, but will guide the mystic to any place that does not endanger itself, as
long as it's a place it knows (unlike, say, a Garou caern).

Pin the Eagle’s Wing


Source: Fianna Tribebook Revised.
Known as Lleu’s Spear by the Welsh Fianna (who claim to have discovered it), a Fianna with
this Gift can throw a spear as far as an arrow and sink it deep into its target. Spirited Fianna can
even pierce heavy doors or strike a foe on a high rooftop — or pierce a Leech’s putrid heart.
Ancestor-spirits teach this Gift.

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System: The Fianna must concentrate on the weapon for one full turn and make a Willpower
roll (difficulty 8). She then spends a variable number of Gnosis points. Each Gnosis grants two
additional dice, which can be split between the attack roll and damage roll, Dice may also be used
to increase the spear’s flight distance (20 yards per die allocated). The Gift doesn’t work with any
other weapon, even a thrust spear — only a thrown spear.
MET: The Fianna spends a turn in concentration and makes a Willpower challenge. With
success, the Fianna may spend up to four Gnosis Traits to put to one of the following options:
increasing the spear’s flight for 20 yards (or feet for a small game site); as bonus Traits for the
challenge to hurl the spear; or applied as wounds. This Gift only works with a thrown spear.

Pincers
Source: Ananasi Breed Book.
The Ananasi using this Gift grows powerful pincers on her first set of arms, much like those
of a lobster or crab. These claws are very sharp and very tough, capable of causing massive damage.
System: The player spends one blood point. The pincers form instantly, and are capable of
doing Strength +4 aggravated damage. However, for the duration of the scene, the character is
incapable of manipulating objects with any effectiveness, as her claws have no fine motor skills.

Piping
Source: Bone Gnawers Tribebook Revised.
In times of great need, an elder can issue a call to his tribe that echoes through the Umbra of
an entire city. First, hordes of spirits appear before him in the spirit world. They then swarm out to
find everyone of the same tribe. Bone Gnawers use this Gift more than any other tribe, usually
relying on hordes of rat-spirits to find all their hidden brothers and sisters. The tribalists don’t need
to answer the call, but the spirit can relay a brief message exhorting the Garou to aid her brothers
and sisters. Using this Gift for a trivial purpose may cost the Garou temporary Honor.
System: Piping works like the Gift: Call of the Wyld, but it stretches across an entire city and
only works on Bone Gnawers.
MET: Use Piping as a Patrol Gift. If you have this Gift, the Storyteller should include with
your character record a card that lists all of the other Bone Gnawers in play. You can send your
Patrol spirit out with that card to find these players and notify them of the user of the Gift.

Plague Bite
Source: Ratkin Breed Book.
Long before the Plague Lords returned to Earth, Ratkin elders developed one of the most
virulent diseases the world has ever seen. With one joyous bite, a wererat blessed with this disease
can infect a victim’s central nervous system. The symptoms of the disease are hideous. The victim
cannot stop shaking, his mucous membranes ooze, and he drools continuously. Unless the victim is
immediately taken to a hospital, he will undoubtedly perish. Even with treatment, his chances of
survival are slim. As part of Rat’s blessing, if other wererats eat the flesh of a plague victim, they
too become carriers of the disease, ready to spread it again with a successful bite attack! As one
would expect, Ratkin and their Kinfolk are immune to the Plague Bite, and don’t invoke it unless
the punishment fits the crime.
System: Spend one Gnosis, and your high-ranking Ratkin can transmit contagion through his
incisors. A successful bite spreads the disease. Once bitten, the victim will take a health level of
aggravated damage each hour. Since he will not stop shaking, all difficulties for his rolls are at a +3
penalty. The plague can be cured by the Gift: Resist Toxin and similar Gifts; otherwise, the victim
takes aggravated damage each hour until he is Incapacitated. When this happens, he’s allowed a
final Stamina roll — difficulty 8 (the +3 modifier does not apply to this roll). If he fails, he dies. If

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he succeeds, he remains ill for another day or so, but the plague will not be fatal. If the victim is a
shapechanger, supernatural healing will eventually break down the disease, but in the meantime, the
"shakes" will still be a pain in the ass... and everywhere else. Of course, some Garou harbor a
grudge over this sort of thing. Using this sacred knowledge too frequently will remind them of how
much they hate your kind, and they’ll resume killing every Ratkin on sight. This leads to the use of
other insidious Gifts.

Plague Child
Source: Apocalypse.
The favored children of the Plague Rats (see p. 90) may choose to learn this Gift to represent
their fallen totem’s favor. The fallen werewolf who knows this Gift finds that ordinary diseases just
can’t take hold in his system. He does act as a carrier, though, and can inadvertently (or
deliberately) infect passersby with a cough or sneeze. Plague Child does not especially protect
against supernatural plagues.
System: The character is immune to non-magical, non-biowarfare diseases. No roll or
expenditure is needed. Magical plagues (like the Metamorphic Plague that troubles the Black
Furies) can still infect the werewolf, and specially engineered germ warfare agents also remain
dangerous.
The werewolf remains a carrier of these diseases – they live on or in him, but do him no harm.
A Plague rat or Black Spiral Dancer with this Gift may find that those he encounters fall ill with one
of dozens of diseases from tuberculosis to malaria. Plague Child doesn’t make these diseases any
more virulent, but a healthy and mobile carrier is always better able to spread a disease than one
incapacitated by it.

Plague Feather
Source: Book of the Wyrm Second Edition.
Calling upon Plague Feather allows the Buzzard to distill sickness into a single one of his
pinfeathers, pluck it, and leave it behind as a trap for the unwary. The first three people to have skin
contact with the feather then run the risk of falling terribly ill. Children in particular are vulnerable
to Plague Feathers, as they are the most likely to find a big, black shiny feather on the ground an
irresistible plaything.
System: Using Plague Feather involves the expenditure of a point of Gnosis and a point of
Willpower, as well as a successful Manipulation + Occult roll (difficulty 8). At that point, the
feather is imbued with the power of sickness, and will transfer that contagion to the next three
people to touch it. Resisting the disease the feather spreads requires the same roll as does fighting
off the effects of Poisoned Flesh.

Plague Visage I
Source: Werewolf Dark Ages.
Anyone in his right mind fears a leper. This Gift allows the Bone Gnawer to draw an illusion
of terrible disease on his features, repelling even the most stouthearted onlookers. It’s a useful trick
in many situations. It can earn charity from well-meaning monks, terrify locals, and even serve as a
way of blending in - after all, people are afraid of you whether they think you’re a leper or just
bewitched, but at least disease is more acceptable than witchcraft. This Gift is taught by a Rat or
Disease-spirit.
System: The Bone Gnawer rolls Manipulation + Medicine; the effects last for a scene. The
imaginary disease may appear to be anything the Gnawer is familiar with, such as leprosy or pox, or
even something entirely invented. Mortals viewing the illusion must make Willpower checks at
difficulty 8 or shrink away in revulsion; a botch might even send them into the streets, screaming

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about pestilence. Supernaturals who are immune to disease have less to fear - they must still make
Willpower tests, but the difficulty falls to 6.

Plague Visage II
Source: Dark Ages: Werewolf.
Anyone in his right mind fears a leper. This Gift allows the character to draw an illusion of
terrible disease on his features, repelling even the most stouthearted onlookers. A useful trick for
survival, it can earn charity from a well-meaning monk, terrify locals and even serve as a way of
blending in since lepers are all but ubiquitous in some places. This Gift is taught by a rat-spirit.
System: The player rolls Manipulation + Medicine; the illusion of disease lasts for one scene.
The imaginary disease may appear to be anything that the character is familiar with, such as leprosy
or smallpox, or even something entirely invented. Players of humans who view the illusion must
roll Willpower (difficulty 8), lest those humans shrink away from the character in revulsion.
Supernatural beings that are immune to disease have less to fear, so their difficulty is only 6.

Play Possum
Source: Werewolf: Wild West – The Wild West Companion.
With animal cunning, the Gnawer can force her body into a state near death. Far from a
serene, peaceful trance wherein the Garou imitates death, the Gift creates a facade closer to a
drowned, bloated rat. The Garou’s body stinks of rot, maggots craw on her and flies gather as if to a
feast. Only a scrupulous investigation reveals the truth – but most folks won’t want to get that close.
Most Silver Fangs argue to ban this Gift at moots and social gatherings. A Decay-spirit teaches this
Gift.
System: The player must spend a Gnosis point and remain perfectly still to activate the Gift.
On activation, the Garou resembles a rotting corpse to all senses. When the Gift activates, anyone
attempting to detect life in the Garou must roll Perception + Medicine (difficulty equals the user’s
Manipulation + Subterfuge) and physically examine the “carcass.”

Pointing the Bone I


Source: Players Guide 2nd Edition (1st Edition).
The Garou can inflict ranged damage simply by pointing a bone at an opponent. After
gathering the 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.

Pointing the Bone II


Source: Players Guide to the Garou.
A common ritual among many native peoples, this Gift allows the Garou to inflict damage
upon someone simply by pointing a decorated bone at her opponent. Often this Gift is used as a way
of execution. A vulture or, in Australia, the snake-spirit Bobbi-Bobbi teaches this Gift.
System: The player spends one Gnosis, and rolls Perception + Occult, difficulty 7. Each
success inflicts one aggravated health level of damage (which can be soaked if the target is
normally able to soak aggravated damage) upon the target, after which the bone shatters. 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

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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.

Poison Food
Source: Ratkin Breed Book.
Health Department officials would cringe at the very thought of this Gift. Common black rats
and brown rats are capable of spreading food poisoning under the right circumstances. Add the
ordinary rat’s capacity for breeding, and that means several hundred rats can drive a restaurant out
of business if unchecked. Now picture a Plague Lord calling up his own assortment of Disease-
spirits after learning this Gift from his ephemeral ally.
System: Spend one Gnosis and roll Intelligence + Enigmas. Anyone who eats the poisoned
food takes a number of health levels of non-aggravated damage equal to the number of successes.
This damage can be soaked with a Stamina roll, but the poison remains in the food for one scene.
(Incidentally, taking multiple bites in the same scene does not inflict damage multiple times.)

Poisoned Flesh I
Source: Rokea Breed Book.
As the Level Three Get of Fenris Gift: Venom Blood. This Gift affects anyone making a
successful bite attack against the Rokea.

Poisoned Flesh II
Source: Book of the Wyrm Second Edition.
By calling upon Poisoned Flesh, a Buzzard can taint the meat of a corpse – anything from a
roadkill squirrel to a human body – so that it is poisonous. Even a Corax´s legendarily tough
digestive tract can’t do anything with the garbage this gift leaves behind; it’s sheer poison.
System: The Buzzard invests a point of Willpower and spits on the target corpse. With a
successful Manipulation + Occult roll (difficulty 7), the corpse is poisoned, and it will remain
poisoned until the last bits of flesh are flensed away by the elements. Shapechangers indulging in
any portion of a cadaver tainted with this Gift get violently ill for a period of 24 hours unless she
succeeds on a Stamina roll (difficulty 9, two successes needed); mortals take three Health Levels of
damage. The symptoms include vomiting, dizziness (so flying is out), and occasionally
hallucinations. Plus, if she botches the Stamina roll, the unfortunate gourmand smells of the Wyrm
for the duration of her sickness.

Poisoned Legacy
Source: Book of Auspices.
This most terrible Gift allows the Theurge to lay a great and malicious curse upon a victim of
her choice. Such a stigma is irreversible, and will remain with the victim for all her life. The victim
must be present, and the Theurge must verbally state her malediction. A spirit of hatred, or an
animal spirit of a highly venomous animal, teaches this Gift.
System: The Theurge spends a point of Gnosis and a point of Willpower, then rolls
Manipulation + Occult against a difficulty of the target’s Willpower as she pronounces the curse.
With one to five successes, the Theurge can inflict the Cursed Flaw on her target at a level equal to
the successes rolled; the Storyteller chooses an appropriately poetic manifestation. With six or more
successes, the Theurge can instead choose to inflict the Dark Fate Flaw.

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Portents I
Source: Corax Breed Book
Taught by a Wind-spirit, this Gift is a sneak peek at the most important events of the near
future. There’s no greater secret than what is to happen, and as a result Corax will sell their own
kidneys for a look at the future.
System: The player must spend two Gnosis points and roll Intelligence + Enigmas (difficulty
8). In addition, he can nominate an area of interest (say, the future of a local charity house or
Magadon’s CEO) or just try for a general event. If he succeeds, the Corax can see a future event
with clarity. Though the future is mutable, the Corax sees the most likely event. Any visions that
follow are purely the Storyteller’s discretion.

Portents II
Source: Players Guide to the Changing Breeds.
Taught by a wind-spirit, this Gift is a look at the most important events of the near future.
System: By spending two Gnosis points and rolling Intelligence + Enigmas (difficulty 8), the
Corax can see one future event with clarity. Portents must be used at the discretion of the
Storyteller.

Possession I
Source: Hengeyokai: Shifters of the East.
The Kitsune may abandon her physical form to take over that of another. It is the most
famous, and most infamous power the Nine-Tails wield. Humans across Asia rightly fear it. This
Gift is taught by lesser Incarna of Lune or one of Fox’s brood, if at all.
System: The Fox must be in contact with the victim, the victim’s hair or nail cuttings, or a
personal token of extreme importance to the victim (wedding ring, favorite toy, etc.). She burns a
Gnosis point to assume a completely spirit form, then a Willpower point to overcome the host, then
the player rolls Manipulation + Occult (difficulty of the target’s Willpower).
Shen can resist at this point (and once a day from then on) with Stamina + Occult (difficulty
of the Kitsune’s Willpower). Humans – with the assistance of priests, sages, witch doctors, hedge
mages, shen, friends keeping vigil – can resist the intruder once a week with straight Stamina
(difficulty of the Kitsune’s Willpower). The Gift: Exorcism can be used to counter Possession. If
successfully exorcised, the Kitsune returns to her physical form.

Possession II
Source: Players Guide to the Changing Breeds.
The Kitsune abandons her body to take over another's, which is the most famous (and
infamous) power the Foxes wield. Humans across Asia still tell frightening legends of fox
possession. The Gift is taught by a lesser Incarna of Luna or by one of Fox's brood.
System: The Fox must be in contact with the victim, the victim's hair, nail cuttings or an
extremely important personal token. She spends a Gnosis point to become a spirit form, then spends
a Willpower point to take over the host. The player rolls Manipulation + Occult, difficulty of the
target's Willpower. Shen can resist at this point and once each day from then on with Stamina +
Occult, difficulty of the Kitsune's Willpower. Humans with supernatural assistance (priests, shen,
etc.) can resist once per week with straight Stamina rolls (again versus the Kitsune's Willpower).
The Gift: Exorcism can be used to counter this Gift. If successfully exorcised, the Kitsune returns to
her own body.

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Possum’s Feet
Source: Werewolf: Wild West – The Wild West Companion.
Moodai the Possum teaches this Gift, which is called “Catfeet” in the North. It is in all ways
similar to the Lupus Gift of that name.

Potter’s Clay
Source: Bastet Breed Book, : Players Guide to the Changing Breeds.
As the Level Three Homid Gift: Craft of the Maker.

Pounce
Source: Players Guide to the Changing Breeds.
As the lupus Gift: Hare's Leap.

Power of the Ways


Source: Umbra 1st Edition.
This Gift enables a Philodox to draw energy from the ephemera of the Umbra. She spends a
Gnosis point and then rolls her Willpower against a difficulty of 8. Every success she receives may
be used to restore a point of Gnosis, Willpower or Rage.

Power Surge I
Source: Werewolf: the Apocalypse 2nd Edition.
By speaking with the spirits of electricity, the Garou may cause a blackout over a wide-spread
area. This Gift is taught by an electricity elemental.
System: The Garou spends one Gnosis point and rolls Wits + Science (difficulty 7). The area
blacked or browned out depends on the number of successes rolled.

Successes Area Affected


One Room
Two House or Single Story
Three Large Building
Four City Block
Five Neighborhood

Power Surge II
Source: Werewolf: the Apocalypse Revised.
By speaking with electricity spirits, the Garou causes a blackout over a widespread area. An
electricity elemental teaches this Gift.
System: The player spends one Gnosis point and rolls Wits + Science (difficulty 7). The
number of successes determines how large of an area is blacked out. One success would black out a
single room, while five would cut the power to a whole neighborhood.

Predator’s Leap
Source: Red Talons Tribebook Revised.
While any lupus werewolf can learn the secrets of jumping great distances, the Red Talons
have refined the Gift to great effect when chasing or ambushing a foe. By employing this Gift, the

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Talon’s leap “tracks” a moving target, allowing her to pounce on her prey even if said prey has fled
while the Talon is in mid-leap. A fox- or (sometimes) a cat-spirit teaches this Gift.
System: The player must roll to leap as usual, as detailed on p. 197 oF Werewolf: the
Apocalypse. She then spends a point of Rage and rolls Wits + Primal-Urge (difficulty 7); the leap is
counted as a Rage action, and does not affect the attack dice pool. Any successes on the roll are
subtracted from an opponent’s success to dodge or flee from the Talon, before the Talon’s attack
roll is made. The Talon may then attack normally.
MET: Make your Physical Challenge to leap. Should you win or tie, spend a Rage Trait and
make a Mental Challenge (retest with Primal-Urge). With success, you gain two bonus Physical
Traits in your next Physical Challenge (whether attacking or pursuit) against your foe. After the
next challenge is made, the bonus Traits are lost.)

Predator’s Many Eyes


Source: Red Talons Tribebook Revised.
The African savanna holds predators of various stripes: Lions, cheetahs, hyenas and many
others. The Kucha Ekundu do not regard themselves as “Lords of the Savannah,” especially with
the Ahadi in place, but do wish to do their job as Garou. This Gift facilitates that job, allowing the
werewolf to “mark” a predator and thereafter look through its eyes.
System: As the Red Talon Gift: Territory. Obviously, Predator’s Many Eyes does not require
the Garou to urinate on the animal it wishes to mark. The player must merely roll Charisma +
Animal Ken (difficulty 7) to mark the predator. Using this Gift on other Fera is possible but requires
the Fera’s consent. In all other respects, this Gift functions as Territory.
MET: As the Gift Territory. The Gift does not require the urine markings as per Territory,
only a Social Challenge (retest with Animal Ken) to mark the animal. This Gift may be used on
Fera (such as the Simba and Swara Bastet or the Ajaba), but only if the Fera has given consent; the
challenge to mark is the same.

Predator’s Patience
Source: Nagah Breed Book.
Good assassins must be able to wait for hours for their prey, and sometimes in uncomfortable
positions. This Gift allows the Kamsa to remain absolutely still for extended periods without
cramping or growing tired. The Nagah does not even appear to breathe, and may easily be
overlooked (or mistaken for a mannequin) due to the total lack of motion.
System: The player spends a Willpower point and rolls Stamina + Stealth. For each success
the Nagah is able to remain absolutely motionless for one hour. Until he moves, attempts to see him
in any but the best lighting conditions are at +1 difficulty.

Prehensile Body I
Source: Nagah Breed Book.
This Gift allows the Nagah to grasp objects or with her tail (or catch them in her coils) about
as easily as she could with her hands.
System: Once the Nagah learns this Gift, its effects are permanent. Simple acts (holding a
staff, turning a doorknob) are automatic. If there’s any question whether the wereserpent could
perform a particularly difficult task (loading a gun, tying a cherry stem in a knot), the player rolls
Dexterity + Athletics (difficulty 7).

Prehensile Body II
Source: Players Guide to the Changing Breeds.

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In forms other than Balaram, the Nagah can grasp and manipulate objects with her tail (or
coils) as easily as she can with her hands in human form.
System: Once the Nagah learns this Gift, its effects are permanent. Simple acts, like turning a
doorknob or holding a small object, shouldn't require a die roll. At the Storyteller's discretion, more
complex acts, like reloading a gun, should require a Dexterity + Athletics roll (difficulty 7). If a
complex physical action requires a different die roll, like fixing a car with Dexterity + Repair, the
Storyteller may elect to simply increase the difficulty of the roll (instead of calling for an additional
Dexterity + Athletics roll).

Presence of the Great Bear I


Source: Gurahl Breed Book.
Similar to the Garou Philodox Gift: King of the Beasts, this Gift enables the Gurahl to
influence other bears (one at a time) to follow her commands and assist her willingly. A Bear-spirit
teaches this Gift.
System: The target bear must be within the immediate vicinity of the Gurahl (100 feet). The
player rolls Charisma + Animal Ken against a difficulty which varies depending on the nature of the
Gurahl’s relationship with the bear (see chart). This Gift does not summon bears; the target must
already be present.

Relationship Difficulty
Sibling 3
Kinfolk 4
Feed and care for 6
Strange bear 8
Angry or hostile bear 10

Presence of the Great Bear II


Source: Players Guide to the Changing Breeds.
Similar to the Garou Philodox Gift: King of the Beasts, this Gift allows the Gurahl to cause
nearby bears (one at a time) to assist her and follow her instructions.
System: The player rolls Charisma + Animal Ken against a difficulty that depends on the
Gurahl's relationship with the target bear. The bear must be within 100 feet of the Gurahl for the
Gift to work. The duration is one scene.

Relationship Difficulty
Sibling 3
Kinfolk 4
Protected creature 6
Strange bear 8
Angry or hostile bear 10

Preserve
Source: Ananasi Breed Book.
This Gift lets the Ananasi create a special coating that keeps objects in a form of stasis until
the character needs them again. The object appears to have a soft, silky cocoon around it,
preventing it from being damaged by outside forces. Fire, physical force, even the ravages of time
are kept out by this delicate weave. Only the Ananasi who wove the cocoon can open it without
special occult knowledge.

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System: The character must expend one blood point and roll Wits + Rituals (difficulty 8) to
create this weave. The Ananasi can cover a single object of up to his Gnosis rating in square feet.
The coating keeps the enclosed object in stasis, keeping meat and other items fresh, and even
maintaining living things in a coma-like slumber. The effect lasts until the cocoon is broken; the
exact means of cracking the cocoon are up to the Storyteller, but only supernatural power has a
chance of success.

Preternatural Awareness
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou attunes all her senses to her surroundings, thereby becoming preternaturally aware
of her opponent’s doings and allowing her to anticipate them somewhat. This Gift is taught by a
Wind spirit.
System: The Garou spends one Gnosis point and rolls Perception + Dodge (difficulty 7). All
opponents’ Dice Pools to hit the Garou are reduced by a number of dice equal to the number of
successes. This applies even if the Garou cannot see the attack coming. The effect lasts for one
scene.

Prevent Adharma
Source: Nagah Breed Book.
Adharma means “wrong action” or “misstep.” By use of this Gift, the Nagah prevents a being
from going against its nature or its role in the universe. A Corax, therefore, could not withhold
information; a vampire could not refrain from acting in accordance with its Beast, and a fellow
Nagah could not spare the life of a legitimate target.
System: The player spends a Gnosis point and makes a contested Manipulation + Enigmas
roll against the target’s Willpower. If the wereserpent succeeds, the target is incapable of going
against his dharma. A being that is clearly acting against its nature immediately “comes to its
senses” and stops doing whatever it were doing. Likewise, beings that actively refrain from
following their dharma (e.g., a Garou who refuses to shift from its breed form or an artist trying to
be accountant), once more begin acting in accordance with their place in the world.
There was a time when all beings had relatively obvious dharmic paths and strove to follow
them. That is no longer the case. Most individuals in the modern age have no idea what their role is
in the grand scheme of things, and they may not actually have one, in which case this Gift has no
effect. On the other hand, this Gift is extremely effective with creatures that have a clear path to
follow (e.g., Kuei-jin, Risen, and mummies).
Ideally, the Nagah should at least have a vague idea of the target’s dharma, otherwise it’s
impossible to know what the effects of this Gift might be – and the Wani and Sesha both look
askance at such irresponsible use of Gifts.
If the target of this Gift is a Storyteller character, the Storyteller should decide just what the
target’s dharma is. If the target is another character, the Storyteller and the character should discuss
what the player thinks his character’s dharma really is (though the Storyteller retains final say).

Prey Mind
Source: Players Guide to the Garou.
The wolf is not always the predator, as lupus sorely realize. Humans’ capability for
destruction grows ever greater, and more wolves die at their hands every day. When the predator
becomes prey, it is this Gift that comes to the fore and assists the Garou in evasion, showing them
places to hide, ways to run, and even chances to attack back. A lamb or deer-spirit teaches the Gift.
System: The player rolls Wits + Primal-Urge, difficulty 7 in wilderness environments, 9 in
urban environments. Success guides the wolf in how to best evade her pursuers; she gains three dice

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to any pool made to escape, outdistance, hide from or evade pursuit. The Gift’s effects last for one
turn per success, so if the lupus hasn’t thrown pursuit by then, she’s on her own.

Prey’s Cry I
Source: Red Talons Tribebook Revised.
With this Gift, the Talon may emit a cry for help designed to lead a human into an ambush. In
years past, the Talons would use this Gift to mimic the death-cry of a deer or a similar animal, since
many humans still hunted their own food. In recent years, since most humans wouldn’t know how
to kill a wounded animal if their lives depended on it, the Talons use Prey’s Cry to imitate the call
of a favored pet or another human. A Raven-spirit teaches this Gift.
System: The player rolls Wits + Expression. The difficulty varies on how complex the
imitated sound is. An animal’s call, such as a dog whining in pain or a rabbit’s death scream would
only be difficulty 5. Imitating a human cry is difficulty 7, while imitating something more specific –
“the voice of a young girl” or “a human soldier calling for help” would raise the difficulty to 9. The
Red Talon need not actually have heard a human soldier before (for example), but if he uses this
Gift successfully, nearby humans will hear a soldier yelling for help.
MET: Make a Mental Challenge (retest with Expression). Success allows you to imitate an
animal’s call, such as a cat’s cry, a dog whining or a rabbit in a trap. By spending an additional
Mental Trait, you can imitate a human, and for two Mental Traits, you can imitate a specific kind of
human (a child or a grown man). To imitate a certain person’s voice (such as someone’s child or
spouse), you must have heard the voice before.

Prey’s Cry II
Source: Werewolf Dark Ages.
Medieval legends aplenty tell of terrible beasts that mimic human voices or the cries of game
animals to lure travelers into their gaping maws. The Red Talons have learned this trick for
themselves. Many a traveler has died at Talon jaws after following what they believed to be a fair
young girl’s cry of distress... This Gift is learned from a Raven, Mockingbird or Manticore-spirit
(the last is a member of Griffin’s spirit brood).
System: The player rolls Wits + Expression. The difficulty depends on the animal noise
imitated; a rabbit’s death-scream or wild bison’s call is difficulty 5, whereas a human plea for help
might be difficulty 7, or even 9 if the Talon wants "a voice that sounds like one of their priests" or a
similarly complicated mimicry. If successful, any mortal or animal believes that the cry is that of
the Red Talon’s intended creature, even to the point of recognizing "a noble’s inflection" or
believing a female voice that of "a maiden pure of virtue." The Red Talon need not even know that
much about the creature mimicked - even if the Talon has never heard a soldier cry for help, he can
emit a cry that humans would instantly take for the call of a man-at-arms.

Prey’s Cry III


Source: Dark Ages: Werewolf.
Medieval legends tell of terrible beasts that mimic human voices or the cries of game animals
to lure travelers into their gaping maws. The Red Talons have learned this trick for themselves.
Many a traveler has died at Talon jaws after following what he believed to be a fair, young girl’s
cry of distress. This Gift is taught by a mockingbird-spirit.
System: The player spends a Gnosis point and rolls Wits + Expression, difficulty dependant
on the noise being imitated. A rabbit’s death-scream or wild boar’s call is difficulty 5, while a
human’s plea for help might be difficulty 7, or as high as 9 if the Talon wants "a voice that sounds
like one of their priests" or a similarly complicated mimicry. If successful, any mortal or animal

437
believes that the cry is that of the Red Talon’s intended creature, even to the point of recognizing "a
noble’s inflection" or believing a female voice to be that of a "maiden of pure virtue".

Primal Anger
Source: Werewolf: the Apocalypse Revised.
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. Few members of other breeds have suffered enough shame and
suffering to learn this Gift.
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 damage for purposes of recovery.

Primal Howl I
Source: Red Talons Tribebook.
Wolf howls are frightening to their prey, and an unconscious fear of them still resides within
the human psyche, thanks to the Impergium. Although any Garou can howl, a Garou with this Gift
can tap into and evoke this deep-rooted fear. In addition, the Garou can make a howl that sounds
like it comes from several wolves (or Garou), giving even Wyrm creatures reason to pause. This
Gift is taught by an Ancestor-spirit or wind-spirit.
System: The Garou rolls Stamina + Expression (difficulty 7). If successful, anyone (except
other Garou or wolves) who wishes to approach the Garou must first make a Willpower roll
(difficulty 6) to overcome his instinctive fear. If the Garou approaches him, he must make the roll to
stand his ground.
In addition, each additional success after the first makes the howl sound as if came from one
additional Garou (or wolf): A two-success howl sounds as if came from two wolves or Garou; three
successes sounds as if there are three wolves, etc. Each additional "wolf" adds one to the target’s
Willpower roll difficulty (maximum 10). If the target of the Gift can see the Garou during the howl,
it will be clear to him that there is only one Garou, and the difficulty penalty will not apply.

Primal Howl II
Source: Red Talons Tribebook Revised.
The howls of a wolf pack evoke fear in prey, as they sense the predators approaching. This
Gift allows a Red Talon to emit a howl that evokes that same reaction in anyone that can hear it.
System: The player rolls Stamina + Expression (difficulty 7). If the roll succeeds, any being
that wishes to approach the Garou must succeed in a Willpower roll (difficulty 6). If the Garou
approaches, the being must make the same roll or back away (or flee). Wolves and Garou are not
affected by this Gift. Every success on the player’s roll beyond the first lends an additional “voice”
to the howl. Therefore, if the player rolls three successes to activate this Gift, it sounds as though
three Garou are howling, not one. Each additional “wolf” adds one to the difficulty of Willpower
rolls to approach the Garou or stand one’s ground if the Red Talon approaches (so to approach the
Garou on a “three-wolf” howl would require a Willpower roll at difficulty 8).
MET: Make a Physical Challenge (retest with Expression). With success, anyone that wishes
to approach you must succeed in a Willpower Challenge. If you approach them, they must make the
same challenge to remain, or they must back away or flee. Other Garou and wolves do not suffer
this effect. By spending additional Physical Traits, you can add another voice to the howl; spending
three would give you three additional “singers.” Those who wish to approach you must bid the
same amount you spent in Willpower to stand their ground or approach you.

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Primal Instinct I
Source: Players Guide 2nd Edition.
The Red Talon can strip away the layers of humanity that cover up man’s Basic instinct. A
human assaulted with this Gift finds himself behaving like a beast. Momentarily losing all civility,
the human strips naked, runs through the streets, growls at threats and makes numerous, uninvited
overtures toward members of the opposite sex. All thoughts of business meetings, colour television
and BMW’s vanish in favour of the Basic drives of survival. Red Talons use whatever means
necessary to force Ape-spirits to teach them this Gift.
System: The Red Talon must spend a Gnosis point and roll Manipulation + Animal Ken
(difficulty equal to the target’s Willpower). The number of successes indicates the extent to which
the human target loses his humanity. One success causes a certain absent-mindedness and
preoccupation with food and sex. Five successes, on the other hand, probably cause the raving
target to be locked up and tranquilized.

Primal Instinct II
Source: Players Guide to the Garou.
"Immediately what had been said about Nebuchadnezzar was fulfilled. He was driven away
from people and ate grass like cattle. His body was drenched with the dew of heaven until his hair
grew like the feathers of an eagle and his nails like the claws of a bird." - Daniel 4:33.
There’s no proof that the Red Talons ever managed to send King Nebuchadnezzar into the
wilderness, but this Gift provides all the tools they’d ever need to do so. As in the biblical verse,
this Gift robs a human of their higher thought, and instead they tear away their clothes, scavenge
(or, more terrifyingly, hunt) for food, and attempt to mate with the opposite sex in ways that are
certain not to engender a positive response. Red Talons force the secret of this Gift from ape-spirits.
System: After spending one point of Gnosis, the player rolls Manipulation + Animal Ken,
difficulty of the human’s Willpower. The number of successes determines the extent of the
animalism. One success makes a human slightly distracted, hungry and sex-obsessed. Five creates a
raving beast. Note that most humans have a Willpower of 2-3, thus making it highly likely that this
Gift will be exceedingly effective.

Primal Song
Source: Werewolf: Wild West – The Wild West Companion.
The Galliard 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 Galliard hears a song or
sees a dance. He will know every word, not 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.

Princely Bearing
Source: Players Guide 1st Edition.
This Gift allows a Garou to temporarily raise her Rank. During this time, she is considered to
be of that Rank, and thus can issue challenges and rulings appropriate to that Rank. However, she
cannot learn the Gifts of the Rank. Roll Charisma + Leadership against a difficulty 9 and spend one
Willpower point and one Gnosis point. One success raises the Garou by one Rank level. For every
two successes after that, another Rank level is gained. Thus three successes will raise a Garou two
Ranks while five successes will raise her three Ranks. The maximum number of Ranks obtainable
this way is limited by the Garou’s Leadership score. The effect lasts for one hour.

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Private Whispers
Source: Past Lives.
This Gift exemplified the werebats’ ability to deliver a message with utmost discretion. By
covering his mouth and whispering, the user may speak to anyone he can see without being
overheard.
System: The player rolls Manipulation + Subterfuge, difficulty 7; if attempting to contact
someone unaware of the character or his supernatural nature (for instance, to "haunt" a person), the
player must also spend a Willpower point. The character may whisper for one turn per success; the
target is the only one able to hear the character’s words. The Gift does not empower the target to
reply in kind.

Probe Thoughts I
Source: Gurahl Breed Book.
More intrusive than the Gift: Mind Sight, this Gift enables the Gurahl to uncover hidden
information in the target’s mind. The belief by many tribal people that bears have the ability to read
minds may come from witnessing or experiencing the use of this Gift. A Snake-spirit teaches this
Gift.
System: The player spends a point of Gnosis and rolls Wits + Empathy (difficulty of the
subject’s Willpower). For every success, the Gurahl may uncover one thought that lies below the
surface of her target, even if the subject deliberately attempts to suppress the thought. Use of the
Gift on supernatural creatures requires a point of Willpower to be spent as well as Gnosis.

Probe Thoughts II
Source: Players Guide to the Changing Breeds.
This Gift enables the Gurahl to acquire hidden thoughts of an individual.
System: The player spends a point of Gnosis and rolls Wits + Empathy (difficulty of the
subject's Willpower). Each success reveals one piece of information hidden below the surface of the
mind. The Gurahl must spend a point of Willpower to read the mind of a supernatural creature.

Proclamation of Action
Source: Rage across the Heavens.
This Gift enables the Garou to force an end to discussion and take the course of action the
character thinks is best. The werewolf can literally command others to act as he bids, although only
if they had been previously dithering over a course of action.
System: The player spends a Willpower point and rolls Charisma + Leadership to put a
damper on discussions that have gone on too long. (“Enough talk. Let’s do it!”) One success allows
the character to affect a single target. Each additional success increases the number of individuals
affected by one. A failure means that the Gift has no effect, while a botch makes the targets turn a
deaf ear to the character’s suggestions for the rest of the scene. A character desiring to resist the
effects of the Gift must make a Willpower roll (difficulty of the Gift user’s Willpower + 1, up to a
maximum of 10). This Gift lasts for one scene.

Prophecy
Source: Book of Auspices.

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This Gift offers the Theurge true insight into the future. Such visions are sporadic and
sometimes enigmatic, but unless a specific effort is made to change what is ahead, they are always
accurate. An owl-spirit teaches this Gift.
System: This Gift is as much a story element as a power; the player should check with his
Storyteller before buying it for a character. Regardless of whether it is possessed by a player
character or not, visions come only at the Storyteller’s whim and contain whatever information he
desires. The Storyteller should obviously avoid depicting player characters’ futures in such visions,
to avoid turning them into a set piece.

Prophetic Vision I
Source: Gurahl Breed Book.
Gurahl lorekeepers credit this Gift for providing the earliest warning of the War of Rage, even
though many werebears ignored or misinterpreted the omens drawn from its use. By entering a deep
trance, a Gurahl may send his mind beyond the barriers of time and catch a glimpse of what the
future holds. Words as well as visions come to the werebear, warning or alerting him to things that
have yet to transpire. Unfortunately, these images, while vivid and often dramatic, require
interpretation. Many who use this Gift fail to understand what they have seen and heard. Gurahl
believe that the disturbing images and phrases that seem to penetrate current uses of this Gift herald
the impending Apocalypse. Phoenix teaches this Gift.
System: The Gurahl assumes a meditative state, while his player rolls Perception + Enigmas
(difficulty 9). The player may spend Gnosis to lower the difficulty at the rate of one per Gnosis
point. Almost immediately, the werebear begins to sense words and images, many of them distorted
or extremely cryptic. The Storyteller should not make these “visions” of the future impossible to
fathom, but she should try to challenge the player by leaving many avenues of interpretation open.
No successes means that a vision or message from the future fails to come to the Gurahl, while a
botch gives the werebear a false vision or warning.

Prophetic Vision II
Source: Rage across the Heavens.
This Gift enables the Garou to receive a vision of the future based on the study of the night
sky. The vision is usually reveals itself in astrological terms. This Gift is taught by a Star-spirit.
System: The Garou spends one Gnosis point and rolls Wits + Enigmas (dif. 7). The number
of successes indicates how precise a vision appears to the character. A single success provides
vague information, while three or more successes allow the revelation of specific details.
Storytellers should couch their visions in symbols appropriate to the Incarna and matter at hand; the
seer should have to interpret the vision rather than be spoon-fed.

Prospector’s Luck
Source: Werewolf: The Wild West.
In the Old World, the Fianna learned how to find the secret places where faeries hid riches in
the earth. This Gift allows a Garou to sense deposits of gold and silver within a general area (a
couple of mile radius). This Gift is taught by Rock-spirits.
System: The player spends a point of Willpower and rolls Perception + Alertness (difficulty
7). Each success gives the Garou more information. For example, a single success would let the
Fianna know that valuable minerals are in the area; two successes would indicate the type, while
three would give the Fianna a general indication of where the precious metal was located. With five
successes, the Garou could walk over to a stream bed and pluck out a gold-covered rock. This Gift
cannot locate gold or silver in an area where the metals aren’t present. Fianna can only attempt this
Gift once in any given place.

441
Protect the Swarm
Source: Ratkin Breed Book.
All sorts of supernatural creatures like to call up rats as allies. Ratkin from rival packs,
vampires with the Animalism Discipline, mages with the Ratstorm rote and Beast-Speaking Garou
are just a few examples. If a Shadow Seer runs into a rat who’s been victimized by any of these
Gifts, she can determine who is controlling the poor defenseless beastie. If she’s powerful enough,
she may even attempt to convince the rodent to disobey its master.
System: Once you’ve learned this Gift, you can sense whether a rat you encounter is possibly
being controlled by another supernatural creature. Roll Gnosis; you must score more successes than
your rival’s initial roll for his supernatural "power," whether that’s a Discipline, Sphere, Gift, or
what-have-you. You will even gain a brief glimpse of the rival who’s been manipulating the poor
critter. If you succeed, you can also overpower his ability, but only if your Rank is the same level or
higher than the power that’s used. Make a second roll of Manipulation + Primal-Urge (difficulty 7);
you must have more successes than your rival’s initial roll.

Pull of the Chosen Land I


Source: Gurahl Breed Book.
This Gift allows a Gurahl to find the quickest route to his protectorate regardless of where he
is. If the Gurahl has been forcibly relocated to an unknown location, he may still make his way back
to familiar territory, following an internal compass that leads him home. An Earth-spirit teaches this
Gift.
System: The player spends a point of Gnosis and rolls Perception + Primal-Urge (difficulty
7). This Gift works in the Umbra as well as in the physical world.

Pull of the Chosen Land II


Source: Players Guide to the Changing Breeds.
The Gurahl can find the shortest, fastest route to his protectorate, regardless of where he is
and how he got there.
System: The player spends a point of Gnosis and rolls Perception + Primal-Urge (difficulty
7). This Gift also works in the Umbra.

Pull Water
Source: Croatan Song.
Using a forked stick or a smooth stone, a Garou can locate water hidden underground or
within a succulent plant and pull it to the surface to be used. This Gift may tap into underground
wells, water locked within loamy ground, moisture held within cacti or deep streams far beneath the
desert floor. Some Uktena have used this Gift to help their Kinfolk in desert nations irrigate their
fields, while others have kept a pack from dying of thirst when crossing badlands and open desert.
Spirit servants of Uktena teach this Gift.
System: The player rolls Perception + Enigmas (difficulty 6). For each success, he may call
forth enough water to sustain a single person for a day.

Pulse of the Invisible I


Source: Werewolf: the Apocalypse 2nd Edition.
Spirits fill the world around the Garou, and none knows this better than the Theurge. Those
Garou with Pulse of the Invisible remain constantly aware of all that spirits do around them and can

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interact with them at will. While most of what occurs is barely worth watching, the Garou will be
aware of any dramatic changes. This Gift is taught by any spirit.
System: If the Garou’s Gnosis Dice Pool equals or exceeds the Gauntlet, he can automatically
see into the Umbra. Otherwise, he must roll to pierce the Gauntlet, using Perception + Occult
(difficulty of the Gauntlet). Only one success is required. The effect lasts for an entire scene or until
the character enters an area with a high Gauntlet.

Pulse of the Invisible II


Source: Ratkin Breed Book.
As the Theurge Gift. The Ratkin can voluntarily enter a state of disconnection, remaining
constantly aware of al the spirits around her while she wanders about in the physical world.

Pulse of the Invisible III


Source: Werewolf: the Apocalypse Revised.
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: If the Garou’s permanent Gnosis equals or exceeds the Gauntlet, he can see into the
Umbra automatically. Otherwise, the player must roll Gnosis to pierce the Gauntlet (Difficulty of
the Gauntlet rating). Only one success is required. The effect lasts for an entire scene or until the
character enters an area with a higher Gauntlet.

Pulse of the Invisible IV


Source: Dark Ages: Werewolf.
While all Garou are children of both the spirit realm and the physical world, the werewolf
who learns this Gift can perceive them both while standing firmly in Gaia’s realm. While watching
spirits is often as entertaining as watching the grass grow, those with this Gift will be immediately
aware of notable events in the spirit world. Any spirit can teach this Gift.
System: If the Garou’s permanent Gnosis equals or exceeds the Gauntlet, he can see into the
Umbra automatically without conscious effort. Otherwise the player must roll Gnosis (difficulty
equal to the local Gauntlet) to allow the character to pierce the wall between the worlds. One
success is sufficient. The effect lasts for one scene or until the character enters an area with a higher
Gauntlet, at which time the player must roll and succeed again.

Pulse of the Railroad


Source: Werewolf: The Wild West.
The Garou with this Gift has learned the ways of the Weaver-spirits and can commune with
them. By placing her ear against a railroad track, she can hear anything happening anywhere along
that rail as if she were actually there. An Iron-spirit teaches this Gift.
System: By rolling Perception + Science, the werewolf can attempt to listen to the Iron-spirits
in the rail. The difficulty depends on the distance away from the target area. The difficulty starts at
4 with a range of 20 miles, and increases by one for every 10 miles beyond 20 (40 miles would be
difficulty 6, etc.). The number of successes also reflects the amount of details the Garou can discern
from the Iron-spirits’ constant chatter.

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Punishment from the Moon
Source: Hengeyokai: Shifters of the East.
As the Ahroun Gift: Silver Claws.

Puppeteer’s Secret I
Source: Hengeyokai: Shifters of the East.
All Kitsune pick up a few illusions, and a few fox tricks. Not being noticed is the most
important of both. This Gift won’t turn the Nine-Tails invisible; even better, it makes him one of the
crowd. If a Fox using Puppeteer’s Secret is standing around the police station, everyone just knows
he’s part of the squad. As the Party meeting, everyone assumes he’s faithful, if dull, member.
Wherever he goes, he’s been there for years – he’s the familiar face; the friend of a friend; the loyal,
nameless supporter; the small-timer trustworthy because he hasn’t an angle to call his own. Deer an
other well-camouflaged spirits (whose mortal representatives blend into the scenery or die) teach
this Gift.
System: For starters, the player rolls Charisma + Subterfuge (difficulty 7). The Kitsune
should be wearing at least a rough approximation of what everyone else is – a suit won’t encourage
the confidence of dock-workers – and keep up fairly appropriate behavior (as a janitor he can sweep
the same patch of floor forever, but safecrackling will draw too much attention). This need not be a
major effort – Puppeteer’s Secret will cover all the things a disguise can’t except ignorance – but as
a rule, the less the Nine-Tails says he does, the better. If the Fox begins to step outside his assumed
character, the Storyteller may ask for additional skill rolls: Wits, Charisma or Manipulation plus
Streetwise, Etiquette, etc., to allay suspicion.

Puppeteer's Secret II
Source: Players Guide to the Changing Breeds.
All Kitsune pick up a few tricks. Though not turning a Fox invisible, it makes him one of the
crowd. Wherever he uses this every one simply assumes he belongs and has been there for ages.
He's a familiar, loyal face, a supporter. Deer and other well-camouflaged spirits teach this Gift.
System: The player rolls Charisma + Subterfuge, difficulty 7. The Kitsune should be wearing
attire appropriate to the group he is attempting to infiltrate and should act inconspicuously. A janitor
would not be cracking a safe or singing on stage, for example, but could sweep the floor for hours
without drawing attention. The less he says and does, the better. If the Fox begins to go beyond the
character chosen, the Storyteller may ask for more skill rolls using Wits, Manipulation or some such
+ Streetwise to fend off suspicion.

Pure Venom
Source: Nagah Breed Book.
In some cases, the Nagah find themselves up against foes that are particularly resistant to their
venom. To ensure their ability to adequately dispense justice to such foes, some Nagah use this Gift,
which adds an extra level of supernatural potency to their venom.
System: The player simply spends a point of Gnosis before making the attack roll to bite or
spit venom. If the next bite or spit hits, the Nagah’s venom bypasses ordinary resistance, among
them the Gift: Resist Toxin. (If the victim has no other defenses against the poison, the difficulty to
soak the venom’s damage is increased by 1). Vampires take full damage from Pure Venom, and
even other walking dead take half damage from the venom’s supernaturally corrosive effects.

Purity of Spirit
Source: Book of Auspices.

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Many Galliards relate stories describing the werewolves’ weakness to silver as a kind of
chiminage — the price Luna extracts from her children for the gift of Rage. Using this Gift, the
werewolf can, at great cost, briefly shield himself against silver’s damaging power with his own
spiritual energies. A Lune teaches this Gift.
System: The Garou spends a number of Gnosis points, and immediately receives this many
automatic successes to soak damage from silver, even if she has no dice to roll. The effect lasts for a
number of turns equal to the Gnosis spent, not including the remainder of the turn in which it was
activated. The Gift does not take an action to activate, and indeed can be activated immediately if
the Garou has been struck by surprise with a silver bullet or blade to help ameliorate the damage...
as long as the user hasn’t spent any Rage that turn, of course. This Gift cannot be active at the same
time as Luna’s Armor; whichever is activated last cancels the prior Gift.

Purr
Source: Bastet Breed Book.
The ultimate tool of feline seduction: by softly purring near some person or animal, the Bastet
instills her with a desire to cuddle, pet and spoil him. So long as he treats his paramour well, she’ll
want nothing more than to shower him with affection for days at a time. Purr works in any form.
System: To set this charm in motion, the Bastet must purr audibly for at least a minute. The
player spends a Willpower point and rolls Charisma + Empathy (difficulty of the target’s
Willpower). This Gift works on anyone, and unless she has some reason to suspect a trick, the
subject will believe her affections are genuine (soon, they may be). Violence or unreasonable
demands (“Go kill that vampire for me, sweetheart”) wreck the charm beyond repair – it’ll never
work on her again. The infatuation lingers for one day per success; the results may last a lifetime.

Pure Identity I
Source: Shadow Lords Tribebook.
A Bringer of Light can alter his appearance to suggest he belongs to another race. If he
remains in homid form, he can appear as pallid as a vampire or as glamorous as an Unseelie
changeling. If he desires to keep his "scent" as a Garou, he can affect cosmetic changes and appear
as a Black Spiral. This Gift is taught by a Chameleon-spirit.
System: The Lord spends three Gnosis, but need make no roll. The duration is one day. Close
examination requires a Subterfuge roll to maintain the deception.

Pure Identity II
Source: Shadow Lords Tribebook Revised.
As Purify Scent allows the Lightbringer to mask his tribe, breed, and auspice, so this Gift
allows her to mask her race. She may appear as a vampire or a changeling, or even as a hunter or a
normal human. In shifted form, she may appear as a Black Spiral Dancer, and perhaps even as a
fomor of some sort. This Gift is taught by a chameleon-spirit.
System: The Lightbringer spends three Gnosis, and remains masked for one full day. If
scrutinized carefully, the Garou must make an opposed Manipulation + Subterfuge roll (difficulty
8) against the opponent’s Perception + Subterfuge roll (difficulty 8) to maintain the deception.
MET: Spend three Gnosis to activate this Gift. If you fall under intense scrutiny make a Static
Social Challenge (difficulty is the investigator’s Wits-related Mental Traits and Subterfuge Ability).
Failure reveals the imperfections in your disguise.

Purify Scent I
Source: Shadow Lords Tribebook.

445
If another supernatural creature attempts to determine the breed, tribe or auspice of a Bringer
of Light, the target may use this Gift to retain her secrets. A Night-spirit teaches this Gift.
System: The Shadow Lord spends one point of Gnosis and rolls Perception + Primal-Urge.
The difficulty of discovering the information is increased by 1 for each success (up to a maximum
modifier of +3).

Purify Scent II
Source: Shadow Lords Tribebook Revised.
Masters of stealth, the Bringers of Light use this gift to mask their true identity from other
Garou. Its effects apply to other supernaturals as well, but they are typically not interested in
learning the information masked by the Gift. It is taught by a night-spirit.
System: The player spends a point of Gnosis and rolls Perception + Primal-Urge (difficulty
7). Each success raises the difficulty of discovering the Garou’s breed, tribe, or auspice (by any
means, natural or supernatural) by one, to a maximum of +3.
MET: Spend a Gnosis and make a Mental Challenge (retest with Primal-Urge). Success
means the next attempt to learn your breed, tribe or auspice fails. Once the attempt fails, the Gift’s
effects end.

Purify Meat
Source: Red Talons Tribebook Revised.
While some Red Talons abstain from eating humans because of the Litany, the more common
reason for hunting more conventional game is that humans are befouled by the chemicals they put
into their bodies. In some parts of the world, this isn’t such a problem, but in most countries, human
flesh is foul tasting and unhealthy, even for Garou. In other places, the land is so corrupted that
other game animals begin to taste rubbery and disgusting. With this Gift, a Red Talon can purge
chemicals and other poisons from dead flesh. A water elemental teaches this Gift.
System: The player spends one Gnosis point. The Garou must touch the meat he wishes to
cleanse. Each use of this Gift cleans approximately fifty pounds of dead meat of any non-
supernatural toxins.
MET: Spend a Gnosis point and touch the meat you want to cleanse. This Gift can cleanse
about 50 pounds of dead meat of non-supernatural toxins (chemicals, toxic waste, drugs, and
alcohol). This Gift only works on dead meat – it is not an arm’s-length Resist Toxin.

Purity of Blood I
Source: Shadow Lords Tribebook.
The disciple has become so resistant to the Wyrm that she may overcome the Blood Bond of
vampires. This Gift is taught by an avatar of Grandfather Thunder himself.
System: The Shadow Lord must expend two points of Gnosis, spend 10 minutes in
meditation and make a successful Intelligence + Meditation roll. Until the Garou uses Purity of
Blood, he will be aware that he is Bound, but may nonetheless spend a Willpower point to break his
conditioning and use the Gift. Also note that this allows an infiltrator of the Sabbat to shatter the
effect of the Vaudelaire.

Purity of Blood II
Source: Shadow Lords Tribebook Revised.
The Lightbringer’s ability to resist the Wyrm is such that he may overcome the blood bond of
vampires. This Gift is taught by an avatar of Grandfather Thunder, and has been responsible for the
downfall of many a nest of vampires.

446
System: After spending 10 minutes in deep meditation, the Lightbringer spends two points of
Gnosis and makes an Intelligence + Meditation roll (difficulty 8). Success indicates that the Garou
may spend a Willpower point at any time during the following 24 hours to break the blood bond of
a vampire, making the infiltration of vampire nests a trivial exercise. The Garou need only glance at
the affected blood thrall; physical contact is not needed. The Gift works as well on Sabbat
Vaulderie as it does on normal vampiric blood bonds.
MET: Spend 10 minutes in meditation, followed by spending two Gnosis Traits and making a
Static Mental Challenge against eight Traits (retest with Meditation). With success, the Garou need
only spend a Willpower Trait during the next 24 hours to break a vampiric blood bond. The target
only needs to be within line of sight, and requires no physical contact. This Gift will also work on
the Sabbat Vaulderie.
These highly specialized Gifts are taught by members of Bat’s brood, and may only be
learned with permission from Bat himself. If a Lord actually joins this camp, this permission is
implicit.

Push
Source: Nuwisha Breed Book.
The Nuwisha can force another being into the Umbra with this Gift. This is taught by a
Coyote-spirit.
System: The player must make a Gnosis roll (difficulty of the target’s Willpower) and expend
one Gnosis point. The target of this Gift appears in the Penumbra.

Pyrotechnics
Source: Ratkin Breed Book.
Fire walks with you. While cowards cloak objects in darkness, you’re a soldier of the
Apocalypse; you’ll cloak them in flames. The size of the object in question depends on your anger
and your ability. Anyone using this Gift must have some sort of prop to cover up the supernatural
activity. Use gasoline, mix chemicals, or just wire something to blow. Even if it shouldn’t
physically work, your race’s undying hatred will give it the kick it needs to jump-start the
Apocalypse.
System: Start off by focusing your anger. You can spend as much Rage as you like; each
point gives you an automatic success on the Intelligence + Occult roll that follows. The size of the
object and its composition both affect the number of successes you need to set it ablaze. Every
success allows you to torch a 10- by-10 foot area. Yes, this can be used on living things. Optionally,
mechanically-inclined Storytellers may choose to split the number of successes on the initial roll
between these two tables to further define the conflagration. For more details, check out the Fire!
section of the main rulebook.

Successes Severity of the Fire Difficulty to soak damage


One Heat of a candle (first-degree burns) 3
Two Heat of a torch (second-degree burns) 5
Three Heat of a Bunsen burner (third-degree) 7
Four Heat of a chemical fire 9
Five molten metal 10

Successes Wounds inflicted each turn Size of the Fire


One Size of a torch One
Three Bonfire; half of body burned Two
Five Raging inferno; total immersion in flames Three

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Quell Mob Rage I
Source: Gurahl Breed Book.
By speaking calmly and deliberately, the Gurahl can dispel the anger of a crowd, disperse
lynch mobs or stop a riot before it starts. A Weaver-spirit teaches this Gift.
System: The player rolls Charisma + Leadership (difficulty of the highest Willpower among
the members of the target group) and confronts the angry crowd (which may consist of up to 50
individuals). Each success causes a step-down in hostility of one degree (i.e., hostile crowds
become discontented, discontented mobs become neutral, and neutral groups tend toward
friendliness). If the Gurahl rolls more than three successes, he may further manipulate the crowd to
accept his own beliefs or ideas in place of the ones that sparked the initial anger.

Quell Mob Rage II


Source: Players Guide to the Changing Breeds.
The Gurahl can diffuse the anger of a crowd, including lynch mobs and rioters.
System: The player rolls Charisma + Leadership (difficulty of the person in the crowd with
the highest Willpower). Each success reduces the hostility of up to 50 people by one degree. More
than three successes allow the Gurahl to sway the crowd to his own beliefs.

Quell the Storm


Source: Werewolf: The Wild West.
As the favored tribe of the Weaver, Iron Riders are actually capable of imposing order on
even the Storm Umbra. This Gift allows an Iron Rider elder to calm and even dispel Umbral storms
by countering their Wyld energies with the power of the Weaver. Naturally, several tribes, the
Black Furies and Red Talons in particular, resent werewolves who use this Gift to advance the
Weaver’s influence.
System: The player spends two Gnosis and rolls Gnosis, difficulty 8. The number of
successes determines how effective this Gift is; one success can slow a strong Umbral wind down
or banish an Umbral breeze, while five successes can convert a full-blown Umbral storm into dead
calm in a matter of seconds. If used against Wyld-spirits, the roll is against a difficulty of the spirit’s
Gnosis, and the spirit loses four Power for every success. The werewolf cannot use this Gift more
than once against the same storm or spirit.

Questioning
Source: Players Guide 1st Edition.
This Gift allows the Garou to doubt the very nature of reality for a turn — and thus ignore the
results of a single roll against her or a roll of her own that she didn’t like. This requires an
expenditure of one Gnosis point. It can be used only per scene.

Quick Currents
Source: Players Guide to the Changing Breeds.
As the Level Four Child of Gaia Gift: Strike the Air.

Quicksand I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou can turn the local ground into a sticky mass that can catch foes and prevent them
from moving easily. This Gift is taught by Earth elementals.

448
System: The Garou spends a Gnosis point and rolls Manipulation + Primal-Urge (difficulty
7). Each success turns a 10-foot area of ground into a viscous, sticky substance. Anyone in the area
save the Garou can only move at half walking speed, and no combat maneuvers requiring
movement may be executed. Additionally, the difficulties for all attacks involving actions more
complex than basic grappling are increased by one.

Quicksand II
Source: Werewolf: the Apocalypse Revised.
The Garou turns the ground into a sticky morass that catches foes and prevents them from
escaping or even walking. An earth elemental teaches this Gift.
System: The player spends a Gnosis point and rolls Manipulation + Primal-Urge (difficulty
7). Each success changes the ground into a quicksand-like bog for a 10-foot radius. Anyone trying
to move through it (except the Garou) moves at half walking speed, and he may not execute combat
maneuvers that require overland movement. Additionally, all other combat maneuvers take a +1
difficulty penalty.

Quicksand III
Source: Dark Ages: Werewolf.
The Red Talon turns the surrounding area into an unstable and viscous substance that entraps
and hinders his foes. The hapless victims can suffocate if not rescued. This Gift is taught by earth
elementals.
System: The player spends a Gnosis point and rolls Manipulation + Primal Urge (difficulty
7). Each success converts a 10-foot area of ground into dangerous muck. Anyone in the area except
the Garou has his movement halved; weak individuals begin to sink. Trapped targets eventually
suffocate.

Qyrl’s Blood
Source: Rokea Breed Book.
As the Level One Uktena Gift: Shroud. Like Breach, while this Gift works on land, many
Rokea don’t think to try. Squidspirits may teach this Gift.

Rabbit Run
Source: Frontier Secrets
As the Silent Strider Gift: Speed of Thought.

Rage at Shadows
Source: Werewolf: The Wild West.
As the Gift: Circular Attack.

Rage of Fenris
Source: Werewolf: The Wild West.
The werewolf calls on Fenris, summoning Strength and Rage from the Wolf-God and striking
at his enemies with increased fury. This Gift is taught by an avatar of Fenris.
System: This Gift may only be used when a Get is outnumbered and facing overwhelming
odds. The player spends two Gnosis and one Willpower. He then rolls Rage, difficulty 5. The Get’s
Strength increases by three and his Rage by five; the effects of this Gift last for one scene. The

449
character can frenzy, but is incapable of falling into the Thrall of the Wyrm, as he is already under
the influence of Fenris. The Rage of Fenris automatically fails in any attempts where the character
is not facing at least two-to-one odds.

Rage of the Mother Bear I


Source: Gurahl Breed Book.
The Gurahl may invoke a white-hot anger which endows her with uncommon rapidity of
movement and action. This Gift allows a Gurahl to take multiple actions during battle or to perform
in emergency situations which require fast responses and desperate measures (such as pulling a
companion out of the path of a speeding car or a falling tree). A Jaggling of Ursa Major teaches this
Gift.
System: The player spends a point of Gnosis and rolls Dexterity + Rituals (difficulty 6). Each
success gives the werebear one additional action. The werebear must take all her extra actions the
same turn, or they are lost.

Rage of the Mother Bear II


Source: Players Guide to the Changing Breeds.
The anger of Mother Bear allows the Gurahl to act with rapidity during combat or in an
emergency situation.
System: The player spends a point of Gnosis and rolls Dexterity + Rituals. Each success gives
the Gurahl one additional action, all of which must be taken in the same turn or they are lost.

Raiding the Umbral Hoard I


Source: Hengeyokai: Shifters of the East.
Raiding supplies of grain and rice is essential to a nest’s survival. Though this Gift, a Nezumi
can summon a small group of Rat-spirits to steal a small amount of food and transport it through the
Umbra to another locale up to a mile away (although they can be tracked in the process). Food in
plain sight cannot be stolen - it must be hidden or unobserved. A variant of this Gift allows the
spirits to corrupt and despoil caches of food. This Gift is, naturally, taught by a Rat-Spirit.
System: This Gift requires one point of Gnosis and a Wits + Survival roll. A rodens can seize
and transport a few handfuls of food; a homid can transport a few pounds; a metis can transport up
to ten pounds. If the user spends a point of Rage instead, he can spoil an equivalent amount of rice
or grain with feces and urine.

Raiding the Umbral Hoard II


Source: Players Guide to the Changing Breeds.
A Nezumi may summon rat-spirits in order to steal small amounts of hidden food and carry it
through the Umbra to another location no more than a mile away. An alternate version of this Gift
enables the spirits to spoil caches of food. A rat-spirit teaches this Gift.
System: The player spends a point of Gnosis and rolls Wits + Survival. A rodens can acquire
a few handfuls; a homid can take a few pounds; a metis can move up to ten pounds of food. By
spending Rage instead of Gnosis, the Nezumi can spoil as much food as he could otherwise spirit
away.

Raincalling
Source: Bastet Breed Book.

450
The spirits of wind and weather are the best friends and worst enemies a Pumonca can have.
This Gift, which came from a pact between Old Stone Face and the East Wind, allows a cougar to
call forth rain. The shower is more a drizzle than a thunderstorm, but it can cool a hot day, water
crops or dampen an empty creek bed in minutes.
System: The cougar’s player rolls Manipulation + Survival and spends a Gnosis point to call
forth rain. The difficulty depends on the conditions: humid, overcast skies are difficulty 6, while
dry, clear skies raise it to 10. If there aren’t any clouds in sight, the Gift could take some time to
manifest. The intensity and length of the shower depends on the success rolled; one success might
get a brief drizzle, while five successes would make it rain fairly hard for an hour or so. This Gift
inflicts no damage and cannot flood most areas.

Rains of Mercy
Source: Players Guide to the Garou.
Though this Gift’s surprises many non-Shadow Lord Garou, it is only because they forget the
Shadow Lords follow a god affiliated with rain, and they come from a harsh land. Even the
Darwinist Shadow Lords know that their Kin need to be fed, and the rain summoned with this Gift
made sure those favored by the Lords never went hungry. A Stormcrow teaches this Gift.
System: The Shadow Lord spends one point of Gnosis. By the end of the day, rain pours
down in an area around the Shadow Lord. The size of this area depends on the Shadow Lord’s rank;
it affects a radius of 15 minutes walk for each Rank the Lord has achieved, so an Athro can affect a
region one hour’s walk in radius from his location. This Gift cannot summon harsh storms, but does
produce a heavy downpour.

Rally to the Cause


Source: Werewolf: The Wild West.
At times a Philodox needs to rally Garou to achieve a goal, but as events in the Savage West
prove, Garou can rarely agree on anything, let alone work together. This Gift helps a Philodox
inspire other Garou to follow his cause, despite tribal or personal differences. This power is most
appropriate for inspiring Garou, but also affects humans. This Gift is taught by a Falcon-spirit.
System: The character makes a speech before his audience. The player then rolls
Manipulation + Leadership (difficulty is the highest Willpower of any dissenting targets).
Individuals who willingly follow the Philodox automatically rally to him and gain the benefits
conferred by the Gift. If the player’s roll succeeds, Garou who disagree with the character’s plan
feel compelled to aid him despite their differences of opinion (although the expenditure of a
Willpower point may allow an individual to break from the pack). If the roll botches, even a
Garou’s dedicated followers may abandon him.
Rallied Garou each receive an extra point of Willpower to be used in achieving the Philodox’s
goal. They may also be quicker to frenzy if that suits the mission ahead (a call to battle, for
example); only three successes on a Rage roll are required to frenzy. Rival Garou have better
relations as well, and put their differences aside for the common goal; difficulties of Social rolls are
reduced by two.
The effects of this Gift last until the Philodox’s mission is complete or for the remainder of
the scene, whichever comes first. The Gift can be used to inspire packs, members of a sept or
attendants at a moot; even native and European tribes can be convinced to work together, assuming
that the Philodox’s goal is not anathema to any party.

Rallying Challenge
Source: Bastet Breed Book.

451
By sending her inner power outward, a Simba may rally herself to accomplish things normally
outside her range. With a shattering cry, she raises her physical strength or force of personality to
unusual heights.
System: Like the Level Two Bagheera Gift: Ojas Surge, except that it only boosts Strength,
Stamina or Charisma, takes one turn (and a thunderous roar) to achieve, and can only be done once
per scene.

Rampage
Source: Red Talons Tribebook Revised.
No Winter Garou has yet learned this Gift, and only the older Red Talons who had a hand in
the Winter Council know it. This Gift, meant as a last resort, allows the user to smash stone, rend
metal, and generally destroy any man-made object within reach. A wolverine-spirit teaches this
Gift.
System: The player spends two Rage points and rolls to check for frenzy. If the Garou
frenzies, the Gift activates and the werewolf gains three extra dice on any Strength roll to break,
throw, crush, or lift inanimate objects. These dice cannot be used for direct damage to an opponent.
The effects of the Gift last for one scene, during which the Garou attacks whatever is within reach,
excluding her own packmates (regardless of her comparative Rage and Gnosis scores).
MET: Spend two Rage Traits and make a frenzy test. If frenzy is successful, the Gift
activates and the Garou gains Brawny x 2 and Ferocious on any Strength-related challenge against a
man-made object, such as breaking, throwing, crushing or lifting. The Gift lasts for one scene; the
Garou attacks whatever’s in reach, except for packmates, regardless of her Rage and Gnosis scores.

Rant and Rave


Source: Bone Gnawers Tribebook Revised.
Suffused with the pure energy of the Wyld, the user of this Gift rants and raves in a torrent of
nonsensical language. Only others who are properly attuned to his magic silver-hammer disco ball
dimension can penetrate his tinfoil hat. More precisely, any member of his pack or the Bone
Gnawer tribe can decode whatever nonsense he is saying. He can also project these thoughts at a
distance to one listener; the ranting Garou chooses which individual receives his psychic
transmission.
The listener does not have to actually hear the ranting Garou. As long as he’s within the same
city, or even the same state or province, there’s a chance he’ll receive the message. (Unlike the Gift:
Mindspeak, line of sight is not always required.) Ranting Bone Gnawers have been known to hold
entire conversations from opposite sides of the same city, taking turns shouting violent imprecations
to no one in particular. A Wyldling-spirit teaches this Gift.
System: The Ranting Garou spends one Gnosis for each werewolf he wants to receive his
secret message; the duration is one scene. Each one of these targets must either be a member of his
pack or a Bone Gnawer. (This is allowable if he’s temporarily joined a pack with the Bone Gnawer
Gift: Tagalong.) Roll the ranter’s Appearance + Expression (difficulty 6); the number of successes
limits how far away his recipient can be.

Successes Effect
1 Line of sight (as per Mindspeak)
2 Same building
3 Same city block
4 Same city
5 Same state or province

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For Wyld reasons no one can understand, the most powerful application of this Gift actually
does have a longer range in Texas or Alaska than in the Rhode Island, New Hampshire, or Vermont.
Bone Gnawer Deserters have gone on epic Umbral quests to deduce the reason why, but have never
returned with any sufficiently logical answer.
MET: This is a Patrol Gift (see sidebar). Two tin cans (or appropriate substitutes) are also
required as props. Use one Gnosis and tap your chosen spirit player on the shoulder. The spirit
player then hands your sheet to you and represents the patrolling spirit instead. Whisper a message
to the player of the patrolling spirit and hand him the tin can. He must then walk to the target of
your message, hand her the tin can, and whisper in her ear. The message cannot be longer than five
sentences. (Just in case you’re cheap enough to attempt long rambling sentences, your companion
can’t write them down, and will have to repeat them from memory.) As with any other Patrol Gift,
the patrolling spirit can’t be challenged.
As soon as the spirit leaves to deliver the message, you must begin ranting for at least a full
minute. The statements you make must be utter gibberish. You don’t need to shout, but you can’t
whisper – muttering is fine. You cannot start challenges while ranting, but you can be challenged.
After you’ve been challenged, you must begin ranting again for at least a full minute.
In the meantime, the “spirit” delivers the message and hands the tin can to the recipient of
your message. She may then elect to return a message at least five sentences long (with the same
limitations and restrictions). If she takes this option, she must then begin ranting as you did for a
full five minutes.

Rapier Wit
Source: Ratkin Breed Book.
Through a combination of fast-talk and quick reflexes, the Ratkin can parry and riposte
against attacks more effectively. This does not always require a weapon, but it does require quick
wits (both on the part of the player and the character). The Munchmausen must compose a song or
poem while using Rapier Wit, adding a stanza at least every time he attempts to parry or riposte. If
the Ratkin is unarmed, the player must also describe what items nearby he is using in combat
instead. A chair, chandelier or mug of ale can be deadly if wielded by a witty Munchmausen.
System: When the Ratkin begins using Rapier Wit, the player improvises the first two lines of
an original poem or song. Mark off one Gnosis. Any time the Munchmausen is assaulted with a
Brawl or Melee attack, she may attempt to automatically parry and counterattack. This lasts for the
rest of the scene, and works in addition to the Munchmausen’s other actions. Each time the Ratkin
is attacked, the player must ad another two lines to the poem or song. The composition need not
necessarily make sense, but it must at least rhyme.
For a successful parry and counterattack, the Munchmausen rolls Dexterity + Expression. The
difficulty of the first roll starts out at a 6. Each time the Munchmausen parries and adds another two
lines to her composition, the Storyteller determines whether the difficulty of the next parry should
go up by 1 or down by 1, depending on the ingenuity of the poem or song. (Optionally, players can
vote using the "thumbs up/thumbs down" method like the one used in the Warrior Gift:
Improvisation.) The difficulty of the parry/counterattack can never go lower than 4 or higher than
10.
To parry, she must score more successes than the attacker did on his attack roll. The damage
for the counterattack is equal to Strength, although the Storyteller may ad a die or two if the weapon
is particularly vicious. If the weapon does aggravated damage, so does the counterattack. Her
opponent can attempt to soak damage, but cannot Dodge or Parry the counterattack. The Gift lasts
for the rest of the scene; hopefully by then, the Munchmausen’s masterpiece will be complete.

Raptor's Gaze
Source: Players Guide to the Changing Breeds.

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As the Fianna Gift: Balor's Gaze.

Rat Mother’s Touch


Source: Ratkin Breed Book.
Metis spend a great deal of their formative years in nests where Rat Mothers breed. Almost
every day they’re growing up, metis have to patch the wounds their brothers and sisters inflict on
each other.
System: Spend one Gnosis and roll Intelligence + Medicine (difficulty 6). If the Gift is used
to heal Garou, the difficulty is 7. Each success heals one health level. There is no limit to the
number of times you can use this Gift, but each use requires a point of Gnosis. This talent works on
both aggravated and non-aggravated wounds.

Rat Thing
Source: Ratkin Breed Book.
With a bit of practice, metis Ratkin can learn to take on a form between Crinos and Rodens,
rather like the well-known Garou Hispo form. The result is a giant, lumbering Rat Thing: a long,
furry quadrupedal rodent about the size of a large dog.
System: Roll Stamina + Primal-Urge, difficulty 7. Shifting from Rodens or Crinos requires
one success; shifting from Homid form requires three successes. As usual, spending a point of Rage
will automatically shift the character into this form. The Rat Thing’s Physical Attributes are
Strength +4, Dexterity + 1, Stamina +1; the brute is far stronger than it is agile, but it can lumber
along at three times normal running speed. If the rest of the pack is in Rodens form, they can easily
ride on the back of this beast of burden. With absolute obedience, it will carry them through hell
and high-water on its furry back.
Unfortunately, size is traded off for intelligence. A wererat in Rat Thing form has an effective
Intelligence of 1, and can only follow the simplest orders. It cannot speak, save for vague grumbling
noises. It’s Manipulation score is also effectively 0. Though it is too dense to be affected by any
kind of supernatural mind control, it has the attention span of a two-year-old human child. Pity the
stupid, stupid Rat Thing.

Rathead
Source: Werewolf: the Apocalypse Revised.
The Dancer can squeeze her body through any opening no smaller than a quarter in diameter.
This Gift looks very disturbing to unsuspecting onlookers. Corrupted rat-spirits teach this Gift.
System: The Dancer’s player rolls Gnosis. If successful, she can squirm through any opening
no smaller than a quarter. Doing so typically takes a single turn, depending on the opening’s length.
The Gift remains active until the Garou has passed entirely out of the constricted space.

Ratkin Lullaby
Source: Ratkin Breed Book.
Few Wyrm creatures can be as foul or disobedient as Ratkin rugrats. Sometimes hyperactive
ratlings would much rather climb the walls than submit to sleep. After years of helping little ones
get ready for beddy-bye, metis learn skills useful for later in life. Through a combination of spiritual
calmness, a raspy singing voice, and weird-ass Ratkin lyrics, a metis can make his enemies drowsy,
or even force them into unconsciousness.
System: Spend a point of Gnosis and roll Manipulation + Expression; the difficulty is either
the victim’s Rage + 3 (if he’s a shapechanger) or a 6 (if not). Success brings a shapechanger or
vampire out of a frenzy, or calms down a human who’s reacting violently to the Delirium. The

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victim makes a simple Willpower roll; the difficulty is 3 plus the number of successes you scored
(maximum of 9). If the roll succeeds, he feels sleepy, gaining a +1 difficulty to all die rolls for the
rest of the scene. If it fails, the victim’s difficulties are at +3 (to a maximum of 9). On a botch, the
victim falls asleep.

Rattler’s Bite
Source: Werewolf: The Wild West.
The metis’ fangs lengthen when she learns this Gift; she can then secrete a deadly poison
from their fangs. When the Garou bites, she can paralyze and even kill a victim. Some elder Garou
look down upon this Gift as a deformity. Naturally, Snake-spirits teach this Gift.
System: By spending a Rage point, the werewolf can inject her target with a powerful snake
poison. If the bite succeeds, any remaining damage after the soak roll is doubled. If the attack fails
or causes no damage, the Rage point is lost.

Rat’s Teeth
Source: Ratkin Breed Book.
Tiny sharp projectiles hurled at high velocity can inflict grievous damage. With this Gift, the
wererat produces a seemingly endless supply of sharp objects from hidden places scattered over her
body. She then assaults a chosen victim with a continuous fusillade. Japanese Nezumi use shuriken
and throwing knives; ingenious Ratkin in other parts of the world have been known to use items
like needles, kitchen knives and bits of broken glass.
System: As long as you carry a miscellaneous assortment of sharp objects, you’ve got a
never-ending supply of thrown projectiles. To invoke this Gift, spend a turn doing an elaborate
martial arts pose and spend one Rage; you can do nothing else during this first turn. For the rest of
the scene, you can let off one barrage of thrown objects each turn. Roll your permanent Rage as
your attack roll; any successes left over after your victim dodges are added to your damage roll (just
like Firearms rolls). Your damage pool is equal to your temporary Rage; don’t forget to add your
extra damage dice.

Raven’s Curse
Source: Dark Ages: Werewolf.
This Gift lays the curse of certain death by arrows on the Shadow Lord’s enemy. While the
curse is in effect, arrows, bolts, hurled spears and other missile weapons are strangely attracted to
the target. Although this Gift can be used in battle situations, most Shadow Lords prefer to use it
secretly on a chosen foe just before a battle begins, ensuring an "unfortunate accident." This Gift is
taught by a raven-spirit.
System: The Shadow Lord simply touches the intended target with his fingertips. At that
time, the player spends one Gnosis and rolls Manipulation + Archery (difficulty 7). The number of
successes determines the curse’s duration.

Successes Duration
One One Hour
Two One Day
Three One Month
Four One Year
Five+ Until the curse is broken

The difficulty to strike the target with any sort of missile weapon drops by two; archers in
battle situations are also more likely to fire at the cursed target than at any other targets around him.

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Raven’s Curse can be broken by certain methods at the Storyteller’s discretion. A Rite of Cleansing,
for instance, is usually effective.

Raven's Gleaning
Source: Players Guide to the Changing Breeds.
In essence a value detector, the Gift allows a Corax to look at a shiny object and, at a glance,
discover whether or not it's worth picking up. Raven himself, or a raven-spirit acting under orders,
teaches this Gift.
System: Raven's Gleaning costs a point of Gnosis, and requires a Perception + Subterfuge roll
(difficulty 5). A single success merely gives a yes/no answer as to whether the item is worth
snatching. Additional successes can give the Corax an idea of value, composition, craftsmanship
and so on.

Raven’s Wings I
Source: Shadow Lords Tribebook.
The Garou with this Gift may send a portion of her spirit out of her body in the form of a
raven. The raven can see and hear, but it cannot affect the physical world. It is invulnerable to
attacks, however. This Gift is taught by a Raven-spirit.
System: The Garou spends one Gnosis and rolls Wits + Occult (difficulty 6). The raven may
be sent five miles away for every success on the roll. If it goes past this range, the Gift is canceled.
While this Gift is in use, the Garou must concentrate to use the raven’s sense and may take no other
actions in the same turn in which he is communing with the raven.

Raven’s Wings II
Source: Shadow Lords Tribebook Revised.
A Lord with this gift is especially close to Raven, and may manifest a spirit avatar in the form
of a raven to spy for him. The raven may see and hear, but may not affect the physical world or, in
turn, be affected by attacks of any sort.
System: To activate the Gift, the Lord spends a Gnosis point and rolls Wits + Occult
(difficulty 6). The raven may be sent up to five miles away for every success rolled, but is cancelled
if it goes beyond this range. The Lord must concentrate to see through the raven’s eyes, but need
not do so to maintain the raven’s existence. Although the raven is visible in the Penumbra, it cannot
be seen in the physical world; by default it sees its Penumbral environment, but can peek across the
Gauntlet to the material world. The effects of the Gift last for a scene.
MET: Spend a Gnosis Trait and make a Mental Challenge (retest with Occult) to manifest a
spirit avatar to spy for you. The raven can see and hear, and may travel up to five miles away from
you. You must concentrate to see through the raven’s eyes. The raven exists in the Penumbra and
sees the Penumbral environment, but may peek into the material world. The spy lasts for one scene.
This can be difficult to simulate in MET, and the Storyteller is within her rights to disallow it if the
logistics are too much hassle.

Razor Claws
Source: Werewolf: the Apocalypse Revised.
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 die of damage.

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Razor Claws
Source: Players Guide to the Changing Breeds.
As the Ahroun Gift; only useable in Archid form (Mokolé).

Razor Feathers I
Source: Corax Breed Book
One of the Corax’ few combat-related Gifts, Razor Feathers operates only when the Corax is
in Rara Avis form. Most predators aware of the Corax think, incorrectly, that the wereravens are
easy prey. If a Corax has been taught this Gift, suddenly the odds creep a whole lot closer to even.
The primary effect of Razor Feathers is to make the feathers along the edge of the raven’s
wing hard and sharp as steel. The hardened feathers are strong enough to parry knives or claws, and
are sharp enough to slice easily through unprotected flesh — or even stronger materials. Razor
Feathers is taught by a Steel-spirit.
System: To access this Gift, the Corax spends a point of Gnosis and rolls Stamina (difficulty
6). The number of successes indicates the number of turns that the effect holds. Feathers affected by
the Gift take on a metallic sheen, and some say they even glow softly with an eerie white light.

Special Combat Maneuver:

Wing Swipe

Corax who know Razor Feathers have at their disposal a unique combat maneuver that takes
full advantage of the possibilities the Gift offers. Simply put, once the Gift is in effect, the Corax
just drops his shoulder and brings the wing around in a vicious slash which hopefully drags the
cutting edge of the Razor Feathers across the Corax’ target. With any luck, even if the attack
doesn’t connect, the target is so busy spinning out of the way that he’s off-balance for his next
attack.
A Wing Swipe requires a Dexterity + Brawl roll (difficulty 7), but it does Strength +3 levels
of aggravated damage. Furthermore, even if the attack misses, the Corax’ opponent must roll
Dexterity (difficulty 5) or be knocked off-balance by the assault. Off-balance opponents are at +1
difficulty to all rolls the next round.
Successful Wing Swipes cause lengthy slashes that, while not deep, do bleed profusely. The
force behind a Wing Swipe is also more than sufficient to perform maneuvers like cutting ropes,
breaking windows, slashing tires and so on.

Razor Feathers II
Source: Players Guide to the Changing Breeds.
One of the Corax's few combat-related Gifts, Razor Feathers operates only when the Corax is
in Crinos form. The primary effect of Razor Feathers is to make the feathers along the edge of the
raven's wing hard and sharp as steel. The hardened feathers are strong enough to parry knives or
claws, and are sharp enough to slice easily through unprotected flesh — or even stronger materials.
Razor Feathers is taught by a steel-spirit.
System: To access this Gift, the Corax spends a point of Gnosis and rolls Stamina (difficulty
6). The number of successes indicates the number of turns that the effect lasts. With Razor Feathers
active, the Corax can use the Wing Swipe maneuver (p. 165).

Razor Webs
Source: Players Guide to the Changing Breeds.

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The Ananasi causes strong, thin razor-sharp webs to coat a target or individual. Anyone
touching the target suffers damage.
System: The werespider can spin enough webs with one blood point to cover a Garou in
Crinos form. More blood points increase the amount of webbing. If the web covers a doorway or
inanimate object, it lasts until it receives six health levels of unsoaked damage. Anyone simply
touching the web takes one unsoakable level of damage (more if the individual hits the web with
any force). If the Ananasi covers a living being with the webbing, any motion by the victim causes
the victim's Strength in unsoakable damage. Anyone caught in the web rolls their Strength to
damage the web and takes as much damage as they cause in unsoakable damage to themselves. If
they survive, they may continue attempting to break the web by rolling their Strength until they
achieve a total of six levels of damage. All damage is aggravated.

Reach the Umbra I


Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may pierce the Gauntlet and instantly travel to the Umbra at will, without the need
for a reflective surface. This Gift is taught by an Owl spirit.
System: The Garou simply wills himself to step sideways. She does not have to make the
usual Gnosis roll and can never get "caught".

Reach the Umbra II


Source: Werewolf: the Apocalypse Revised.
The Garou may step into and out of the Umbra at will, without need of a reflective surface or
even any effort at all. An owl-spirit teaches this Gift.
System: The Garou may step sideways instantly, at any time, with no fear of being "caught."
No roll is necessary. In addition, all rolls made to enter or leave Umbral Realms receive a -2
difficulty bonus. She may not, however, spend Rage in the same turn that she steps sideways.

Reach the Umbra III


Source: Dark Ages: Werewolf.
Many Garou strive for balance between their spiritual and physical natures. Once received,
this Gift allows a Garou to move fluidly between the spiritual and physical worlds. To a Garou with
this Gift, the Gauntlet is, for all purposes, non-existent.
System: The Garou may step sideways instantly, anytime and anywhere without any effort
(or roll) required. Additionally, all rolls made to enter or leave Umbral realms are at -2 difficulty.
The Garou cannot step sideways and spend Rage in the same turn.

Reality’s Path
Source: Book of Auspices.
Perception is subjective, but the Philodox cannot afford that luxury. This Gift allows the user
to sense whether what the subject believes to be true is actually false. A Jaggling of Falcon teaches
the Gift.
System: The player rolls Perception + Enigmas (difficulty 7). A single success determines if
what the subject is telling an unintended untruth. Three successes will discover if the subject was
deliberately misled. Five successes or more will reveal the truth of the lie at its simplest level (it
might tell who perpetrated a crime, but not why or who the perp was working for). Note that this
Gift only works when a subject speaks what he truly believes; packmates can’t go on "fishing
expeditions" by throwing out names to determine who really committed a deed, for example.

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Reality’s Path deals with knowable facts ("She never intended to return", "despite his boast, your
brother didn’t kill the Bane single-handed"), not greater spiritual truths.

Realm Wisdom
Source: Umbra Revised.
A wise Garou knows to obey the laws of a realm for maximum results; however, sometimes
those laws aren’t immediately obvious. Although experience is the best teacher, sometimes a
Philodox needs to take a shortcut. By channeling the wisdom of a realm’s spirits, the Philodox can
intuitively guess important facts about the realm. This Gift is taught by an Ancestor-spirit.
System: This Gift works in any realm or zone. The player spends one Gnosis against a
variable difficulty; the more obscure or less traveled the realm, the higher the difficulty. For
example, trying to glean wisdom about the CyberRealm or Battleground might be difficulty 6,
whereas learning the laws of the Null Zone might be a 9. Each success gains a relevant fact about
the realm, to a maximum of five successes. The Storyteller determines which facts are most
relevant; for example, if the player gains only one success in the Abyss, the Storyteller might feel
that the most important fact is "don’t fall in; if you fall into the Abyss, you’re lost forever". This
Gift functions only once per visit to any given realm, and doesn’t prevent redundancy; a Philodox
might "learn" the same fact twice in successive visits to a realm.

Reap the Soul


Source: Red Talons Tribebook Revised.
With this Gift, the Garou can spill the blood of a foe on the ground and immediately reap the
energy thus released. Talons who overuse this Gift, however, often begin to smell vaguely of
charnel to any werewolf using the Gift: Sense Wyrm. A spirit of decay teaches this Gift. Banes are
also capable of teaching it, however, and only the Dying Cubs themselves know which type of spirit
teaches it to the Red Talons most often.
System: The Garou must injure an opponent and spill its blood on the Ground. The blood
must touch the Earth, not concrete or flooring. The player then rolls Gnosis (difficulty of the local
Gauntlet). For each success, the Garou may regain a point of Gnosis or two points of Rage.
MET: Inflict damage and spill your opponent’s blood. The blood must touch the raw earth,
not concrete, wood flooring or something else between the ground and you. Make a Gnosis
Challenge; success gains you either a Gnosis Trait or two Rage Traits.

Reason
Source: Silver Fangs Tribebook.
The Silver Fang who uses this Gift may temporarily free himself from Harano and
Derangements. This Gift may also be used to partially defend against all sanity-endangering attacks.
Examples of such attacks include the Galliard Gift: Headgames, and Malkavian Dementation
Discipline and invasive uses of Mind magick. A Firebird-spirit teaches this Gift.
System: The player must spend a Gnosis point and roll Willpower (difficulty 7). The Garou
overcomes all mental dysfunctions for a number of scenes equal to the number of successes rolled.
All psychic attacks against the Garou’s sanity are reduced by one die. If the player botches the roll,
the character’s dementia becomes painfully intense for a day.

Reason’s Grasp
Source: Silver Fangs Tribebook Revised.
The Silver Fangs took up many burdens when they accepted the leadership role for the Garou
Nation. One of the hardest of these to bear is the propensity towards Harano and the mental

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disabilities that beset members of the tribe. However, the spirits took pity upon the tribe members
who were suffering and failing at a time of need, so they sent a Firebird spirit to teach them this
Gift. Reason’s Grasp allows a Silver Fang to free herself temporarily from Harano or mental illness.
It can also protect against any sanity-altering attack, be it from a spirit, Wyrm creature, vampire,
mage or demon.
System: The player spends a point of Gnosis and rolls Willpower (difficulty 7). The character
can ignore the effects of all mental disabilities for a number of scenes equal to the number of
successes rolled. Alternatively, each success may reduce by one the number of successes scored on
a roll to affect the character’s sanity made by an outside agency. Should the unfortunate player
botch this roll at any point, the werewolves’ dementia runs out of control, completely dominating
the character’s thought process for 24 hours.
MET: Basic Gift. This demanding Gift requires the expenditure of a Gnosis Trait and a
number of Simple Tests equal to the Garou’s permanent Willpower. For each Simple Test the
Garou wins (or ties, if they also expend a Willpower Trait while activating this Gift), they are free
from any Derangements they might suffer from for one scene or hour, whichever the Storyteller
deems appropriate for their game. Even if they are confronted with stress that would normally
trigger their Derangement during this time, they are unaffected, though the player should still
roleplay some reaction to such stimuli. In addition, each successful test grants them a retest against
any sanity-altering powers used against them, though each retest used in this fashion no longer
counts as a success for the purpose of determining the Gift’s duration.

Rebirthing
Source: Storyteller Handbook 1st Edition.
This most holy and rare of Gaia’s Gifts enables the Garou upon his death to be instantly
reincarnated in the body of a newborn cub living within 2.000 miles of where the Garou died. The
reincarnation is most often of the same breed as the Garou had in his former life, but it can be into
another breed - even metis - if the only newborn within range is not of the original breed. If there
are no newborn cubs in range within one turning of the moon from the moment of death, then the
Garou is not reborn and goes where all Garou go upon death.
System: The cub will not have any memories and powers of the original Garou until after the
First Change, whereupon he will grow into them. Such a cub, when discovered, will be guarded and
protected fiercely by all Garou until he fully comes into his former powers (in addition to any new
powers gained). He must regain his old rank in the same manner as all cubs (step by step), and will
only remember his old powers up through his current rank. When he gains another Rank level, he
will then remember all the powers of tat level. However, he will not retain knowledge of this Gift,
and must learn it again (and few spirits will be willing to teach it a second time).

Recapitulate
Source: Mokolé Breed Book.
The Mokolé can attack enemies with their own evolutionary heritage, forcing them to retreat
back down the tree of life toward the primordial ooze of Gaia. The foe is transformed into a lower
form of life by force of will. A Designer-spirit named Haeckel teaches this Gift, and will demand a
favor in return.
System: The Mokolé shouts the enemy’s name and certain Words out of time. He then rolls
Mnesis + Intimidation, difficulty 7. For each success, the enemy devolves through one stage of
existence: one success makes him a primitive ratlike mammal, two make him a reptile, and so on.
The effects last one scene.

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Recycle
Source: Players Guide 2nd Edition.
Red Talons who possess this powerful Gift can destroy any man-made substance. Plastics,
alloys and other material not found in nature, disintegrate with just a touch. Lawn chairs dissolve
into oily puddles and steel melts into iron and carbon. A cockroach spirit, which has witnesses the
humans’ secret creation rites, knows the Gifts that can dissolve nearly anything.
System: The Garou must touch the material for the Gift to work. Only materials which
science has manufactured are viable targets. For instance, a wooden chair would be unaffected
(although the glue holding it together would not be), whereas a plastic chair would melt to the
ground. The Garou must roll her Rage against a difficulty determined by the item’s complexity. The
difficulty ranges from iron (difficulty 6) and ordinary plastics (difficulty 7) to rare and complex
metal alloys (difficulty 9). Every success reduces five pounds of the target material to its base
components.

Redeem the Waste


Source: Bastet Breed Book.
Part of a metis’ role is the salvation of despoiled wilderness. To do so, he’ll often sniff
around, paw at the earth, rub his scent around and urinate in various places, essentially claiming the
place as his own. While this isn’t a true Rite of Claming, it resembles it in many ways. By
dedicating himself to this land, he can summon forth a healing power to save it from toxins and
other desecrations.
System: The player rolls Manipulation + Survival (difficulty 7) and spends a Gnosis point.
Each success makes one square half-mile of damaged, cursed or barren land fertile again; uprooted
trees won’t re-plant themselves, but new trees and plants will rapidly grow. This healing is
permanent until someone takes the time to despoil the land again.

Redirect Pain
Source: Dark Ages: Werewolf.
If a Fenrir is struck in battle, he may rely upon this Gift to retaliate. His enemy immediately
experiences the pain from wounds received by the Fenrir. A cuckoo-spirit teaches this Gift.
System: The player spends one Rage point and rolls Manipulation + Primal-Urge (difficulty
8). For one scene, the target incurs whatever wound penalties indicated by the Fenrir’s current
wound levels, regardless of whether or not the Fenrir actually feels the pain. This Gift overrides
such pain-avoiding situations frenzy and as the Gift: Resist Pain.

Refresh I
Source: Gurahl Breed Book.
In battle, the winner usually manages to achieve victory by outlasting the loser. Wounds
weaken a combatant, making him more vulnerable to further damage and eventual death. This Gift
enables a Gurahl to perform the equivalent of “battlefield medicine,” temporarily alleviating
damage to an ally (or to himself). Although wounds are not permanently healed through this Gift,
the recipient may ignore any damage, giving him a second wind which often means the difference
between victory (and survival) and defeat (or death). A Bear-spirit teaches this Gift.
System: The Gurahl enacting this Gift must be within touching distance of her target. By
spending a point of Gnosis, rolling Wits + Medicine (difficulty 6 for herself and 7 for another
creature) and touching his target, the Gurahl may temporarily “heal” as many Health Levels of
damage (aggravated or not) as he has successes. This effect lasts for the duration of an entire
combat scene. Damage suffered after the Gift’s use accumulates normally. Afterward, the damage

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that has been deferred returns at the rate of one Health Level per turn unless healed by a Gift or
through medical care.

Refresh II
Source: Players Guide to the Changing Breeds.
The Gurahl may enable a target to ignore wound penalties until the end of a combat, thus
aiding in victory and survival for that individual.
System: The Gurahl must be within touching distance of her target but does not have to touch
that individual. The player spends a point of Gnosis and rolls Wits + Medicine (difficulty 6 for the
Gurahl and 7 for another person). Each success temporarily "heals" a health level of damage,
whether aggravated or normal, though the target may still take additional damage after the Gift is
activated. The damage returns after the combat at the rate of one health level per turn until healed
magically or through normal medical treatment.

Rejuvenate
Source: Gurahl Breed Book.
As Gurahl (or any creature, for that matter) age, they tend to forget the playfulness of their
youth. This Gift combats the burdens of age, bodily decrepitude, mental fatigue or world-weariness
by imbuing its recipient with a renewed zest for life. Sometimes, this refreshing of the spirit
manifests physically by making the target feel and seem younger than her actual years. Although
this Gift does not literally make the recipient younger, it does promote a desire to re-live the joys of
childhood, and it often leads to a change in lifestyle that prolongs the illusion of youth and
freshness. A Gaffling of Ursa Minor teaches this Gift.
System: The player rolls Wits + Rituals (difficulty of the target’s Willpower). Each success
causes the recipient to experience a temporary boost to one or more appropriate Traits, subject to
the discretion of the Storyteller. Additional temporary dice may be added to Abilities such as
Athletics or Primal-Urge or may return a point of lost Willpower to the subject of the Gift. In other
cases, the effects of the Gift may manifest through roleplaying, as a formerly jaded individual
suddenly becomes interested in his surroundings again. The feeling of rejuvenation lasts for
anywhere from one scene to one week, according to the judgment of the Storyteller. This Gift
cannot be used on young people or animals; only the weary of body or mind can benefit.

Release from Bondage


Source: Book of Auspices.
There are many ways to mystically bend the will of another. This Gift shatters all such bonds,
from the blood domination of a vampire to a mage’s mind control or a Half Moon’s geas. Those
who know this Gift may use it on any being, including themselves. This Gift is only granted by an
Incarna or equally powerful spirit, usually as a reward for some great service.
System: The Garou is automatically immune to any supernatural coercion save from any
being more powerful than an Incarna. The Gifted one may break another’s mystic compulsion by
touching her, spending a Gnosis point and rolling Manipulation + Leadership (difficulty 11 - the
target’s Willpower).

Relentless Hunt I
Source: Rokea Breed Book.
Sharks are amazingly simple beings, crafted by evolution (or Sea?) to hunt, swim, and spawn.
The Rokea, of course, are slightly more complicated beings. Even so, a Rokea with this Gift can

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choose a course of action and then not be dissuaded from it, come what may. This Gift is taught by
a shark-spirit.
System: When the Rokea learns this Gift, she chooses a goal or a course of action ("Protect
the Warm Currents Grotto," or "Hunt down Bleeds-Night"). Once set upon her course, nothing can
force her to leave it. No form of mind or emotion control will cause her to abandon or act in a
manner counter to that goal. The player receives one automatic success on any roll directly involved
in accomplishing the goal or following the action. If the Rokea ever wishes to change the focus of
this Gift, the player must spend a permanent Willpower point. If she accomplishes her goal, she
may choose another without expenditure. The goal chosen cannot be to vague (for instance, "Fight
all enemies of the Rokea" or "Survive"); the Storyteller determines what goals are acceptable.

Relentless Hunt II
Source: Players Guide to the Changing Breeds.
Once a Rokea chooses a course of action, few forces beneath Oversea can change her mind.
With this Gift, the Rokea may apply her determination to her chosen course of action, adding sheer
persistence to her strength and skill. A shark-spirit teaches this Gift.
System: When the Rokea learns this Gift, she chooses a goal or action. This goal must be
easily stated ("Protect the Chill Water Bites Grotto" or "Destroy Hallahan Fishing"). No form of
mental or emotion control can force the Rokea to abandon or act in a manner counter to her goal.
The player receives one automatic success on any roll that furthers the character's goal. If the goal is
ever accomplished, the player may choose another. If the character wishes to change the goal before
accomplishing the original one, the player must spend a permanent point of Gnosis. The goal must
be specific — "Survive" or "Fight enemies" is not acceptable.

Reload
Source: Werewolf: Wild West – The Wild West Companion.
With this Gift, the Garou does not need to take time to reload her firearm; the Gift reloads the
weapon automatically with shells or shot she carries on the person. A Metal-spirit teaches this Gift.
System: The Garou spend only one Willpower point and have the appropriate type of
ammunition on hand. For the rest of the scene, her gun remains loaded until she runs out of
reserves. Shots fired beyond her normal maximum vanish from her gunbelt or satchel.

Rend
Source: Black Furies Tribebook Revised.
The Furies of myth did not use swords or axes to destroy the enemies of the Gods; the Black
Furies of old did not use weapons to slay enemies of Gaia. They used teeth and claws, and sheer
animal might. While many Bacchantes certainly do use the tribe’s ritual labrys and bow, and others
carry klaives and other fetish weapons, when they frenzy they most often fight with their natural
weapons. Even out of frenzy, the Bacchantes recognize the intimidation factor of rending a foe with
fang and claw, and many revel in its primal nature. Rend allows the Bacchantes to rip through
substances that they could not ordinarily pierce, and do as much damage with their natural weapon
as another might with a human’s sword. This Gift is taught - sometimes to great comic effect - by a
wine-spirit.
System: Spend 1 Rage and roll Strength + Primal Urge (difficulty 6). For each success, the
Fury gains the ability to rip through tough substances for one turn. When wearing any of the three
"war forms" (Glabro, Crinos, or Hispo) and using hand-to-hand maneuvers, the character ignores
the first three dice of the target’s soak pool - the target rolls three fewer dice to soak. This ability to
pierce defenses also applies to inanimate objects such as walls and doors, making it considerably
harder to hide from Black Furies inside buildings or underground. In the case that a given object

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does not have a soak or armor rating, treat the Fury’s Strength as being three higher for purposes of
the Feat of Strength needed to rip through the object.
Successful uses of Rend to destroy a wall, door, or enemy add 3 dice to the Fury’s next
Intimidation roll against those who saw her do so.
MET: Expend one Rage Trait and make a static Physical Challenge, difficulty of seven
Traits, with Primal Urge for retests. If you succeed, you may tear through any object up to the
strength of iron or stone with your claws while in any war form. This Gift lasts for one turn, plus an
additional turn for each Physical Trait you expend upon activation. Your claw and bite attacks are
automatically armor piercing for this duration. If you Rend a suitably hefty target, you may on your
next turn claim three additional Social Traits for resolution of an intimidation-related challenge, if
desired.

Rend Reality
Source: Book of the Wyrm 1st Edition.
The Black Spiral Ahroun has the power to tear a rift in reality with her claws, causing a nexus
of entropy in the area of effect. Banes are considered to be materialized; though it does not require
any Power expenditure on their part. The area will appear as if the sky and landscape has been torn
apart, revealing a swirling world of chaos beyond the ragged lathers. The area is charged with
entropic force — any damage rolls, gain a two-dice bonus while in the area of effect. Any attempt
to "step sideways" can kill the Garou foolish enough to try it The Garou trying to ‘‘step sideways"
must make a Gnosis roll (difficulty 9) to avoid seven Health Levels of aggravated damage. The use
of this power lasts for one scene. Evocation of this Gift costs three Gnosis points and requires a
Gnosis roll; each success enables a 10-foot radius to be rent. Any attempt to physically enter or exit
the affected area requires a roll of the individual’s Intelligence + Enigmas (difficulty 5).

Renew the Cycle


Source: Players Guide 2nd Edition (1st Edition).
One of the most potent powers available to the Garou, this Gift allows the correction of a
grievous wrong to the natural cycle of Gaia. The undead, whose very existence is an affront to the
natural order of things, wither and crumble to dust when struck by the power of this Gift. Whether
the undead is a shambling, month-old animated corpse or an ancient vampire, the Fang can destroy
it with but a glance. Only an avatar of Helios or Gaia Herself can teach this Gift.
System: The Garou and the victim enter a resisted contest of Gnosis versus Willpower (both
difficulty 8). The Garou must then spend three permanent Gnosis points to activate the wrath of
Gaia. If the Garou wins the contest, the vampire (or other undead) is reduced to its natural state:
Elder vampires turn to dust, whereas freshly exhumed corpses simply lose their animation. This Gift
forces mummies into a dead season of sleep but does not destroy them.

Renewed Vigor
Source: Book of Auspices.
By slaying a Wyrm beast (or other enemy, shameful though inter-tribal conflict may be) in a
particularly spectacular fashion, the Ahroun can inspire all allies who have her in their line of sight
to fight harder through her example. A hawk-spirit teaches this Gift.
System: To activate this Gift, the Ahroun must have spent at least three Rage points in that
turn, and must have killed an enemy with a stroke that brought it at least three health levels below
Incapacitated. The Ahroun spends a point of Willpower, and all her Garou allies gain a number of
points of temporary Rage equal to her Charisma Rating. Using this Gift does not require a separate
action in combat aside from the action used to kill the enemy.

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Repel Metal
Source: Werewolf: The Wild West.
The Iron Riders were the first tribe to learn about the force of magnetism, and have tapped its
power to suit their own ends. With a mere gesture, the werewolf can repel all ferrous metals in his
immediate area, sending them flying.
System: The player spends a Gnosis point and rolls Strength + Science, difficulty 7. All
objects made of ferrous metal within 30 feet of the Iron Rider immediately fly 20 feet farther away
from the Garou. This is no good against lead bullets or Waives, but works very well against pistols
and knives. The Garou can repel objects weighing up to five pounds for every success on the roll;
three successes repel any iron or steel weighing 15 pounds or less, for instance. If an object is in
somebody’s grasp (drawn pistols, for instance), the object’s owner can try to hold onto it by making
a resisted Strength roll against the Iron Rider.

Replenishment of the Flesh I


Source: Ananasi Breed Book.
The Ananasi cannot regenerate as other Ovid do, but they can restore their flesh through the
use of their blood pool. However, this Gift provides the Damhàn with another option. The
werespider can summon spiders and insects into her body, assimilating the mass of these creatures
into himself to heal the wounds. Insects do not survive the process; they are simply eaten. In the
case of spiders, the creatures merely become another part of the Ananasi, replacing the spiders
destroyed when the werespider was wounded. Though the Ananasi keep this aspect of the Gift very
secret, human flesh works just as well to mend wounds. The meat must be fresh, uncooked and
consumed orally in order to provide healing.
System: The character may take no other actions while using this Gift. The arachnid flesh
devoured in this process becomes a part of the werespider, as does the human flesh. Unfortunately
for the human donors, they seldom live through the process. The player need make no rolls for this
Gift, but must spend one Gnosis point per health level regenerated if human or spider flesh is
consumed; if the character devours other insects, she must expend two Gnosis per health level
regenerated. While the spiders and other insects do come when summoned, location makes a
difference. It may well take hours to get enough insects together to heal grievous wounds. The
werespider cannot summon humans with this Gift; she must make do with any that are handy (and
that she can readily overpower).

Replenishment of the Flesh II


Source: Players Guide to the Changing Breeds.
This Gift provides the Ananasi with another option for healing besides spending blood points.
The werespider summons spiders and insects into her body, destroying the insects and assimilating
the spiders.
System: The player spends one Gnosis point per health level healed (if the Ananasi is
consuming spiders) or two Gnosis points per health level (if using other insects). The werespider
may take no other action during this process. The length of time the healing takes depends on how
many wounds must be healed and how many spiders or insects are in the area.

Replenishment of the Flesh III


Source: Hengeyokai: Shifters of the East.
The Kumo may summon local spiders into her body, adding their mass to her own to heal her
wounds. This Gift is taught by an Ancestor-Spirit.
System: The character may take no other action while absorbing the summoned arachnids.
The Kumo heals one Health Level per Gnosis point spent.

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Reshape Object I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou can instantly shape once-living material (but not undead!) into a variety of objects
— thus trees may become shelter, buck antlers become spears, animal hides become armor, and
flowers become perfumes. The item will in some way resemble the object from which it was
created (the spear is made of antler, not wood). This Gift is taught by a Weaver-spirit.
System: The Garou rolls Manipulation + Repair against a variable difficulty (5 to turn a
broken tree limb into a spear, 8 to turn a plank into a floatable raft, etc). The created object is not
necessarily permanent; it will last a length of time according to the chart below. Expending a
Gnosis point allows a created weapon to inflict aggravated damage (this effect is not permanent
unless a permanent Gnosis point is spent).

Successes Duration
1 5 minutes
2 10 minutes
3 One Scene
4 One Story
5 Permanent

Reshape Object II
Source: Ratkin Breed Book.
As the homid Garou Gift, save that it’s taught by a Wyld-spirit (interestingly enough).

Reshape Object III


Source: Werewolf: the Apocalypse Revised.
The werewolf can shape once-living material (but not undead!) into a variety of objects
instantly. Trees may become shelters, buck antlers become spears, animal hides become armor, and
flowers become perfumes. The item will resemble the object from which it was shaped (e.g., the
aforementioned spear is made of antler, not wood). A Pattern Spider — one of the Weaver’s spirits
— teaches this Gift.
System: The player rolls Manipulation + Crafts against a variable difficulty (5 to turn a
broken tree limb into a spear, 8 to turn a plank into a floatable raft) and spends a Gnosis point. The
created object is not necessarily permanent; it will last a length of time according to the following
chart. Expending an additional Gnosis point allows a created weapon to inflict aggravated damage
for die scene’s duration or until the object returns to its original form. This effect can be made
permanent with the sacrifice of a permanent point of Gnosis if the object itself is changed
permanently.

Successes Duration
One 5 minutes
Two 10 minutes
Three One scene
Four One story
Five Permanent

Resist Pain I
Source: Werewolf: the Apocalypse Revised.

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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 one Willpower point; his character may ignore all wound
penalties for the rest of the scene.

Resist Pain II
Source: Dark Ages: Werewolf.
By strength of will, the Garou ignores the pain of his wounds and continues to act normally
until he is completely incapacitated. A badger-spirit teaches this Gift.
System: The player spends one Willpower point, and the character suffers no wound penalties
for the rest of the scene.

Resist Temptation
Source: Stargazers Tribebook.
Using gestures to her chakras, as Klaital did, the Stargazer can resist wordly, mental and
spiritual temptations, including corruption. This Gift is taught by an Earth-spirit.
System: The player rolls Wits + Rituals and spends one Gnosis point. Each success raises
others’ difficulties to ensorcel or supernaturally coerces the character by one. For instance, a
vampire trying to Dominate the Garou would find it harder to succeed. Against non-supernatural
coercion, this Gift automatically succeeds. This, mundane con artists and temptresses have no
power over the Stargazer.

Resist Toxin I
Source: Werewolf: the Apocalypse 2nd Edition.
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.

Resist Toxin II
Source: Werewolf: the Apocalypse Revised.
Many Bone Gnawers learn a preternatural resistance to poisons and toxins of all kinds,
doubtless due to their diet of refuse and American beer. A trash-spirit teaches this Gift.
System: The player rolls Stamina + Survival. Success nullifies the effects of most
conventional poisons, and adds three dice to the Garou’s Stamina for purposes of resisting Wyrm-
enhanced poisons. The effects last for the scene.

Resist Toxin III


Source: Dark Ages: Werewolf.
The Bone Gnawers are adept at — among other things — consuming foods, liquids and
substances in their quest for survival that would drop a mortal straight into his grave. The ability to
withstand poison is an important skill that most Bone Gnawers learn very early in life. A rat-spirit
teaches this Gift.
System: The player rolls Stamina + Survival (difficulty 6). Success on this roll adds three
dice to the character’s Stamina for the purpose of resisting poisons that are supernatural in nature

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(such as that of the Wyrm and its minions) and completely cancels the effects of natural poisons.
The effects of this Gift last for one scene.

Resolute Vow I
Source: Wendigo Tribebook.
Once a Garou with this Gift pursues a goal, nothing can stop him from achieving his ends.
There are many legends of Croatan heroes who followed their vows of vengeance or spiritual quests
against all odds, continuing on when less-resolute Garou turned back, fearful of failure. This Gift is
taught by Ancestor-spirits.
System: The Garou spends a permanent point of Gnosis, declaring his purpose or quest to all
who can hear. From that point on, he must follow his quest through until the end. He adds six extra
dice to any Willpower rolls involving the quest (even if this takes his Willpower roll over 10 dice)
and has six extra Willpower points to spend on the quest only. However, once spent, these extra
points cannot be regained.
If the Garou chooses to give up his quest before it is completed, he loses any remaining bonus
Willpower points and loses another one permanent Willpower point for each of the bonus
Willpower points that he spent after activating this Gift. The Garou may never regain permanently
lost Willpower points. For instance, if the Garou gives up his quest after spending three of his bonus
Willpower points, he may never have a Willpower rating higher than 7.
Note that the quest does not have to succeed, but it must come to a definite resolution for the
Garou not to lose permanent Willpower.

Resolute Vow II
Source: Croatan Song.
The Croatan’s legendary stubbornness and strength of purpose was often a hindrance, but they
drew great power from it as well. A werewolf with this Gift can persevere against all odds pursuing
a goal of vengeance or a spiritual quest to its end when great heroes would turn back. Croatan
Ancestor-spirits teaches this Gift.
System: As the Garou ritually declares his purpose or quest to all within earshot, the player
expends a permanent Gnosis point. From that point on, the Croatan has no choice but to follow his
quest until the bitter end. However, any Willpower rolls made in pursuit of the werewolf’s goals
gain six extra dice (even if this takes the dice pool over 10 dice), and the character also gains six
extra Willpower points to spend on the quest (unused points disappear at the quest’s completion).
If the Garou voluntarily abandons his quest before its resolution, good or bad, he not only
loses all the bonus Willpower points, but he loses one permanent Willpower point for each bonus
Willpower that he’d already spent pursuing the quest. These points can never be regained; thus, if a
Croatan were to abandon his journey after spending two of the bonus Willpower points, he could
never bring his Willpower over 8 again.

Restless Waters
Source: Rokea Breed Book.
As the lupus Gift: Scent of Sight.

Restore Sanity
Source: Gurahl Breed Book.
This Gift allows the Gurahl to completely restore the mind of an individual who has suffered
an intense mental catastrophe or who has been deliberately driven insane by an enemy. Unlike the
Gurahl Gift: Ease the Fevered Mind, this Gift does not affect chronic mental states or permanent

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forms of insanity; it simply restores a traumatized mind to its former state. A Jaggling of Ursa
Major teaches this Gift.
System: The player rolls Wits + Empathy and spends a point of Gnosis. Only one success is
necessary to bring the Gift’s recipient back from the edge of fear or trauma-induced madness. The
effects of this Gift are permanent unless something else occurs to shatter the subject’s mind again.
This Gift cannot heal certain permanent Derangements (such as metis disfigurements or a
Malkavian’s madness), although with five successes, the Gurahl can cure Harano.

Restraint I
Source: Rokea Breed Book.
A common problem among the Rokea (and especially the fierce Brightwaters) is attacking
one’s allies in frenzy, particularly when in Kunmind. This Gift allows the Rokea to be selective,
even when lost in Rage. A spirit servant of Sea teaches this Gift.
System: The Rokea must activate this Gift before entering frenzy. To do so, the player spends
one Gnosis point and rolls Willpower (difficulty 6). For each success, the player chooses one
character present. If the Rokea frenzies during the scene, she will ignore the characters so named,
not attacking or even acknowledging them (which means that slew tactics cannot be used, either).
Keep in mind, however, that Rokea cannot use Rage and Gnosis in the same turn. That, plus the fact
that the Gift must be activated before the Rokea enters frenzy, means that a wereshark wishing to
reap the benefits of this Gift must think ahead.

Restraint II
Source: Players Guide to the Changing Breeds.
Rokea, and Brightwaters in particular, enter frenzy easily. This Gift, taught by a spirit-servant
of Sea, allows the Brightwater to ignore her slew-mates and allies entirely, even when lost to
Kunmind.
System: The Rokea must activate this Gift before entering frenzy. The player spends one
Gnosis point and rolls Willpower (difficulty 6). For each success, the player chooses one character.
The Rokea, if she enters frenzy, will ignore each chosen character entirely.

Reveal the Hidden


Source: Uktena Tribebook Revised.
This Gift allows an Uktena to find non-supernatural items that may be eluding his search.
This is a perfect tool to locate hidden passageways, concealed tomes of lore or a normal foe that
may be successfully hiding from the werewolves. A Crow spirit teaches the Gift. Scouts (and their
darker campmates, the Raiders) consider this Gift practically a requisite.
System: The werewolf spends a turn to look around carefully, the player makes a Perception
+ Subterfuge roll. One success at difficulty 7 is all that is needed to spot the hidden object.
However, a sentient creature that is hiding may counter with a Wits + Stealth roll; if his successes
exceed that of the werewolf player's roll, the Gift doesn't work.
MET: Basic Gift. By spending a Mental Trait and naming a single person or object, the
Uktena immediately finds it, provided it is in the immediate area and the Uktena is somehow
capable of detecting it (however well hidden). For example, the Uktena could not locate a spirit
with this Gift unless she had a Gift or other means of sensing spirits active at the time. If more than
one object or person in the area matches the criteria, the Gift does not reveal them all — instead the
Uktena receives an impression that there is more than one item or individual matching her
description, but not how many or where they are. In addition, while the search criteria for objects
can be fairly general — saying simply "gun" as opposed to ".357 Magnum" — it cannot be relative

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to a person or event, such as asking for "the murder weapon" or "whatever it was that just fell out of
his pocket."
Finding a sentient being in hiding requires a Mental test (retest Subterfuge), though the
Uktena receives a free retest on such challenges due to the Gift's effectiveness. As above, the
criteria for finding a person can be somewhat generic — "man" or "woman with brown hair" — but
it cannot be relative, such as "a woman who will find me attractive" or "the man who murdered my
father." This Gift cannot detect supernatural items and individuals concealed by mystical powers at
all.

Reverie
Source: Fianna Tribebook Revised.
This Gift makes the victim’s mind wander down memory lane. While it may occasionally
dredge up useful remembrances, it mainly serves to makes someone less observant or less focused
on the task at hand. An ancestor-spirit teaches this Gift.
System: Roll Manipulation + Enigmas (difficulty of the victim’s Willpower). For every
success, the difficulty of the victim’s rolls related to Mental Attributes increases by one, to a
maximum of 9 (representing stronger, mote vivid memories). The effect lasts one minute per
success or until the target’s attention is diverted. (For example, a guard under five minutes’ worth of
Reverie probably won’t notice the Ragabash sneaking over the wall — but if he does, or it the
Garou attacks him, the Gift’s effects end). The Fianna can’t directly control what fills the victim’s
mind, but may be able to influence the subject ("Yeah, Gorm, remember that party at the Standing
Stone? And the dancing girl, wasn’t she something...").
MET: Make a Static Social Challenge against the target’s Willpower (retest with Enigmas).
With success, the larger drifts off into daydreaming and suffers a two-Trait penalty on Mental
Challenges, Something that would shake him out of his woolgathering — an attack, a loud noise,
being shaken —will end the Gift’s effect. If the target isn’t awakened first, the Gift lasts for five
minutes.

Reverie of the Kol-Kin


Source: Stargazers Tribebook Revised.
Demons are malicious tricksters bent on chaos. Their souls have been corrupted by the Wyrm
so badly, there’s little real humanity left inside, regardless of how they appear on the outside. They
can’t be trusted. They can’t be left alone. This Gift helps to trap them and keep them still for a time.
The Stargazer’s eyes become pale mirrors, glowing faintly even in daylight. Any demon looking
into the Stargazer’s eyes is held transfixed, unable to move or speak. It’s said that this ability was
passed down from the group’s progenitor, Zhong Kui, who used it to hold one demon at bay while
his pack eased in for the kill. This Gift is taught by a Lune.
System: The player spends a single Gnosis point. No roll is necessary to activate the Gift. The
Stargazer’s eyes become reflective, and any demon (or demon-possessed individual) looking into
the Stargazer’s eyes are held in a kind of trance. (Note that the subject cannot be Bane-possessed;
only demons and their vessels are affected by this power.) The demon is allowed a single
Willpower roll (difficulty 8) in the beginning to resist the allure of the werewolf’s eyes. This Gift is
active as long as the Stargazer holds the gaze (blinking doesn’t disrupt it) or until the demon is
attacked. This Gift only works on one demon or demon-possessed individual at a time.
MET: Basic Gift. By spending a Gnosis Trait and making eye contact with a demon or
demon-possessed individual, the Stargazer essentially paralyzes the creature — it cannot move or
take any action, even speak, so long as the Stargazer maintains her gaze. A demon is allowed a
single Willpower test against the Stargazer’s Willpower or Gnosis rating (whichever is higher) to
attempt to break free; failure means it is trapped for the duration. Attacking or otherwise directly
endangering the demon immediately cancels this Gift, and it cannot be re-attempted on such

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opponents for the rest of the scene. A Stargazer may only target one individual with this Gift at one
time.

Revolt of the Land


Source: Bastet Breed Book.
As the Red Talons Gift: Gaia’s Vengeance.

Reynard’s Lie I
Source: Werewolf Dark Ages.
The Ragabash can tell the most blatant lies and have them accepted as truth, at least for a little
while. Even the most stern-faced priest or suspicious baron will believe the Garou’s pleas of
innocence, no matter how guilty she may be. This Gift is taught by a Fox-spirit.
System: The player tells the lie and rolls Wits +Subterfuge (difficulty is the target’s Wits +
Subterfuge, or the highest rating in a crowd). Two successes convince a single individual; three are
required to dupe multiple listeners at once. In any event, convinced listeners believe the lie for the
duration of the scene. However, the roll must always be made after the lie has been told; it’s easy to
get into trouble by trusting this Gift to protect you. A failed roll raises suspicion; a botch makes the
listeners outright hostile.

Reynard’s Lie II
Source: Dark Ages: Werewolf.
A Garou who has learned this Gift can tell blatant, nonsensical lies, and listeners will believe
him — for a while, at least. Even with contrary evidence in hand, a reeve will allow the guilty party
to escape, only to rue his stupidity later. Naturally, this Gift is taught by a fox-spirit.
System: The character first tells his lie, then the player rolls Wits + Subterfuge (difficulty of
the target’s Wits + Subterfuge, or the highest rating in a group of listeners). One success on the roll
convinces a single individual, but three successes are necessary to overcome the suspicions of a
crowd. Note that there is risk involved — the success of the venture is determined after the lie is
told, not before. A wise Ragabash chooses plausible lies, but a braver one can go down in song for
passing oft the most convoluted and ludicrous mishmash he can contrive. Failure on the roll arouses
suspicion in measure equal to the outrageousness of the lie. A botch arouses immediate hostility in
the listeners.

Rhino’s Favor
Source: Bastet Breed Book.
By calling on the spirit of the rhino, a Khan may grow a temporary horn on her skull.
Although this protrusion is a bit unsightly, it allows the tiger to head-but an opponent for
considerable damage.
System: The Khan rolls Gnosis to grow the horn. This protrusion lasts for one scene, and
allows her to gore opponents for Strength + 2 (aggravated damage, difficulty 7). Tiger skulls aren’t
built for ramming, however; botching such an attack inflicts normal Strength damage back on the
Khan.

Ricepaper Walk
Source: Bastet Breed Book.
By attuning his inner energies, a Khan can walk across light or fragile surface without
disturbing it, regardless of his form or weight. A 900-pound Crinos weretiger weighs no more than

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a wisp of paper so long as he concentrates on this feat. Once his attention shifts, the Khan’s full
weight returns.
System: The player makes a Gnosis roll to activate the Gift. Once he does, the Khan must
move immediately at half of his normal walking speed across whatever surface he wants to cross,
and cannot stop. Any distractions force the tiger to make a Willpower roll to keep his concentration:
the louder the disruption, the higher the difficulty. The tiger can’t carry any other living weight,
although he may bear a significant amount of inanimate baggage.

Riddle
Source: Players Guide to the Garou.
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 +1 difficulty on 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 likely 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.

Ride the Solar Winds


Source: Rage across the Heavens.
This Gift allows the Garou to ride the solar winds that sweep through the Aetherial Realm
without worrying about being thrown off course by storms. Use of this Gift also increases the
Garou’s movement rate, lessening the travel time between locations within the Aetherial Realm.
System: The player spends a point of Gnosis and rolls Wits + Alertness (difficulty 7); the
need to remain “in touch” with the ever-changing currents of these spirit winds requires
concentration and attunement rather than physical agility. A single success allows the character to
ride the winds 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 tow additional success 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. No success indicates either that the solar winds are not available for use or denotes
failure to locate them. A botch means that the winds seize the character and carry her to some
unintended destination (at the Storyteller’s discretion).

Ride the Storm


Source: Werewolf: Wild West – The Wild West Companion.
By using this Gift, a Gurahl may travel through even the most tempestuous part of the Storm
Umbra without harm.
System: The player rolls Strength + Enigmas (difficulty 8) and spends a point of Gnosis. A
single success allows the character to travel safely through Umbral storms and upheavals; additional
successes let the Gurahl bring additional persons with her on a one-to-one basis.

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Righteous Gaze
Source: Bastet Breed Book.
By staring into the heart of a liar, the werecat can break through his deception, shaming him
badly. Bagheera and Simba excel at this Gift.
System: The werecat must stare into her target’s eyes for at least a turn and accuse him of
lying. On a successful Perception + Subterfuge or Primal-Urge roll (difficulty of the target’s
Willpower), the target not only confesses any lies he may have told, but also loses one point of
temporary Willpower per success and falls to his knees in tears. If the accused is honest, the Gift
merely makes him uneasy.

Riot I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou summons a horde of malevolent spirits to provoke the hatreds and fears of the
down and out — the homeless, the gangs, the urban animals such as alley cats and stray dogs, etc.
This Gift is taught by a Rat spirit.
System: The Garou spends one Gnosis point to summon the spirits and then a point of Rage
to incite the passions of all concerned. He then rolls Wits + Subterfuge (difficulty 8). If successful,
these spirits direct their material hosts against a target of the Garou’s choosing, though the disparate
elements of the riot will by no means work together (they may not even be aware that others are
trying to accomplish the same thing). The number of successes determines the extent of the riot and
the space that it occupies.

Successes Space Occupied


1 Building
2 Block
3 Neighborhood
4 District
5 City

Riot II
Source: Werewolf: the Apocalypse Revised.
This Gift summons a horde of malevolent spirits to provoke the inhabitants of a city into
violent rioting. The Gift plays on the hatred and fear of the down-and-outs of the city: the homeless,
the poor and even stray animals. The Gnawer can direct the riot to a degree, but such things tend to
escalate, and the Garou has no power to stop the riot from doing so. A rat-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Wits + Subterfuge (difficulty 8). If
successful, the spirits direct their hosts against a target of the Garou’s choice. The different hosts,
however, will not necessarily work together — they may even begin to fight each other as the mob
mentality takes over. The number of successes determines the area affected.

Successes Extent
One Building
Two Block
Three Neighborhood
Four District (the South Side, etc.)
Five Entire City

Rising Sun
Source: Bastet Breed Book.

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It is said that the lion carries the sun in his heart; the saying may contain more truth than
poetry. Some powerful Simba can cause the land around them to blaze with sunlight, even at night.
According to tribal caliah, Taa Mlimba used this magic to drive the vampires from his lands ages
ago. Although it’s not as effective against the undead as true sunlight, this Gift is certainly potent.
System: Conjuring sunlight requires two Gnosis points and a Charisma + Primal-Urge roll
(difficulty 7). Once this is done, the surrounding rock and earth begin to glow. Each turn, the light
grows brighter, until the rocks blaze like the sun; after six turns, it fades away. This light, blinding
as it is, doesn’t hurt most living things, and leaves the rocks stone cold; against vampires and other
things that fear the sun, however, the Gift inflicts one additional cumulative aggravated Health
Level for every turn after the first (one during the second turn, two during the third, etc.). Thus, at
its height, the light causes five Health Levels of damage. While this damage may be soaked with
Fortitude, most Kindred will remember such an encounter…

River Mother’s Blessing


Source: Hengeyokai: Shifters of the East.
By calling on the favor of the River, the Nagah can replenish his spiritual strength by drinking
of her bounty. This Gift is used with the greatest reverence, and often fills the wereserpent with joy
as he contemplates the love of the Mother he serves.
System: The Nagah must spend an hour in meditation before a bowl of river water, opening
himself to receive its purity. When the meditation is complete, the player makes a Willpower roll
(difficulty 5) and drinks from the bowl; he regains one Gnosis point per success. This Gift may be
used as frequently as necessary, but the Nagah consider it taboo to cling to the River’s skirts, and
will not use it more than once in a day unless very sorely pressed.

River of Blood
Source: Players Guide to the Changing Breeds.
The soil of Africa has been bathed in the blood of its inhabitants for tens of thousands of
years. A Swara can call that spilled blood together through the soil and give it form, creating a pool,
a river, a mass of tentacles, or a variety of other things. In modern times, this bond to blood seems
to be limited to African soil; if a Swara has ever used this Gift outside his native land, no tales of
the event survive.
System: It costs a Rage point to pull a large amount of blood together. A successful
Manipulation + Primal-Urge roll is also required. The roll's difficulty depends on location; a place
that's seen a lot of bloodshed (a watering hole, the site of a massacre, etc.) is only 7, while a remote
mountain peak would be 10. It takes several turns for the blood to coalesce into solid form; once it
does, the cheetah can work it into any of the following shapes: a wall, a column, a shower, a geyser,
a pool, a river, a rope, a bridge, or a mass of "arms" which wrap the target in a liquid embrace. All
forms have Strength or Health levels based on the cat's successes. For each success, the blood
attains two dots of Strength or two Health levels. Although it remains liquid, the River of Blood can
be as solid as thick sand or as fluid as water. This Gift lasts for one scene, then the blood drains
back into the earth. The Swara who uses the Gift will be sad for hours afterward; the blood of
innumerable deaths has passed through his hands.

River’s Gift I
Source: Nagah Breed Book.
This Gift allows a Nagah in Balaram, Silkaram, Azhi Dahaka or Vasuki form to breathe water
and air interchangeably.

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System: The player spends one Rage point and rolls Stamina + Primal-Urge. In Silkaram,
Azhi Dahaka and Vasuki form, the change requires only 1 success; in Balaram it requires 2. The
Gift lasts for a scene.

River's Gift II
Source: Players Guide to the Changing Breeds.
Normally, a Nagah is amphibious in Kali Dahaka form, breathing water as easily as she
breathes air. With this Gift, she can perform the same feat in any other form.
System: The player rolls Stamina + Primal-Urge (difficulty 6), and spends one Gnosis. With
at least one success, the Nagah becomes amphibious in Silkaram, Azhi Dahaka, or Vasuki form for
one scene. The change requires at least two successes for Balaram form.

Road Ward
Source: Bone Gnawers Tribebook Revised.
You’ve been tossed out of just about everywhere. Now the spirits help you survive falls that
would cripple just about anyone else. Leaping out of a car on the freeway is a minor inconvenience.
Getting pushed off a building is a bitch. Either way, this Gift can still reduce the damage from the
fall. As a side effect, for one scene after you activate the Road Ward, you’ll always land on your
feet. Wanderlust-spirits teach this Gift.
System: Any use of this Gift requires one Willpower point and a Stamina + Survival roll
(difficulty 6); you can immediately activate this Gift before you hit the ground. Falling out of a car
moving up to 75 mph requires one success; every additional 25 mph requires an additional success.
If you succeed, you take no damage and roll to a stop. Falling off a building reduces the damage by
one store for each success. As a side effect, Road Warrior cancels the Ahroun Gift: Falling Touch,
as well as any trip attempt or leg sweep; it can be activated in response to any of those attacks.
MET: Spend a Willpower Trait to activate the Gift; this cancels Falling Touch and allows
you to spend Survival Traits to cancel damage from falling or collisions on a one-Trait-for-one-
health-level basis.

Roar of Vengeance
Source: Werewolf: The Wild West.
The werewolf howls at an opponent with impossible force, shattering bones and bruising
flesh. This Gift is taught by a Wolf-spirit.
System: The player spends one Gnosis point and one Willpower point. He must also make a
Rage roll, difficulty 6. Each success causes two levels of aggravated damage to one opponent. This
Gift may only be used against minions of the Wyrm, and any attempts to use the Gift improperly
cause the character to suffer the damage he would have inflicted, in addition to costing the character
one permanent Glory renown.

Roll Over I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou has such a commanding presence that those encountered readily submit to her.
Should she succeed in a test of wills, she dominates her foe, causing humans to fall to their knees,
wolves to roll on their backs, etc. This Gift is taught by a Lion- or Wolf-spirit.
System: The Garou must score at least three successes more than the opponent on a resisted
Willpower contest.

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Roll Over II
Source: Werewolf: the Apocalypse Revised.
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 must score at least three successes more than her opponent must on a
resisted Willpower contest. If the Gift takes effect, the victim can take no action other than
submission unless he is in direct danger.

Roll Over III


Source: Dark Ages: Werewolf.
A staredown pits one werewolf against another in a test of wills. A Garou with this Gift
radiates command and power, allowing him to engage several others in a simultaneous test. If he
succeeds, his opponents acknowledge his dominance — humans by bowing or kneeling, Garou by
rolling over to expose their throats. Wolf-spirits teach this Gift.
System: The player begins an extended, resisted Willpower contest. The results are compared
to each of the opponents in turn. When the player has scored three more successes than an
opponent, that opponent drops out of the contest. If ever one of the opponents accumulates three
more successes over the character, the contest is finished and the character has lost. When the
player eliminates the last opponent, the character has achieved complete, if temporary, domination.
For the remainder of the scene, the losers will not take any action without the approval of the
character unless their lives are endangered.

Rooftop Sprint
Source: Book of the City.
On occasion, a city Garou may find himself in a chase across the rooftops of his town. He
may be pursuing a fleeing Wyrm spirit or Black Spiral Dancer, or he might be running for his life
from similar foes. Rooftop Sprint makes such a chase much more survivable - and even winnable -
for the Garou who uses it. He becomes able to leap up and down several stories, and easily spring
across open alleyways. The primary restriction on the character’s movement is that he cannot touch
the ground, or the Gift’s effect ends at once.
System: The player must spend a point of Rage and roll Dexterity + Athletics (difficulty 6).
For every success achieved, the character can jump up or down one story (3 meters) or 3 meters
horizontally, without danger or difficulty. Athletics rolls can improve jumping distances, just as
always; the effects of those Athletics rolls just add to the result given by this Gift. The Gift’s effects
last for one scene, or until the character touches ground at street level - if the Garou touches
pavement, grass, or anything else commonly considered "ground" he is considered to have touched
ground, but if he leaps from car roof to car roof he should be okay. Rooftop Sprint is taught by an
alleycat-spirit.

Root
Source: Past Lives.
In order to properly perform their jobs, the Grondr had to be able to sniff out sources of
potential corruption below the ground’s surface. This Gift allows the user to scent out buried objects
that are somehow connected to corruption, disease or rot - thus, a werewolf with this Gift could
sniff out buried barrels of toxic waste (which corrupt the Earth) or a rotting corpse. This Gift can
even detect Hives or deep-burrowing Wyrm-creatures far beneath the earth’s surface, if the user’s
intuition is sharp enough.

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System: The player rolls Perception + Primal-Urge, difficulty 7; the number of successes
determines the depth of the Gift’s effects. The character gains a general impression of any potential
source of corruption within the Gift’s range - its relative strength, and a vague sense of what
spiritual aura hangs over it. A human corpse might read as "moderate rot," while a Thunderwyrm’s
tunnel might read as "faint corruption," or "powerful corruption" if the Thunderwyrm itself is
below. The source of corruption need not be precisely under the Gift user, though it cannot be more
than ten feet away horizontally; the Grondr used this Gift on roving patrols.

Successes Depth
One 5 feet
Two 10 feet
Three 25 feet
Four 100 feet
Five 500 feet
Six+ A mile

Rope Tricks
Source: Werewolf: Wild West – The Wild West Companion.
The Garou can perform simple tricks with a length of rope she is touching. From a simple
string to a nose, any rope obeys her every wish like a well-trained snake. A Spider-spirit teaches
this Gift.
System: The player spends one Willpower point and must come in contact with the rope she
wishes to 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.

Rot Weavertech
Source: Players Guide 1st edition.
The Garou can cause selected manifestations of the Weaver to rot away. This includes
technological devices, from guns to toasters. It also includes buildings made of stone, metal or
glass, but not rough-hewn wooden buildings (log cabins), or huts. Generally, any technological
innovation since the Renaissance can be affected with this Gift. Roll Rage against a difficulty
dependent on the object attacked: the more complex or "technological" the object, the higher the
difficulty. A flashlight would be a 4 difficulty, while a particle accelerator would be a 10.

Rouse to Anger
Source: Rage across the Heavens.
This Gift enables the Garou to say or do something that causes her target to refresh her inner
Rage. This might involve shaming an individual, slapping her in the face or telling her something to
arouse her anger. The Garou can also summon within herself a memory or an emotion that assists
her in replenishing her own capacity for righteous anger.
System: The player rolls Manipulation + Empathy (difficulty 8) and spends a Gnosis point. A
successful roll enables the character to speak or act in such a way that her target gains a point of
Rage. Each additional success allows the character to affect another individual, including herself. A
botch removes a point of Rage from the target.

Royal Privilege
Source: Bastet Breed Book.

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This deeply despised trickery allows an ancient and powerful lion to steal another werecat’s
Gifts, even those which traditionally belong only to that tribe or breed. Black Tooth has gathered a
lot of his power through this deadly secret. Those who’ve met him claim he invokes his “privilege”
by killing other Bastet, then taking their secrets from their spirits as they die. While there may be
other Bastet who know the Gift, they don’t have many friends.
System: This Gift comes from the Unmaker, and may be restricted to one or two corrupt old
lions in the Storyteller’s domain. Using it is simple, yet difficulty: To learn a new Gift, the werecat
who knows it must be killed. As the victim dies, the Simba invokes this terrible power, ripping the
secrets from the dying flesh. This requires two Gnosis and a Manipulation + Occult roll. The
difficulty is the dying cat’s Rank + 5. For each success, the lion may learn one Gift he didn’t know
before, providing the slain Bastet knew it instead. To “keep” these Gifts, the Simba must pay
experience points for them; a stolen Gift that remains “free” can be used once, then forgotten. Only
Simba know this trick – some Bubasti have tried to acquire it, but have died in the process.

Run for Ground


Source: Werewolf: The Wild West.
When scouting out the area, a Bone Gnawer quickly picks up on the nooks and crannies
where good hiding places are available... just in case. By using this Gift, the Gnawer can duck into a
shaded area (behind a barn, into an empty barrel) and pop out in another shady area some distance
away. This Gift is taught by a Prairie dog-spirit.
System: The Garou spends one Gnosis point and rolls Manipulation + Stealth (difficulty 6).
For every success scored, the Garou may increase the distance he reappears by 20 yards — one
success and he reappears 20 yards away; 2 successes, 40 yards; etc.). He cannot reappear in plain
sight — he must emerge from another likely hiding place.

Rupture of the Deep


Source: Nagah Breed Book.
This Gift combines the Nagah’s connection to water with their skills at illusion. With but a
stare, a Nagah can instill a strong desire in a target to enter any large body of water nearby and
swim as far out and down as possible.
System: The player spends a Gnosis point and makes a contested Willpower roll with the
target. If the player wins, the target runs to the nearest large body of water (at least the size of a
small pond) and tries to swim to the bottom. If the body of water is less than twenty feet deep, the
target will, in all likelihood, make it to the bottom at which point he comes to his senses. If this Gift
is used near very deep water, it can very easily result in the target drowning, but if others can stop
him (or if he possesses some means to breathe water) he may survive. The effect lasts for 10 turns
plus one turn for every net success on the contested Willpower roll.

Safe Cave I
Source: Croatan Song.
The Garou can cause the earth to split before him, creating a hole into a small cave that can
hold up to five more Crinos-sized people. The hole can be sealed once within the cave, so that no
one outside can discern its presence without supernatural means. Any burrowing or Earth-spirit can
teach this Gift.
System: The player must expend one Gnosis point and make a Charisma + Survival roll,
difficulty 7, to open the cave. The decision of whether or not to seal the cave must be made within
three turns; the Garou can’t just open and close the cave once it’s been created. The cave lasts for a
variable amount of time; once the duration expires, anyone in the cave pops out of the earth again as
the cave disappears.

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Successes Duration
1 One minute
2 Ten minutes
3 An hour
4 Six hours
5+ Twelve hours

The cave dwellers are safe from physical attack, but some Gifts (such as Hand of the Earth
Lords) can still affect them, as can any concerted burrowing effort that can dig down into the cave
and break its seal.

Safe Cave II
Source: Past Lives.
This Gift derives from Turtle’s intimate connection with the living earth. The Garou can will
the earth to open up, creating a small cave that can hold up to six Garou in Crinos, or more creatures
in smaller forms. The werewolf can will the opening to close once inside the cave, concealing the
cave’s presence from outsiders (al-though supernatural means may detect the cave or the inhabitants
within).
System: The player spends one Gnosis and rolls Charisma + Survival, difficulty 7, to open
the cave. The Garou must decide whether to seal the cave or not within three turns; the entrance
cannot open and close at will. The cave lasts for a period of time dependent on the successes rolled;
once the duration expires (or the Garou chooses to end the Gift’s effects prematurely), all within the
cave pop out of the earth again as the cave disappears.

Successes Duration
One One minute
Two 10 minutes
Three One hour
Four Six hours
Five+ Twelve hours

Safe Haven I
Source: Get of Fenris Tribebook Revised.
Few Garou are as territorial as the Get of Fenris. This Gift enables a Fenrir to keep a close
supernatural watch on his territory, becoming instantly aware of any trespassers marked by the
Wyrm. Owl-spirits teach this Gift.
System: The Player must spend one Gnosis to establish his early warning system, and one
Gnosis per day to maintain it. Whenever a Wyrm-tainted person or creature crosses into the Fenrir’s
territory, if the werewolf is at home or within a mile, the player may roll Perception + Occult
(difficulty 7) to detect the intrusion. The more successes, the more accurately the werewolf
pinpoints the intruder’s location. Note that this Gift may be used to protect only that territory that
the Fenrir can rightfully call his own; this Gift cannot, for instance, protect a shared caern unless
used by the caern Warder (who can be considered to “own” the territory for the purpose of this
Gift).
MET: Spend one Gnosis to create the barrier, and one Gnosis per day to maintain it. If
something Wyrm-tainted crosses the barrier, the Fenrir makes a Mental Challenge with a Narrator
(retest with Occult) to receive the warning. Safe Haven does not identify the creature, only that it is
Wyrm-tainted. This Gift is only applicable to the Fenrir’s own territory, such as a single-family

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house and the surrounding lands. Territory may only be as large as a single Fenrir can patrol in one
night, and must be established as his own (through a land deed, territorial marking, combat, etc.).
Apartment buildings or condos may not be protected with this unless the Fenrir owns the building.
This Gift may be used at a Fenrir-only caern, but few Fenrir can agree on who “owns” the land.

Safe Haven II
Source: Werewolf: The Wild West.
As the Gift above, but the player rolls Wits + Perception (difficulty 7).

Safe Passage I
Source: Gurahl Breed Book.
This Gift allows a Gurahl (and those with him) to move through the land without leaving any
discernible traces of his passing. He does not leave footprints or mark the landscape in any fashion,
nor do those who travel with him. A Bear-spirit teaches this Gift.
System: The player spends a point of Gnosis and rolls Dexterity + Primal-Urge. A single
success means that the Gift works for the Gurahl, while additional successes allow him to expand
the Gift to encompass other individuals. The Gift lasts for one scene.

Safe Passage II
Source: Players Guide to the Changing Breeds.
The Gurahl and those traveling with him may journey without leaving any trace of their
passage.
System: The player spends a point of Gnosis and rolls Dexterity + Primal-Urge. Each success
beyond the first enables the werebear to include another person in the Gift's effects. The duration is
one scene.

Safe Passage III


Source: Apocalypse.
This unique Gift has a most unusual end – it is meant to bring the denizens of Unsea into the
welcoming embrace of Sea. Affected individuals grow gills just as they would with the Level Three
Dimwater Gift: Drown, and in addition they are inured to the crushing pressures and chill waters of
the deep ocean, as though they had used the Level One Darkwater Gift: Blood of the Deeps.
System: The Rokea spends a Willpower point and rolls Gnosis (difficulty 10 – the target’s
Stamina). The target is able to breathe water and survive in the deep ocean for three hours per
success. This Gift suffers the same limitations as the Level One Darkwater Gift: Blood of the
Deeps. The target must be a willing recipient of the Gift for it to work.

Safety Line
Source: Ananasi Breed Book.
The Ananasi is able to create an invisible strand of strong webbing to protect her from a fall
or other excessive motion. The strand is normally about eight feet long, but can be shortened to
about three feet or lengthened to about fifteen feet. It is capable of supporting twice the Pithus
weight of the Ananasi that created it.
System: The character must make a Wits + Survival roll (difficulty 7); no blood point
expenditure is necessary. The strand’s attachment must remain fixed, so the character’s movements
cannot take her beyond the length of the strand without destroying the line. The line can be snapped

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by excessive weight, or by inflicting three health levels of damage to it. The line has an effective
soak pool of three dice.

Salmon Leap
Source: Fianna Tribebook Revised.
The old legends relate of Fianna warriors leaping over enemies and crossing rivers without
getting their feet wet; this Gift is one way they did it. Taught by a salmon-spirit or ancestor-spirit,
this Gift is functionally identical to the Lupus Gift: Hare’s Leap.
MET: As the Lupus Gift: Hare’s Leap.

Salmon Swim
Source: Wendigo Tribebook Revised.
A Garou with this Gift is able to swim as easily as a fish, or even walk on the surface of the
water as if it were land. Salmon Swim works only on freshwater bodies, not on the oceans, but it
works as well on a lake or pond as it does a river. The Gift does not work within a swimming pool
or other purely artificial container of fresh water. This Gift is taught by a salmon-spirit.
System: The player spends one Gnosis and rolls Dexterity + Athletics (difficulty 7). For each
success, the character can move freely on or under the surface of the water for one turn.
Additionally, during this period, the Garou can use the effects of the lupus Gift: Leap of the
Kangaroo, so long as he begins and ends his leap in a sizable body of fresh water.
MET: Basic Gift. By spending a Gnosis Trait, the Wendigo may act without penalty
underwater for the rest of the scene, or even walk (not run) across a body of water for one turn per
Physical Trait they are willing to spend. The Wendigo can also jump as though using the Gift Leap
of the Kangaroo, provided the above conditions are met. This Gift only function in fresh-water
bodies and it does not function with swimming pools or other purely artificial freshwater containers.

Salmon’s Return
Source: Rokea Breed Book.
The Rokea blessed with this Gift is never lost. She can always trace her route, in the ocean or
on land, and darkness, weather, or deliberate tampering with her trail are insufficient to throw her
off course. This Gift is taught by a salmon-spirit.
System: Once learned, this Gift is always active. The Rokea can always retrace her steps on
land, and can always find her way back to a familiar place in water. Gifts such as Trackless Waste
must score more successes than the Rokea’s Willpower to be effective, and even then they only
work for a matter of minutes. The Rokea will always recognize a place she has seen before, even if
it has changed dramatically. Needless to say, the Rokea’s sense of direction is also perfect (i.e., she
can always find true north).

Sanctify
Source: Ratkin Breed Book.
This Gift is used in conjunction with the Rite of the Pain-Dagger; if you know this Gift, you
may also learn that rite from a Warrior (without spending the experience for it). Normally, you can
bind a spirit to a blade of religious significance to form a Pain-Dagger, the Ratkin’s equivalent of a
Garou klaive. The Sanctify Gift allows you to temporarily bind one of the spirits used in the rite to
anything with a jagged or pointed edge: butcher knives, chain saws, broken bottles, meat hooks and
bone saws are all obvious examples. This Gift is blissfully bestowed by a Pain-spirit, but only if you
can give it what it wants first. This often involves sacrificing another creature’s pain.

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System: Find a weapon to dedicate as your new Pain Dagger. Spend one Rage and whisper
the greatest crime you intend to commit with it into the blade. You can then perform the Rite of the
Pain Dagger upon it to summon a Pain-spirit and bind it inside. If the weapon normally inflicts non-
aggravated damage (like a broken bottle or a meat hook), the new weapon can mete out Strength +
2 aggravated damage. If the weapon normally inflicts aggravated damage (like a chainsaw), the new
weapon metes out Strength + 4 damage.
In addition, the Twitcher can spend a point of Gnosis to force the spirit to use the Charm:
Agony (see p. 48). When the blade is dedicated, roll Gnosis; for each success, the spirit remains
bound for one week. As usual, a Twitcher cannot create more than one Pain Dagger at a time;
however, they don’t worry about losing Obligation Renown for performing irreverent or obscene
acts with them.
Unfortunately, the spirit inside a Sanctified Pain Daggers may whisper to the Twitcher who
carries it; only the owner can hear these disturbing messages. Once a day, if the owner fails a
Willpower roll (difficulty 9), a drawn spirit blade will force its owner to attack a victim of its
choice. Some Ratkin believe it’s a small price to pay.

Sandstorm
Source: Werewolf: The Wild West.
A torrent of stinging and blinding sand encompasses the enemies of the Garou. This Gift is
best performed in the desert, but can be attempted in any area with loose dirt, twigs, sleet or the
like. This Gift is taught by a Desert-spirit or elemental.
System: The player spends a Gnosis point and rolls Manipulation + Survival (difficulty 7 in
the desert; 9 anywhere else). The number of successes determines the number of minutes in which
the targets can do nothing but cover themselves and shelter as best they can from the stinging sand.
A botch indicates that the Talon himself is caught in the blast.

Sang Froid
Source: Nagah Breed Book.
Nagah aren’t the most emotional individuals to begin with, but this Gift grants them and extra
measure of discipline. While this Gift is in effect, the Nagah is practically immune to powers of
emotional control or any form of mind control that works through the emotions.
System: The player spends one Gnosis point, and for the rest of the scene the Nagah’s
enemies lose five dice from any dice pools used for the purposes of using emotion-affecting Gifts,
Disciplines or other powers on the Nagah. Those powers that work through direct control still
function normally. For the duration of this Gift, the Nagah cannot regain Rage.

Satyr’s Wisdom
Source: Bastet Breed Book.
By calling upon the talents of his tribe’s fae allies, a Ceilican can play any musical instrument
as if he’d been reared with it in his hands. Although this talent is fleeting, it can make one hell of an
impression.
System: With a Manipulation + Occult roll (difficulty 7), the cat gains a few temporary points
in Expression, Performance or the optional Singing secondary Skill. For each success, he adds one
dot to the chosen Trait. This lasts for as long as the Ceilican plays; afterward. The skill fades from
his fingers until he either learns it for good or uses the Gift again.

Savage the Mind


Source: Werewolf: The Wild West.

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As the Gift: Feral Lobotomy.

Savagery of the Taloned Hunter


Source: Rage across the Heavens.
This Gift allows a Garou to gain twice the advantage of his Rage, thus increasing the ferocity
and frequency of his attacks or else allowing him to accomplish more under stress than he normally
would.
System: The player spends a Rage point which he may then convert into the equivalent of
two points of Rage for the character. This enables a character to take two extra actions in a combat
at the cost of the Rage point. Another use of this Gift allows the character to recover from a stunned
state and take an extra action (as if he had spent a point of Rage to offset the stun and a point of
Rage to gain an additional action) in the same turn. The Storyteller should make the final
determination as to how the character may use the advantage gained from this Gift. This Gift cannot
be used continuously, though the Garou may call on its effects once per story for every point of
Willpower he possesses.

Scale of Ma’at
Source: Silent Strider Tribebook Revised.
The Halls of Ma’at are where the dead go to be judged; the liars, cheaters and murders are
denied eternal life. The Silent Striders can invoke the judgment of Ma’at on the living, seeing
through lies to find the ugly truth beneath. This Gift is taught by an ibis-spirit, the symbol of Thoth.
System: The player rolls Intelligence + Empathy (difficulty of the subject’s Manipulation +
Subterfuge). Success indicates that the character knows which of the subject’s statements are true,
and which are false. If the character chooses to delve more deeply into any statement, true or false,
the player must first succeed at a Perception + Empathy roll against the same difficulty. Success
unveils the complete truth to the Garou; a botch ends this use of the Gift, and closes this topic to the
Strider forever - at least when questioning this individual.
MET: Make a Social test against the target (Empathy allows a retest by the Garou using this
Gift and Subterfuge allows a retest by the target). Success indicates that the character knows which
of the target’s statements are true and which are false. Attempting to question the target (rather than
just listening to him) requires a second Social test.

Scamper
Source: Ratkin Breed Book.
This ability can make a fleeing rodens Ratkin much harder to hit.
System: On the turn you decide to start Scampering, spend one Rage. To use the Gift, the rat
must be using an "all-out dodge" during combat: that is, setting aside her entire dice pool for
dodging. If she does, the difficulty for dodging starts out at a 4, regardless of whatever cover is
available. The Gift will last as long as you keep dodging, up to the entire length of the combat.
Spending extra Rage allows extra actions in a turn, but these must also be dodges. As usual, each
additional attacker trying to hit the Ratkin in a turn raises the difficulty for dodging by 1 (unless you
spend a point of Rage for each additional dodge). This cannot be used in conjunction with the Gift:
Evasion.

Scent of Beyond I
Source: Werewolf: the Apocalypse Revised.

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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 + Enigmas (difficulty 8). If the spot is in the Umbra, the
difficulty is 8 or the Gauntlet rating (whichever is higher).

Scent of Beyond II
Source: Dark Ages: Werewolf.
With a moment’s concentration, the Garou can send her senses to any place with which she is
familiar, even an Umbral location, no matter how far away she may be. Because a bird spirit teaches
this Gift, her senses perceive the scene from above.
System: The player rolls Perception + Enigmas (difficulty 8). If the location is in the Umbra,
the difficulty is 8 or the location’s Gauntlet rating, whichever is higher. The character may continue
to sense the location for as long as she wishes, but her body is left completely unaware, bereft of
even the sense of touch.

Scent of Blood
Source: Players Guide to the Changing Breeds.
As the Level Three Shadow Lord Gift: Direct the Storm.

Scent of Changing Blood


Source: Past Lives.
In their roles as matchmakers, the Apis often needed to know if the people they were
attempting to bring together were Kinfolk to any Changing Breed or not. This Gift allowed them to
breathe the scent of a man or woman and tell whether or not the person was Kin, in order to
properly pair Kin with those who would strengthen their bloodlines rather than dilute them.
System: The character can automatically detect whether or not someone is Kin to his own
Breed - Garou using this Gift automatically detect Garou Kinfolk. In addition, the player may roll
Perception + Primal-Urge, difficulty 7, to accurately pinpoint the strongest tribal bloodline of the
Kin in question. Kin-folk to other shapeshifters can be detected as well, but it requires the same
Perception + Primal-Urge roll (and a minimum of two successes), and the character can accurately
identify Kinfolk only if he has encountered the smell of their Changing Breed relatives before.
(Thus, a Garou who has never encountered a Nagah could tell that a Nagah Kinfolk was Kin of
some sort if he succeeded on the roll, but would not be able to pinpoint the precise scent.)

Scent of Distinction I
Source: Umbra 1st Edition.
Scent of Distinction allows a Galliard to sense the nature of her surroundings (influenced by
the Wyrm, Weaver or Wyld), and the history of the area. It involves a general sniffing of the area
followed by a short period of meditation. The Galliard must spend a Gnosis point and roll
Intelligence + Streetwise (for cities) or Survival (for more natural areas). The difficulty is
determined by the Storyteller. Scent of Distinction can be used over large or small areas, but
information is more generalized for larger areas. A Galliard who used it on a caern would know
when the caern was founded, the name of the caern totem, changes in leadership, the type of caern
and other important pieces of history about the site.

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Scent of Distinction II
Source: Umbra Revised
This Gift enables the Galliard to mystically "sniff out" the general spirit nature of her
surroundings (i.e., influenced by the Weaver, Wyld or Wyrm; under the domain of a powerful
Incarna; etc), as well as the area’s history. For example, a werewolf who sniffed out a caern might
learn about the totem and purview of the caern, when it was founded, important events that
happened near it, etc. This Gift is taught by a Wolf-spirit.
System: To activate the Gift, the Garou must physically sniff out the area (in any form),
meditate for 10 minutes or so, spend a Gnosis point, and roll Intelligence + either Streetwise (for
urban areas) or Survival (for wilderness/rural areas). The Storyteller determines the difficulty. The
Gift may be used over as large an area as the character can physically sniff, but information is more
specific for smaller areas.

Scent of Running Water I


Source: Werewolf: the Apocalypse Revised.
The Garou can mask her scent completely, making herself virtually impossible to track. A
fox-spirit teaches this Gift.
System: The difficulties of all rolls to track the Garou increase by two. This Gift becomes an
innate ability to the Garou who learns it. She need not expend any points or make any rolls.
However, the Ragabash may still leave a scent behind if she decides to do so voluntarily (which
may be necessary to blend in with wolf packs).

Scent of Running Water II


Source: Dark Ages: Werewolf.
The Garou can mask her scent completely, making her very difficult to track. A fox-spirit
teaches this Gift.
System: The difficulties of all rolls to track the Garou by scent increase by two. Once learned,
this Gift becomes innate and always active, so the player need not expend points or make rolls. The
Garou can choose to suspend this Gift in order to leave a scent trail for social reasons (among
wolves) or tactical ones (leading prey into an ambush).

Scent of Sight I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou can use his sense of smell to compensate completely for his eyes; thus, he could
attack invisible creatures normally, or roughly navigate in absolute darkness. This Gift is taught by
a Wolf-spirit.
System: The Garou rolls Perception + Primal-Urge against a Storyteller-determined difficulty
(depends on how powerful local smells are). The Storyteller should not require rolls every turn, but
only when something could cause the Garou to lose his opponent’s scent (he ran through water,
they are fighting in a smelly alley, etc.)

Scent of Sight II
Source: Werewolf: The Wild West.
The werewolf can rely on his sense of smell as well as if it were sight, or better; he can attack
invisible creatures without penalty, or find his way in absolute darkness. This Gift is taught by a
Wolf-spirit.

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System: The Garou rolls Perception + Enigmas (difficulty 6). The more successes rolled, the
more information is gained. However, deciphering the information might require an Intelligence +
Occult roll (Storyteller’s option).

Scent of Sight III


Source: Werewolf: the Apocalypse Revised.
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 player rolls Perception + Primal-Urge against a Storyteller-determined difficulty
that depends on how powerful local smells are. The Storyteller should require rolls only when
something could cause the Garou to lose his opponent’s scent (such as if the opponent runs through
water or into a reeking alley).

Scent of Sweet Honey I


Source: Werewolf: the Apocalypse 2nd Edition.
The Garou attracts minor Air-spirits to the chosen target, causing them to exude a wonderfully
sweet aroma and become slightly sticky to touch. Naturally, all manner of vermin will shortly make
their appearance, and the target will swiftly become coated with and surrounded by swarms of
gnats, flies, bees, etc. The swarm will cause impaired vision for the target, annoying stings and
bites, maddening buzzing noises, total inability to function socially, and other inconveniences. The
exact game affect of the swarm is up to the Storyteller. This Gift is taught by certain Plant spirits,
but Insect spirits can also teach it.
System: The Garou can spend one Gnosis point and rolls Wits + Subterfuge (difficulty 6).
The smell lasts for one hour per success and will not wash off in this time.

Scent of Sweet Honey II


Source: Frontier Secrets.
The werewolf can cause his target to exude a sickeningly sweet smell and become slightly
sticky to the touch. This attracts all manners of vermin, and the target swiftly becomes coated with
and surrounded by swarms of gnats, flies, bees, etc. The swarm causes impaired vision for the
target, annoying stings and bites, maddening buzzing noises, total inability to function socially, and
other the Storyteller. This Gift is taught by certain Plant-spirits, but Insect-spirits can also teach it.
System: The player spends one Gnosis point and rolls Wits + Subterfuge (difficulty 6). The
effects last for one hour per success, and the smell will not wash off during this time.

Scent of Sweet Nectar


Source: Mokolé Breed Book.
As the Bone Gnawer Gift: Scent of Sweet Honey. It is taught by a Bee-spirit.

Scent of the Honeycomb


Source: Dark Ages: Werewolf.
The Garou attracts minor air elementals to a chosen target, causing the target to exude a
wonderfully sweet aroma and sheen of sticky condensation. In short order, all manner of vermin arc
drawn to the target, and the target is quickly covered with swarms of gnats, locusts, bees, flies, et
cetera. The swarms cause impaired vision for the target, annoying stings and bites, maddeningly

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distracting noises and the total inability to function socially. The exact effect of the swarm is
completely up to the Storyteller’s discretion. This Gift is taught by air elementals.
System: The player spends one Gnosis point and rolls Wits + Subterfuge (difficulty 6). The
effects last for one hour per success, and the smell and sugary lacquer will not wash away for the
duration of this time.

Scent of the Man-Eater


Source: Wendigo Tribebook Revised.
The Litany states purely and clearly that Garou shall not eat the flesh of humans or wolves.
Despite the reputation of their totem spirit, Wendigo truly revile cannibalism as one of the most
horrible violations of the Litany and of the ways of Gaia. This Gift allows a werewolf to sense if
another Garou is guilty of this depraved act, by scenting the stain of human or lupine blood on the
target’s spirit. An ancestor-spirit teaches this Gift.
System: The player rolls Perception + Primal-Urge, at a difficulty of 6. If successful, the
character can detect whether or not a Garou has eaten a human or a wolf since the last full moon.
With two successes, she can detect how recently; with three or more successes, she can tell if it is a
habit with the Garou in question, or only a shameful aberration.
MET: Basic Gift. With a successful Mental test (retest Primal-Urge), the Wendigo can
determine if a target has eaten a human or wolf since the last full moon. With the expenditure of a
Gnosis Trait, the Wendigo can also learn if this is a habit, or simply a shameful lapse.

Scent of the True Form I


Source: Werewolf: the Apocalypse 2nd Edition.
This Gift allows the Garou to determine what a subject really is. This information is conveyed
as an olfactory sensation — it is actually a scent of the target’s true nature. This Gift is taught by
any spirit servant of Gaia.
System: The Garou can automatically tell when someone is a werewolf, can detect vampires
and faeries on a Perception + Primal-Urge roll (difficulty 8). Even mages can be detected (difficulty
9).

Scent of the True Form II


Source: Werewolf: the Apocalypse Revised.
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 Perception + Primal-Urge roll. It takes two successes to detect vampires, faeries or other
shapeshifters as such, and it takes four to detect fomori or mages.

Scent of the True Form III


Source: Dark Ages: Werewolf.
This Gift allows a werewolf to determine a person’s true nature. As the name of the Gift
suggests, the Garou uses her sense of smell, which is not fooled by the target’s outward seeming.
This Gift is taught by a vulture-spirit.
System: The Garou can smell Kinfolk or a fellow werewolf automatically. In all other cases,
the player must roll Perception + Primal-Urge (difficulty 6). It takes only one success to identify a
normal human or animal; two successes to detect a vampire, faerie, or other shapeshifter; and four

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successes to discern if the target is a mage or fomor. The Blessed (see p. 287 of Dark Ages:
Vampire) register as normal humans to this Gift.

Scent of the True Form IV


Source: Ratkin Breed Book.
Similar to the Philodox Gift of the same name.
System: A Ratkin with this Gift can sense other wererats instantly. Detecting the true form of
any other supernatural critter requires a Perception + Primal-Urge roll, difficulty 6. The number of
successes required depends on the type of supernatural creature he’s sniffing.

Successes Critter
Zero Ratkin
One Garou or Changing Breed
Two any kind of Kinfolk
Three vampire or changeling
Four mage, sorcerer or hedge-wizard
Five+ any other freakishly obscure beastie (mummy, etc.)

Scent of Vengeance
Source: Nuwisha Breed Book.
Nuwisha using this Gift can make another shapechanger recognize the scent of an old foe.
Usually this scent emanates from somewhere in the distance, but the Nuwisha can also place the
scent on another target, creating all sorts of havoc between innocent strangers or even close friends.
When used in the latter fashion, this Gift completely masks the natural odor of the target. This Gift
is taught by a Skunk-spirit.
System: The player rolls Wits + Subterfuge, difficulty 5, when producing the scent of an old
foe. If the character decides to use this Gift on a target, he must successfully touch the person and
spend one Gnosis point in addition to making a Wits + Subterfuge roll at a difficulty of 7.

Scholar’s Friend I
Source: Bastet Breed Book.
A simple yet helpful Gift, this secret allows a Bubasti to read a book, scroll or tablet in any
written language. This talent doesn’t teach the cat any new language, nor will it help him
understand esoteric concepts or missing bits of text. Even so, the ability to read anything set in front
of you is a subtle yet powerful gift.
System: The shadowcat spends a Gnosis point, rolls his Willpower and begins reading. The
difficulty of the roll depends on the obscurity of the text:

Language Difficulty
Modern 5
Scholarly (Latin, Sanskrit) 6
Archaic or dead (Aramaic) 7
Common pictograms (classic Egyptian) 8
Obscure pictograms/ code (Sigils of Mu) 9
Personal codes/ lost cuneiform 10

Only one roll is allowed per reading session. The Gift lasts for one hour per success, and the
cat must rest his eyes for several hours after finishing. A failed roll doesn’t necessarily mean the
werecat couldn’t read the text; it may mean that he read it wrong. Storytellers are advised to keep

488
the difficulty of the roll secret, and to base the information given on the success of the roll. One
success lets the cat get the general idea, while four successes or more indicate complete
understanding.

Scholar's Friend II
Source: Players Guide to the Changing Breeds.
This secret allows a Bubasti to read a book, scroll or tablet in any written language. This
talent doesn't teach the cat any new language, nor does it help him understand esoteric concepts or
missing bits of text. Even so, the ability to read anything set in front of you is a subtle yet powerful
Gift.
System: The Bastet spends a Gnosis point, rolls his Willpower and begins reading. The
difficulty of the roll depends on the obscurity of the text; modern languages are difficulty 5, while
archaic languages are 7 and obscure pictograms are 9. Only one roll is allowed per reading session.
The Gift lasts for one hour per success, and the werecat must rest his eyes for several hours after
finishing. Note that a failed roll doesn't mean the cat can't read the language — it might indicate
misunderstanding instead. Storytellers are advised to keep the difficulty of the roll secret, and to be
fiendishly imaginative with missed rolls.

School’s Fear
Source: Rokea Breed Book.
The Brightwater can cause a group of beings — be it a school of fish, a crowd of people, or
even a pack of Garou – to be seized with the fear that something is coming to eat them. Those
gripped with the fear will panic and run (or swim) for their lives. This Gift is taught by the spirit of
any small, schooling fish.
System: The targets need not actually see the Rokea for the Gift to work. The player simply
rolls Charisma + Intimidation. The difficulty depends on the targets. Used against a school of
normal fish or a group of humans, the difficulty is 6. Against active predators —a school of sharks
or a pack of wolves, or even a group of soldiers or policemen — the difficulty rises to 8. Used
against any group that includes supernatural beings, the difficulty is 9. If the roll succeeds, the
group panics and runs for one turn per success (humans and fish usually keep fleeing until they
reach safety).

Scorpion Tail I
Source: Ananasi Breed Book.
The character using this Gift generates a huge, fully functional scorpion’s tail, complete with
venom and stinger. This Gift may only be used in Lilian and Pithus.
System: The character spends three blood points to create the tail. The tail has a Strength
equal to the Ananasi’s own and does Strength +2 aggravated damage when striking. The venom in
the tail is either a powerful neurotoxin (which most shapeshifters will shrug off, even if they find it
uncomfortable) or the poison derived from another Gift. If a Gift poison is used, the character must
already know the Gift to generate the toxin and must activate the Gift as normal.

Scorpion Tail II
Source: Players Guide to the Changing Breeds.
This Gift, usable only in Lilian or Pithus form, creates a fully functional scorpion tail.
System: The player spends three blood points to form the tail, which has a Strength equal to
the werespider's and does Strength +2 aggravated damage. The neurotoxin rarely affects Ovid but

489
damages other creatures susceptible to it. The Ananasi may use other known Gifts to amplify or
change the toxin. The tail lasts for the scene, or until the Ananasi changes form.

Scream of Gaia I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may leap into the midst of his foes and issue a terrible howl from the depths of his
being, a scream of pain from Gaia Herself for all the ravages she has suffered. Foes are knocked off
their feet and injured. This Gift is taught by a Wolf spirit.
System: The Garou spends one Gnosis point and rolls Rage (difficulty 6). Everyone in a
radius of 10 feet per success is blasted back, knocked to the ground and suffers one die of damage
per success as an earsplitting shockwave engulfs the area.

Scream of Gaia II
Source: Werewolf: the Apocalypse Revised.
The Garou emits a horrible, ragged scream imbued with Rage and the pain of Gaia. The force
of the scream batters foes and knocks them off their feet. Storm-spirits, which the Get calls Sturms,
teach this Gift.
System: The player spends a Gnosis point and rolls Rage. Everyone within a 50-foot radius is
blasted to the ground to suffer one health level of bashing damage per success as a shockwave rips
through the area.

Scrounge
Source: Ratkin Breed Book.
Ratkin Engineers have a talent for finding al sorts of usable junk. Spend a few minutes
searching around, and there’s no telling what you might find. This Gift can either help find some
mundane item that’s hidden nearby, or scrounge up something bizarre that none would have thought
to look for. This Gift is taught by a Trash Gaffling.
System: Spend one Gnosis and roll Perception + Alertness. You can either name a specific
item that would normally be in your current location, or name a general type of item that’s rather
hard to find. The difficulty of the roll depends on how well the item is hidden or how rare the item
is. For instance, finding where the forks are kept in a restaurant after hours is difficulty 4; finding a
fork in a subway station could be difficulty 6; finding a magnetized fork with silver plating by the
side of the freeway might be a difficulty 9. The Storyteller, of course, has the right to rule out any
specific item as "impossible to find." If the restaurant in question really doesn’t have any
radioactive plutonium forks stashed in the kitchen, the Scrounge Gift won’t help you find one.

Scrying I
Source: Players Guide 2nd Edition (1st Edition).
By staring into a mirror or other reflective surface, the Uktena can witness distant events or
spy on rivals. She can follow a comrade’s progress into a dangerous ambush or sneak a peak into a
Tremere chantry house. Other supernaturals, especially ones with similar abilities, may have
defenses against this Gift, which is taught by a Fly-spirit.
System: After spending one Gnosis point, the player must roll Perception + Occult (difficulty
7). The difficulty increases to 10 if the Garou does not possess an item owned by the target or
something taken from the chosen area. The Uktena can see everything as if she was the proverbial
fly on the wall.

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Scrying II
Source: Players Guide to the Garou.
A useful Gift for spying or communicating, this allows the Uktena to view events elsewhere
by staring into a reflective surface. Other supernaturals, particularly those with scrying abilities of
their own, may find ways to thwart this Gift. It is taught by a fly-spirit.
System: The player spends one Gnosis and rolls Perception + Occult (difficulty 10 unless the
Uktena possesses an item belonging to the person or place being viewed, in which case the
difficulty drops to 8). The Uktena may view everything that happens in that area. The Gift lasts
until the end of the scene.

Scuttle
Source: Rokea Breed Book.
The mightiest of the Brightwaters can sink any vessel afloat, simply by biting a chunk from
the hull. The few Rokea who do know this Gift use it sparingly, as it exhausts the user. Even so, not
all of the ships sunk in the world’s naval battles were sunk by enemy fire. This Gift is taught by a
spirit-servant of Kun herself.
System: The player spends one permanent Rage point and rolls Strength + Brawl. The
difficulty varies on the size and durability of the craft. A wooden sailboat would be difficulty 5,
while a cruise liner or battleship would be difficulty 9. A single success is enough to cause the ship
to begin taking on water, and the vessel will sink unless she can reach port in a few scant hours.
After using this Gift, the Brightwater automatically shifts to breed form and is too weak to do
anything but swim very slowly for one hour.

Sea’s Breath
Source: Rokea Breed Book.
In water, Rokea can glide smoothly around opponents, using their internal oil reserves to
float, weighing only a small fraction of what they would on land. By using this Gift, the Darkwater
can float, hover, or glide through air just as she would in the water. She cannot gain a great deal of
altitude with this Gift, but can float over tripwires or other traps, lie in wait for enemies, or execute
graceful combat maneuvers normally impossible when gravity is a concern. A spirit-servant of Sea
teaches this Gift.
System: The player rolls Gnosis (difficulty of the local Gauntlet). The Gift stays in effect for
one scene. The character can float, hover, and "swim" through the air, but cannot get more than 10
to 15 feet of the ground. Another curious effect of this Gift is that the character may assume any
form while the Gift’s effects last, even those forms normally limited to breathing water.

Sea's Voice
Source: Players Guide to the Changing Breeds.
As the Level One Galliard Gift: Beast Speech.

Sea’s Winds
Source: Rokea Breed Book.
The Rokea surrounds herself with a blazing nimbus of light and battering winds (or violent
waters, if used in the ocean). None may approach her unbidden, and any that do risk being tossed
aside or — in the case of Qyrl’s minions — burnt by the light.
System: The player spends one Willpower point and rolls Willpower (difficulty 7). For the
remainder of the scene, anyone wishing to approach the Rokea unbidden must accumulate 15
successes on an extended Strength + Athletics roll (difficulty 8). Anyone attempting this must also

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attempt to soak 3 levels of bashing damage per turn; against Qyrl-tainted intruders, this damage
becomes aggravated as the light burns their flesh. If the intruder manages to reach the Rokea, they
have only one action to attack or reason with the Rokea before they are swept away again.

Sea's Wisdom
Source: Players Guide to the Changing Breeds.
The Rokea swims about in a tight circle, forming a small whirlpool. In the rushing water, she
can hear the advice of her mother, Sea. This Gift is taught by a spirit-servant of Sea.
System: The player rolls Intelligence + Rituals (difficulty 7). This Gift can only be used in
the water. The more successes achieved on the roll, the more detailed and direct the advice given to
the Rokea on any topic she chooses — with one exception. Sea has thus far refused to give any
Dimwater an opinion on the betweener war. Most Dimwaters assume this means she approves.

Seal of Inari
Source: Hengeyokai: Shifters of the East.
Doshi, suspicious by nature, learned early to take nothing and no one at face value. Using this
Gift, a Sorcerer can secretly brand any shen or mortal he encounters – as a warning to others, as a
request for protection, as a death mark – with sigils only Kitsune can see. The ghostly red or black
symbols appear to hover just above the skin – over makeup, clothing, body armor or other coverings
– and are distinct at any distance (even if rather small) if the bearer’s head is visible. Spirits such as
Chimerlings and Epiphlings may share this Gift if they feel like it; Doshi rarely teach it to each
other.
System: The player rolls Manipulation + Occult, difficulty 8. For each success, the Sorcerer
may inscribe one character of his choice on the subject. Other Kitsune see the Seal without effort,
and will usually act in accordance with the warning or request.

Second Sight
Source: Ratkin Breed Book.
High-ranking Tunnel Runners tend to settle down to a few select colonies, or decide to spend
a lifetime acting as the Scout for one tribe. Staying in one place for too long can be intolerable —
unless, of course, the maverick learns to use this Gift. By staring into the eyes of a younger Runner,
the wererat can learn to use this second rat as his eyes and ears outside the Nest. This second Ratkin
must voluntarily agree to this communion. This explains a commonly used tactic: a Tunnel Runner
may agree to be captured by a nest’s enemies to help his colony find out more information.
System: Spend one Gnosis and roll Perception + Empathy; the difficulty is equal to (5 + the
second Ratkin’s Rank). If you succeed, you can close your eyes and see through the eyes of this
temporary ally. This effect lasts one day for each success. Once you advance beyond Rank Three,
you can do this with more than one Tunnel Runner; for each level of Rank you have above 3, you
can commune with an additional scout.

Secret Serpent
Source: Players Guide to the Changing Breeds.
As the Ragabash Gift: Blissful Ignorance.

Secrets
Source: Players Guide 2nd Edition (1st Edition).

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Uktena are said to possess more hidden knowledge than any other tribe. This Gift may be one
reason it is so. With Secrets, an Uktena can have one specific questions answered by touching
somebody who knows the answer. The answer to any question — such as "Where is the vampire’s
lair?" — leaps into the Garou’s mind if, in fact, the target knows the answer in the first place. A
Dream-spirit can teach this Gift after being caught.
System: After formulating a mental question, the Garou must touch the target. She must also
roll Perception + Enigmas (difficulty 8) and spend one Gnosis point. The deeper the secret, the
more successes are required. Learning a target’s favourite colour requires only one success, whereas
uncovering his secret lair might be four or more. If the target is aware of the mental intrusion, she
may resist with a Willpower roll (difficulty 8).

Secrets of the Tunnels


Source: Hengeyokai: Shifters of the East.
As the Bone Gnawer Gift: Attunement.

Seduction
Source: Players Guide to the Changing Breeds.
A Nine-tails with this Gift has a powerful allure for humans and can cause them to fall in love
with her. A cloud or rain spirit teaches it.
System: The player spends one Gnosis and rolls Charisma + Subterfuge; the target resists
with a Willpower roll (both are difficulty 6). Each success increases the emotion's depth, with one
success a mild crush, while five successes could cause a haunting fascination. Storytellers may
occasionally choose to activate this power secretly (without an expenditure of Gnosis) if the Fox
uses the Gift often, and apply the results as part of the ongoing story's complications.

Seizing the Edge I


Source: Werewolf: the Apocalypse Revised.
To the Shadow Lords, there is no possible way for a contest to be even. If neither competitor
wins, they both lose. This Gift allows the Garou to swing the balance, ever so slightly, in her favor.
A spirit servant of Grandfather Thunder teaches this Gift.
System: The player spends one Gnosis point. For the remainder of the scene, whenever the
Shadow Lord is involved in a direct confrontation with another being (specifically, if the player
must make an opposed roll), any ties go to the Shadow Lord. For example, a Shadow Lord and her
Get of Fenris rival are wrestling. Both players must roll to see if the Get of Fenris can break the
hold that the Shadow Lord has caught him in. If the players roll the same number of successes, the
Shadow Lord wins and the Get remains pinned. This Gift lasts for one scene.

Seizing the Edge II


Source: Dark Ages: Werewolf.
To a Shadow Lord, there is no middle ground, only victory or defeat. If neither competitor in
a contest wins, then both lose. This Gift allows a Shadow Lord to swing the balance of a contest in
her favor. A spirit-servant of Grandfather Thunder teaches this Gift.
System: The player spends a Gnosis point, and for the duration of the scene, whenever the
Shadow Lord is involved in a direct competition (that is, an opposed roll), ties go to the Shadow
Lord. This includes facedowns, wrestling matches and riddle contests.

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See Past the Skin
Source: Outcasts - a Players Guide to Pariahs.
A Garou who uses this Gift may detect a Skin-Dancer from the mystical marks faintly present
on her fur, resembling scars or stitch-marks. This Gift is used by the Skin-Dancers to detect one of
their own. The 13 tribes do not know this Gift; they use Sense Wyrm instead to root out Skin-
Dancers among them. This Gift is taught by a Magpie-spirit.
System: The Garou rolls Gnosis (difficulty 6). Only one success is required.
Note: The Gifts: Scent of the True Form (Philodox) and Sense the Unnatural (Lupus) will
reveal a Skin-Dancer as a Garou, but will not reveal her membership in the Forbidden Tribe.

Seed of Speech
Source: Stargazers Tribebook Revised.
The spoken mantra for this Gift is Aum-Vak-Bija. It represents the primal nature of speech and
gives the Stargazer using this Gift a preternatural understanding of the underlying force behind all
words and names. Merely by intoning the mantra and activating this Gift, the Garou is capable of
harmonizing with the very fundamental nature of spoken sound and the knowledge that comes with
it. This Gift is taught by an avatar of Cuckoo.
System: The player spends one Gnosis point after the Stargazer speaks the mantra. For the
duration of the scene, the werewolf gains the ability to understand the basic subject/verb structure of
all sentences spoken to him, regardless of the language used. For instance, "What are you doing
here?" would translate (to the Stargazer) as "You do?" or "Put down that idol," may translate to
"You drop." This Gift only captures the most basic essence of a sentence spoken (the "seed"), but
when being spoken to in a completely foreign tongue, this can make all the difference.
MET: Basic Gift. By speaking the mantra and spending a Gnosis Trait, the Garou
understands the basic subject/verb structure of any sentences spoken in his presence for the rest of
the scene. They may use the raised "L" gesture of Linguistics, though they should remember and
relate their limited understanding to those they are communicating with.

Seeds of Doubt I
Source: Shadow Lords Tribebook.
By careful deliberation, the Shadow Lord may convince a listener of one false idea.
System: The Shadow Lord spends one point of Gnosis and makes an opposed Charisma +
Subterfuge (difficulty 8) roll against the listener’s Wits + Subterfuge (difficulty 8). If the Shadow
Lord succeeds, the listener will believe the lie, as long as it is not actively harmful to him (i.e., "You
can walk on air" or "Fire is easily digestible.") If the listener succeeds, he will realize that he is
being tricked. If the caster botches, the listener will frenzy.

Seeds of Doubt II
Source: Shadow Lords Tribebook Revised.
Talented tricksters, Shadow Lords with this Gift may convince a listener of one false idea, no
matter how absurd. The Gift only works if the lie told is not obviously harmful to the listener. It is
taught by a Raven-spirit.
System: The Lord spends a point of Gnosis and makes an opposed Charisma + Subterfuge
roll (difficulty 8) against the listener’s Wits + Subterfuge (difficulty 8). If the Lord succeeds, the
listener will believe the lie until somehow "deprogrammed." If he fails, however, the listener sees
through the Lord’s argument and recognizes the lie for what it is. If the Lord botches, the listener
goes into frenzy (unless normally incapable of such, like a human).
MET: Spend a Gnosis Trait and make a Static Social Challenge (difficulty is the target’s
Wits-related Mental Traits and Subterfuge Ability). With success, the target believes one lie the

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Shadow Lord tells him, provided it is not directly harmful to the listener. Acceptable lies would be:
"You’ve already seen my passport," "It was a Mokolé" that killed your mother," "Mike is smart and
funny." Unacceptable lies would be: "It won’t hurt to stick your head in the oven," "These
mushrooms aren’t poisonous." The target will believe the lie until he is somehow convinced
otherwise (direct evidence or even psychological deprogramming).

Seek
Source: Players Guide to the Changing Breeds.
The Gift opens communication with local spirits so the Kitsune may ask for a single
individual's location. Spirits answer correctly if they can; should the individual be beyond their
territory, they admit such. The spirits of predatory animals teach this Gift.
System: The Gift requires the expenditure of a Gnosis point to reach the spirit required. This
sacrifice is waived if the Kitsune is currently in that spirit's presence or shrine. The player rolls Wits
+ Occult, difficulty 6.

Seeking the Void


Source: Stargazers Tribebook Revised.
The spoken mantra for this Gift is Aum-Ha-Sa-Kha-Prem. The Umbra, also called the Mirror
Lands, is a void empty of true matter and built of little more than the ephemeral whorls of spirit
substance. Many Garou are reliant upon hard travel within the Umbra. They must find their
destination and get to it via moon paths or sniffing out spirit tracks. Stargazers using this Gift have a
somewhat easier time getting somewhere in the Mirror Lands — provided that another Garou or
spirit is already there. Using this Gift takes the werewolf directly to the location of the chosen
individual, no matter where they are at that moment. The Stargazer must be in the Umbra to use this
Gift. It is taught by a shadow-spirit.
System: The Stargazer utilizing this Gift must speak the mantra while actually in the Umbra.
She also must have with her some piece of the Garou she’s "traveling" to, usually a part of the
werewolf’s body (a tuft of hair, a tooth, a claw) or one of the Garou’s possessions (a weapon, an
article of clothing). In the case of traveling to a specific spirit, the Stargazer can only travel to spirits
she has literally battled with. (Though "battled" can be a battle of wits and intelligence, and doesn’t
necessarily need to be a combative conflict.) The player then rolls Wits + Enigmas. The difficulty
for the roll is reliant upon the location of the target individual. If the target is in the Penumbra, it’s
difficulty 6. If the target is in the Near Umbra, difficulty 7. In the Deep Umbra, difficulty 8. And
finally, in the Dark Umbra, difficulty 9.
MET: Intermediate Gift. A Stargazer using this Gift need only repeat the mantra and clutch
some piece or valued possession of the Garou she seeks to find in the Umbra; in the case of spirits
being sought after, only those that the Stargazer has personally bested in some form of competition
may be targeted with this Gift. Provided these conditions are met, the Stargazer may make a Mental
test (retest Enigmas) to find the safest, most direct route to her goal; at the Narrator’s discretion,
particularly long journeys may require several such tests over an appropriate period of time. The
difficulty of this test depends on the location of the target individual — the Penumbra is six Traits,
the Near Umbra is eight Traits, the Deep Umbra is ten Traits, and the Dark Umbra is twelve Traits.

Self-Destruct
Source: Ratkin Breed Book.
Students of the Weaver can learn to control simple machines, forcing them to stop
functioning. Devotees of the Wyld can make them self-destruct in a spectacular fashion, throwing
off sparks and lovely jagged pieces.

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System: Spend one Rage and roll your remaining temporary Rage. Anyone hit by the fallout
loses a number of nonaggravated health levels of damage equal to the number of successes; this can
be soaked. This only works on mundane technology, not fetishes, talens, talismans, Devices and the
like.

Self Mastery
Source: Nagah Breed Book.
As all effective assassins must, the Nagah cultivate a profound degree of self-discipline. This
Gift lets them use that discipline to defend against mental attacks.
System: The player spends a Gnosis point and rolls Perception + Leadership, difficulty 8. For
the rest of the scene, the Nagah’s Willpower – for the purposes of defending against mental attacks
or mind influencing powers only – increases by the number of successes (to a maximum of 10). If
the mental challenge requires a resisted roll, the wereserpent adds a number of dice to his pool equal
to the number of his successes. The Gift’s effects last for one scene.

Semblance
Source: Dark Ages: Werewolf.
The Fianna have benefited from their continuing relationship with the fae. This Gift allows
the creation of a still illusion that deceives all the senses. A grain-spirit, the so-called "spirit of
spirits," teaches this Gift.
System: The player spends one Gnosis point for each 10-cubic-foot area affected by the
illusion. Then, the player rolls Intelligence + Expression (difficulty 6), recording the number of
successes. Later, anyone who doubts the illusion rolls Intelligence + Alertness (difficulty 6) and
must exceed the number of success achieved by the player to successfully see through the illusion.

Sense Angst
Source: Ratkin Breed Book.
You know anger and bitterness so well that you can smell it in others. Humans become
fascinating: you can sense their current greatest pet peeve or annoyance. When you’re near
shapechangers, you can sense the extent of their Rage; if lucky, you can determine the last event
that really pissed them off. You know how close a vampire is to going berserk (and what might set
him off), or the pain of a wraith hovering nearby. If you use this on someone tainted by the Wyrm,
you can sense part of what drove him to his madness. In all, if anyone is pissed off, you can figure
out why... and use it to your advantage.
System: Roll Perception + Occult, difficulty 6. If a human is actually calm, you can tell what
would most upset him at that moment; gaining more than one success gives you more insights into
what would cheese him off. Three successes on a Perception + Occult roll lets you tell the relative
Rage of a werewolf (or other shapechanger), the Humanity of a vampire (or a brief impression of
his Path’s morality and how "far along" he is on it), the Angst level of a wraith, the Banality of a
changeling, or the last thing that really pissed off a human or mage; although this description is
never couched in actual game terms, it allows a Ratkin to make a rough guess whether a given
target is a werebeast, undead, fae thing, human or "something else." This Gift can only be used once
per subject per scene.

Sense Balance
Source: Players Guide 2nd Edition.
As the arbitrators of the Garou Nation, the Philodox have developed an attunement with the
precarious forces that balance the world and the individual alike. This Gift allows the user to detect

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an overabundance of any of the prime forces of the universe, whether Wyrm, Wyld or Weaver. It
can point out a Bane manifestation at an industrial plant or mental instability in a packmate. A Cat-
spirit teaches a friendly Garou this Gift in exchange for a warm fire and a promise not to chase her
kin.
System: The Gift requires the expenditure of one Gnosis point. With a successful Perception
+ Enigmas roll (difficulty 8) the Garou can feel the balance (or lack thereof) within an area, person
or inanimate object. Wyrm manifestation feels dense and oily, Weaver presence feels cold and
unyielding and Wyld energies feel warm and trembling. Such manifestations are more subtle than
the ones detectable through such Gifts as Sense Wyrm. The Philodox must focus and be at peace for
this Gift to work properly. Distractions, such as combat or exhaustion, disrupt any benefits of the
Gift — the Garou can only find her own imbalance in such situations.

Sense Chiminage
Source: Book of Auspices.
Theurges have ways of knowing all manner of secret things other Garou would wish stayed
hidden; with this Gift, they can learn where the balance of chiminage lies with any spiritually aware
being with a glance. The Gift reveals if the target has paid all proper obligations to the spirits, if he
has ignored a debt or engaged in blasphemy against his totem or other spiritual patrons. An owl-
spirit teaches this Gift.
System: A Perception + Subterfuge roll (difficulty 7) reveals the target’s state of debt in the
spirit worlds; with three or more successes, the Theurge may learn the name of the one spirit the
target most recently egregiously wronged, if such a being exists.

Sense Corruption
Source: Frontier Secrets
As the Metis Gift: Sense Wyrm.

Sense Designer
Source: Players Guide to the Changing Breeds.
As the metis Gift: Sense Wyrm, save that it detects the presence of Weaver-spirits.

Sense Dissolver
Source: Players Guide to the Changing Breeds.
As the metis Gift: Sense Wyrm.

Sense Dream
Source: Hengeyokai: Shifters of the East.
As the Metis Gift: Mental Speech.

Sense Fae
Source: Werewolf: Wild West – The Wild West Companion.
As the Fianna have acclimated themselves to their new surroundings, they have also created
relations with the fae of the New World. This Gift allows the Fianna to detect fae beings. A Dream-
spirit teaches this Gift.
System: No roll is required, but the Fianna must concentrate for one round, during which he
may take no other action. The player must roll Perception + Enigmas (difficulty 7). The Garou can

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detect fae nature at a distance of five meters per success. This Gift does not guarantee a friendly
reaction from any fae creatures that it reveals.

Sense Gold
Source: Players Guide to the Changing Breeds.
As the Ahroun Gift: Sense Silver, save that it detects the presence of gold.

Sense Guilt I
Source: Players Guide 2nd Edition (1st Edition).
The Hand of Tyr camp specializes in the use and misuse of this Gift. By staring into the eyes
of another, the Garou can sense whether the target harbours guilt for some past offense. The most
experienced Get can even get a feeling for what sort of crime transpired. Unfortunately, some Get
have been known to take advantage of this Gift by "sensing" guilt where none exists or by
blackmailing Garou after a successful reading. A crow-spirit teaches this Gift.
System: A successful Perception and Empathy roll (difficulty 8) reveals hidden guilty
feelings. One success detects any sense of regret, whereas five successes reveals specific facts
concerning the dirty issue.

Sense Guilt II
Source: Get of Fenris Tribebook Revised.
This Gift is particularly popular among the Hand of Tyr camp, but is may no means limited to
them alone. By staring into the eyes of his chosen target, the Get can sense any deep-seated guilt
that she might harbor for past offenses. The more perceptive the Fenrir, the more detail he’s able to
discern. This Gift is taught by a crow-spirit.
System: The player rolls Perception + Empathy, difficulty 8. One success detects the
presence or absence of regret. Three successes revel general facts about the offence in question; an
adulterer might project a sense of “betraying my wife” into the Get’s mind. Five successes reveal
specific facts about the matter; the Get could pick out the adulterer’s partner’s name, the time and
place of the indiscretion, and possibly even more intimate facts.
Note, however, that this Gift requires personal feelings of guilt to work. If a Fenrir were to
use this Gift on a vampire that regularly feeds on young children and kills them afterward, the Gift
would work only if the vampire feels guilty about its sins. If the Leech felt that it was perfectly
justified in its actions, the Fenrir would be able to detect nothing. Similarly, the Gift might lead its
user to believe a person’s crimes are worse than they are, if the subject feels guiltier than the
offenses merit – although with enough successes, the Fenrir might be able to discern that the
subject’s shame is misplaced.
MET: Make a Mental Challenge (retest with Empathy). Success reveals the presence or
absence of guilt or regret with an incident. To discover more, spend Mental Traits on a one-for-one
ratio to dig into the subject’s feelings. The Garou may use this Gift to detect feelings regarding a
specific incident by bringing the incident up in conversation or interrogation, but beware a rush to
judgment – this Gift only reveals the presence (or lack) of guilt or regret, not whether the suspect
actually committed the deed. Further, this Gift only works if the subject feels guilty about the deed
in question; someone who felt justified in his action would not be affected by this Gift.

Sense Guilt III


Source: Dark Ages: Werewolf.

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By gazing into the eyes of another, the Fenrir can sense whether the target harbors guilt for
some past offense. An overzealous or dishonest Fenrir could potentially abuse this Gift, so some are
wary of those who possess it. A spirit servant of Fenris teaches this Gift.
System: The player rolls Perception + Empathy (difficulty 8) to reveal hidden guilt. One
success detects a vague sense of guilt, while five would reveal specific facts surrounding a specific
offense committed by the target.

Sense Hostility
Source: Players Guide to the Changing Breeds.
The Eji can sense hostile beings within 100 feet.
System: The player rolls Perception + Alertness (difficulty 6). The Gift must be actively used
to be effective; it is not "danger sense."

Sense Imbalance I
Source: Hengeyokai: Shifters of the East.
This Gift allows the hengeyokai to focus her perceptions on the balance between the Three,
discerning any local imbalances of energies - whether those of the Triat, or those of the Yin, Yang
and Yomi. She may, for instance, learn that the Weaver is particularly strong in one area, or that the
taint of Yomi is oddly absent from one hovel in the midst of a slum. This Gift is taught by any spirit
servant of the Emerald Mother.
System: The player rolls Perception + Occult; like the Gift: Sense Wyrm, the difficulty
depends on the strength of the relative forces in the area. Kuei-jin smell of the strongest Chin in
their bodies, and those with powerful P’o have a decided Yomi taint to them.

Sense Imbalance II
Source: Players Guide to the Changing Breeds.
The hengeyokai can sense if any one of the Triat has upset the balance in a given area. She
knows if the Weaver is too strong in a particular place or if the Wyld is lacking somewhere. A spirit
servant of the Emerald Mother teaches this Gift.
System: The player rolls Perception + Occult, with the difficulty dependent on the strength of
the dominant force in the area.

Sense Limits
Source: Rage across the Heavens.
The Garou can determine the amount of Rage, Gnosis or Willpower within an individual. This
ability enables the Garou to judge whether or not her target can resist an attempt to influence her
actions or whether she is likely to draw upon her supply of either Gnosis or Rage. This Gift also
allows a Garou to gauge whether or not other supernaturals are currently weak-willed or drained of
some other source of power. For example, a Garou may tell that a vampire has little power but may
not realize that the Leech’s blood supply is low. This Gift also enables a Garou to sense whether an
Umbral spirit’s Power is weak or near depletion.
System: The player rolls Perception + Occult (difficulty 8). Each success enables the
character to determine the general levels of Rage, Gnosis and Willpower for one targeted
individual. Additional successes allow the character access to more specific information about a
single target or else gives her general information about another target. The Storyteller should not
give the player precise numbers but should relay information in relative terms. (“The Black Spiral
has used most of his Rage but still has a lot of Willpower and Gnosis left.” “The mage has plenty of

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magical energy left within her.”) A failure means that the character learns nothing about her target
while a botch gives her erroneous information.

Sense Magic I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou is able to sense Garou rituals and Gifts, the Thaumaturgy of the Tremere, the
Spheres of the mages, fetishes and other magical phenomena. This Gift senses the presence of
magic and its general strength; it reveals only basic information about the magic itself. This Gift is
taught by a spirit servant of Uktena.
System: The Garou rolls Perception + Enigmas. The difficulty is based on the strength and
subtlety of the magic. The radius is 10 foot for each success.

Sense Magic II
Source: Werewolf: the Apocalypse Revised.
The Uktena can discern magical energies, whether they emanate from Garou Gifts, vampiric
wizardry or even human magic. A spirit servant of Uktena teaches this Gift.
System: The player rolls Perception + Enigmas. The difficulty is based on the strength and
subtlety of the magic. The Uktena cannot tell the exact nature of the magic, although vague clues
such as "Gaian" or "blood magic" might be granted with sufficient successes. The radius is 10 feet
per success.

Sense Medicine
Source: Werewolf: The Wild West.
As the Gift: Sense Magic.

Sense Moon
Source: Mokolé Breed Book.
This Gift enables the user to detect a child of the Moon – usually a fellow shapechanger (save
for Corax, Ananasi or Nuwisha).
System: The player rolls Perception + Occult, difficulty 7. With three successes, he can tell
what kind of moon creature is involved; five allows a rough estimate of rank and abilities. This Gift
is taught by a sun-spirit.

Sense Motion I
Source: Ananasi Breed Book.
The Ananasi is able to go beyond the normal five senses, and detect motion in the area around
her. Unlike the Gift: Many Eyes, this Gift allows the character to sense any motion in her normal
area of perception, no matter the size of the object, the area’s illumination, or even whether the
target is invisible to normal vision.
System: The character must expend one Gnosis point. Any movement in the area can be
detected by a regular Perception roll (difficulty 6) for the duration of the scene.

Sense Motion II
Source: Players Guide to the Changing Breeds.
The Kumoti may sense motion around her, regardless of illumination, size of the moving
object or person or invisibility to normal vision.

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System: The Ananasi spends one Gnosis point to detect even the slightest motion with a
successful Perception + Alertness roll. The Gift lasts for one scene.

Sense Need I
Source: Gurahl Breed Book.
By opening her senses to the world around her and listening to the unvoiced sounds of
suffering and despair, a Gurahl can focus on the often silent call of someone in need of rescuing or
succor. The legends of many people (and of some Changing Breeds) contain stories in which the
timely appearance of one of the bear-folk saved the life of a lost child, wounded warrior or stranded
elder. Gurahl use this Gift in their role as protector of Gaia’s children.
System: The Gurahl clears her mind, and her player rolls Perception + Empathy. A single
success allows her to “hear” the call or feel the pull of someone who needs help so long as that
individual is within a mile of the Gurahl. Additional successes extend the range by ten-mile
increments, to a maximum of 50 miles. No successes means that the Gurahl fails to sense anyone’s
troubles while a botch sends the Gurahl on a wild-goose chase, often resulting in a needless brush
with danger. If no one who needs the Gurahl’s help is within range, the Gift registers this fact.

Sense Need II
Source: Players Guide to the Changing Breeds.
The Gurahl can open her senses to discover someone in need of rescue or succor.
System: The Gurahl clears her mind while her player rolls Perception + Empathy. One
success allows her to sense someone needing assistance within a mile. Additional successes expand
the range by 10-mile increments to a maximum of 50 miles. Zero successes indicate the Gurahl
hears nothing, while a botch sends her on a false trail. If no one is in need, the Gift alerts the Gurahl
to that fact.

Sense of the Deep


Source: Past Lives.
Up until the Fall, Lion’s tribe was convinced it was their duty to Gaia to hunt down Her
enemies even beneath the surface of the earth. This Gift aided them in their endeavors to fight
Wyrm-things in their own burrows. A werewolf with this Gift is at home in a subterranean
environment, almost more so than above ground.
System: This Gift’s effects are permanent once learned. While underground, the werewolf
automatically knows which direction is north, and can instinctively retrace his path to the exit.
(However, this direction sense can be tampered with by other supernatural powers, as happened in
the Hive where the Fall took place.) The character can also see in darkness underground without
suffering any dice pool penalties or added difficulty; this works much as the metis Gift: Eyes of the
Cat, but only while the Garou is underground.

Sense of the Prey I


Source: Werewolf: the Apocalypse 2nd Edition.
The character, if he knows anything about his prey, can track it down as rapidly as he can
travel. This unerring sense of direction operates anywhere, and is used to track spirits through the
Umbra as well as to find beings on Earth. This Gift is taught by a Wolf- or Dog-spirit.
System: No roll is required unless the target is actively hiding, in which case a Perception +
Enigmas roll is made against a difficulty of the target’s Wits + Stealth. If the target is a spirit, the
difficulty is the spirit’s Gnosis.

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Sense of the Prey II
Source: Werewolf: the Apocalypse Revised.
If he knows anything about his prey, the character can track it down as rapidly as he can
travel. This unerring sense of direction operates anywhere, and it is useful for tracking spirits
through the Umbra as well as finding beings on Earth. 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 + Enigmas roll is made against a difficulty of the target’s Wits + Stealth. If
the target is a spirit, the difficulty is the spirit’s Gnosis.

Sense Pattern Breaker


Source: Gurahl Breed Book.
As the Garou Metis Gift: Sense Wyrm.

Sense Prey I
Source: Ways of the Wolf.
This Gift allows the Garou to detect animal prey. A Willpower point is spent and the Garou
makes a roll using Perception + Primal-Urge against a difficulty of 7. Success will lead the Garou to
a suitable animal sufficient to feed a pack of up to 12 wolves. The range extends up to 50 miles.

Sense Prey II
Source: Werewolf Dark Ages.
Although game is still plentiful in these times, a hard winter or hungry Sept can drastically
reduce the number of prey animals available. What’s more, wolf packs aren’t terribly efficient at
bringing down game – hence, sometimes a Kin pack needs all the help it can get. This Gift allows
the lupus to mystically locate enough prey to feed their pack, drastically cutting hunt times. If
there’s prey within 50 miles, the lupus will know. Humans don’t register as prey animals to this
Gift, although some Garou mutter that the Red Talons know a variant of this Gift that dictates
otherwise. This Gift is taught by a Wolf-spirit.
System: The hunter rolls Perception + Primal-Urge, difficulty 7. Success indicates the
location of enough prey to feed a large pack; if there are multiple groups of sufficient prey within
the Gift’s 50-mile radius of effect, the Gift leads to the nearest source (not necessarily the easiest to
acquire).

Sense Prey III


Source: Mokolé Breed Book.
The Mokolé knows the trick of locating prey animals in a given area. An Alligator-spirit
teaches this Gift.
System: The player spends a Willpower point, and rolls Perception + Primal-Urge, difficulty
7. Each success leads the Mokolé to enough prey for one meal: enough successes can feed an entire
clutch.

Sense Prey IV
Source: Werewolf: the Apocalypse Revised.
Werewolves used this ancient Gift during hard winters to feed their packs. The Gift lets Garou
locate enough prey to feed a pack. In the urban environment, 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

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a city and its suburbs. Humans do not register as prey animals, although some say that the Red
Talons know a variant of this Gift that can find them. A wolf-spirit teaches this Gift.
System: The hunter’s player rolls Perception + Primal-Urge. The difficulty is 7 in wilderness
environments and 9 in urban environments. 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).

Sense Primal Nature I


Source: Bastet Breed Book.
As attuned as they are to the Jamaa, metis Bastet can easily sense whether one or those
entities has a strong influence on a person, place or thing.
System: This Gift works like the Level One Common Gift: Sense Unmaker’s Hand, except
that it detects a strong affinity for Rahjah, Nala or Cahlash (Weaver, Wyld or Wyrm). Examples
include Banes (Cahlash), Technomagi (Rahjah) and some Garou (Nala, though some may tend
toward the other two). However, the difficulty is one higher than that of Sense Unmaker’s Hand.

Sense Primal Nature II


Source: Players Guide to the Changing Breeds.
As the Common Gift: Sense Unmaker's Hand, except that it detects a strong affinity for the
Weaver, Wyrm, or Wyld. The difficulty is one higher than that for Sense Unmaker's Hand.

Sense Secrets
Source: Werewolf: Wild West – The Wild West Companion.
Centuries of association with the fae people have taught the Fianna the nature of secrets.
Things deliberately hidden, whether obscured by brush or dropped down a mineshaft make their
presence known to the Fianna. The Gift gives no indication as to the nature of a secret, only to its
existence. A Squirrel-spirit teaches this Gift.
System: The player rolls Perception + Enigmas (difficulty 8). Every success improves the
Fianna’s sensitivity. One success detects cursory or slipshod concealment, such as tumbleweeds
pulled across a cave’s mouth; five successes detect the presence of the most painstaking
obscurement, including hidden-passageways and the like.

Sense Silver
Source: Werewolf: the Apocalypse Revised.
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, + Primal-Urge (difficulty 7). If successful, she can
detect the presence of any nearby silver. Three successes allow him to pinpoint the silver’s location.

Sense Sun
Source: Mokolé Breed Book.
As the Common Gift: Sense Moon, save that it allows the user to discern the presence of Sun
creatures such as Mokolé and Corax. This Gift is taught by a Moon-spirit.

Sense the Demonic


Source: Stargazers Tribebook Revised.

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The difference between a servitor of the Wyrm and a demon-possessed mortal is subtle. While
most demons emanate perceptible Wyrm-taint, strangely some seem able to mask themselves and
escape such notice. Plus, Sense Wyrm doesn’t identify the nature of the taint, so the nature of the
creature (that it’s a demon) goes unknown until it’s potentially too late. This Gift helps circumvent
that problem. It doesn’t provide a literal sense so much as a spiritual one — the eye in the Demon
Eater’s mind registers the disruption in the fabric of reality, and senses the demonic source. This
Gift is taught by a chimerling.
System: The player rolls Perception + Occult. The difficulty is dependent upon the proximity
and intensity of the demon (or demon-possessed victim). Sensing a single demon in the same room
would be difficulty 6, sensing a demon across a busy city street would be 7, and detecting a
demon’s infernal influence after the creature has already left would be a difficulty 8.
MET: This Gift functions exactly as the Gift: Sense Wyrm, save that it allows the detection
and identification of any demons and demonic energies in the area. While Sense Wyrm can also be
used to detect demons, it will not identify them as anything other than another generic source of
"Wyrm taint," and so many Stargazers learn this Gift if they expect to see much battle with the
demonic, in order to better and more swiftly identify their true foe.

Send the Dream


Source: Players Guide to the Changing Breeds.
As the Level Three metis Gift: Mental Speech.

Sense the Transformation


Source: Rage across the Heavens.
With this Gift, the Garou can identify states of transformation or significant changes within
creatures or objects. This Gift allows the Garou to ascertain whether or not someone is dying of a
disease or if a female is pregnant (even in extremely early stages). In the same fashion, the Garou
can choose to determine if an object is about to break or cease functioning. The Garou need only
concentrate on her target to activate this Gift.
System: No roll is necessary, but the player must spend a point of Gnosis to activate the Gift
for one scene. During that time the character can determine the general state of health (or illness) of
the individuals or creatures in her vicinity. She can also tell if inanimate objects are on the verge of
breaking down or otherwise ceasing to function.

Sense the Truth


Source: Players Guide to the Changing Breeds.
As the Philodox Gift: Truth of Gaia.

Sense the Tunneler’s Passage


Source: Werewolf: The Wild West.
The Garou can sense nearby manifestations of the Wyrm, though she may not tell exactly
what sort of creature is giving off the reek. Once she has picked up the Wyrm-scent, she may
attempt to track it if it has moved beyond the initial area searched. This Gift is taught by any spirit
servant of Mother Earth.
System: This Gift works much like the Gift: Sense Wyrm, save that the Uktena can track
Wyrm-creatures. To track a Wyrm-creature once the trail is found, the player must spend a Gnosis
point and roll Perception + Primal-Urge (difficulty 8). Even one success allows her to track the
creature for as far as the creature can travel in 10 minutes. More rolls may be made to pick up the

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trail after that, but once the roll is failed, the trail is lost. It is also lost if the creature being tracked
enters or leaves the Umbra.

Sense the Unmaker's Hand


Source: Players Guide to the Changing Breeds.
As the metis Gift: Sense Wyrm.

Sense the Unnatural I


Source: Werewolf: the Apocalypse 2nd Edition.
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).

Sense the Unnatural II


Source: Werewolf: the Apocalypse Revised.
The werewolf can sense any unnatural presence and determine its approximate strength and
type. Supernatural presence can include magic, spirits, the Wyrm, wraiths and vampires, although it
won’t pick them out specifically as such. The werewolf may sense a person plagued by haunting as
easily as a ghost. Any spirit servant of Gaia can teach this gift.
System: The player rolls Perception + Enigmas. The more successes he rolls, 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, of fresh meat or of
whatever else the Storyteller finds appropriate. Interpreting the information properly might require
an Intelligence + Occult roll (Storyteller’s option).

Sense the Unnatural III


Source: Dark Ages: Werewolf.
The werewolf can sense any unnatural presence and determine its approximate strength and
type. Supernatural presences include magic, spirits, the Wyrm, ghosts and vampires, although it
won’t pick them out specifically as such. Any spirit servant of Gaia can teach this Gift.
System: The player rolls Perception + Enigmas (difficulty 7). The more successes he
achieves, the more information he is granted. Interpreting the information properly might require a
Intelligence + Occult roll (Storyteller’s option). This Gift detects supernatural presences as well as
Wyrm-tainted phenomena, but doesn’t necessarily differentiate them. Therefore, a powerful spirit
might register to this Gift, even if it is Gaian in origin.

Sense Threat
Source: Rokea Breed Book.
A race charged only with survival needs to know how to recognize danger, preferably early in
life. The Rokea with this Gift can discern whether she is swimming into a dangerous situation, or to
know if a being is a threat to her. This Gift, taught by an avatar of Sea, does not reveal a being’s
intentions, only whether or not said being is dangerous. (For example, a raging Brightwater might
have no real desire to hurt the user, but is dangerous nonetheless.)

505
System: The Rokea focuses for a turn; the player rolls Perception + Primal-Urge. The
difficulty varies — lower (6) for immediate and palpable threats and higher (8) for subtle, more
roundabout threats.

Sense Unmaker’s Hand


Source: Bastet Breed Book.
As the Metis gift: Sense Wyrm.

Sense Vibration
Source: Nagah Breed Book.
Snakes do not have ears, but they do have a very keen vibrational sense that allows them to
sense the approach of potential prey (or predators). This Gift enhances that sense, allowing the
vasuki to detect even tiny changes in air pressure.
System: The player spends one Gnosis point and rolls Perception + Alertness; the effects last
for a scene. The serpent can discern ground vibration and miniscule changes in air pressure at a
distance of one hundred feet per success, both horizontally and vertically (so a Nagah using this
Gift and getting tow successes could sense digging two hundred feet beneath her). This Gift lets the
Nagah know such things as the size of an object, how many there are, which way it’s going and
how fast it’s traveling. This Gift is not affected by any manner of invisibility or inaudibility; an
invisible, inaudible three hundred pound Garou still makes the earth shake a bit with every step, and
that is what this Gift allows the Nagah to sense.
This Gift is usable only in relatively quiet areas; Cities and most modern buildings contain too
much random noise and vibration. While the wereserpent can still use this Gift in such locales,
doing so quarters the Gift’s effective range. Any sort of concussion (gun shots, fireworks,
concussion grenades) will cause intense pain to a wereserpent using this Gift, effectively
“deafening” her to vibration for the rest of the scene and inflicting one level of bashing damage to
the snake’s pressure sensitive membranes.

Sense Weaver I
Source: Umbra 1st Edition.
On a successful roll of Perception + Science, the Garou may sense Weaver energies or spirits
in the nearby area. The difficulty is based on the strength of the Weaver’s influence. (Sensing a
Mind Spider in the Dream would have a difficulty of 6).

Sense Weaver II
Source: Umbra Revised
The Garou may sense Weaver energies or spirits in the nearby area. Any Gaian spirit can
teach this Gift
System: The Garou rolls Perception + Enigmas against a difficulty determined by the
Storyteller, based on the strength of the presence.

Sense Weaver III


Source: Ratkin Breed Book.
Any good Ratkin knows how to hide in the midst of human civilization. This Gift aids a
wererat in finding Weaver-spirits of all varieties. The spirit must be within sensory range, and each
has its own distinctive sound or smell. This perception can vary from rat to rat, so a Shadow Seer

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may develop her own personal range of descriptors for spirits. Shadow Seers who sense that an area
is overrun (or "calcified") by the Weaver may call on their rat pack to snap a few webs.
System: This Gift requires only a Perception + Occult roll. The difficulty varies depending on
the strength and Power of the spirit. Sensing a Weaver Gaffling, for instance, is difficulty 6; a
Jaggling is difficulty 7. More successes on the roll bestows more information on the spirit, possibly
including a measure of its Power and what Charms it might possess. Ratkin Engineers show up to
this Gift with a slight degree of calcification.

Sense Weaver IV
Source: Players Guide to the Changing Breeds.
The wererat can sense Weaver-spirits of all varieties. The spirit must be within sensory range,
and each type of Weaver-spirit has a distinctive sound or smell. This perception may vary from rat
to rat. Shadow Seers can also sense when an area has been "calcified" by the Weaver, and thus help
their packs "snap the Weaver's threads."
System: The player rolls Perception + Occult; the difficulty depends on the strength and
concentration of the spirits. A lone Weaver Gaffling, for instance, only requires one success. More
successes may give some insight into the spirits (such as their relative strength), although this is
always from a Ratkin's perspective.

Sense Wyld I
Source: Umbra 1st Edition.
On a successful roll of Perception + Enigmas, the Garou may sense Wyld energies or spirits
in the nearby area. The difficulty is based on the strength of the Wyld’s influence. (Sensing a Garou
in the forest would have a difficulty of 6).

Sense Wyld II
Source: Umbra Revised
The Garou may sense Wyld energies or spirits in the nearby area. Any Gaian spirit can teach
this Gift.
System: The Garou rolls Perception + Enigmas against a difficulty determined by the
Storyteller, based on the strength of the presence.

Sense Wyrm I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a
mystical sense, not a visual or olfactory image, although Garou using this Gift are likely to say,
"This place stinks of the Wyrm." This power requires active concentration. This Gift is taught by
any spirit servant 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 fomor 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.

Sense Wyrm II
Source: Ratkin Breed Book.

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The Ratkin can detect the foul stench of the Wyrm through any of his senses; he can also
whisper to nearby Rat-spirits to find out what they know. Sense Wyrm always requires active
concentration.
System: This works a little differently from the Garou version. Roll Perception + Occult
(difficulty 6). The number of successes required is based on the concentration and strength of the
Wyrm’s influence. (A fomor in an empty room, for instance, would only require one success.)
Vampires can be sensed with this ability, but only if their Humanity is below 7.

Sense Wyrm III


Source: Players Guide to the Changing Breeds.
Ratkin can use all of their senses to detect the Wyrm, although smell is perhaps the easiest to
use. Sensing the Wyrm requires a round of active concentration.
System: This Gift works differently from its Garou variant. Roll Perception + Occult
(difficulty 7); the number of successes required depends on the concentration and strength of the
Wyrm's taint. Smelling a fomor in an empty room would require one success, for instance, but if
he's standing in the warehouse of King Breweries surrounded by crates of Wyrm-tainted whisky, it
may require five successes to pinpoint where he's hiding.

Sense Wyrm IV
Source: Werewolf: the Apocalypse Revised.
The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a
mystical sense, not a visual or olfactory tillage, although werewolves using the Gift sometimes say
things like, "This place stinks of the Wyrm" (with a few more colorful adjectives). Garou should
remember that the Wyrm’s taint can cling to relatively blameless souls. Werewolves may sense an
innocent person who happens to work in a Wyrm-controlled factory or who has eaten tainted food.
This power requires active concentration. Any spirit of Gaia may teach this Gift.
System: The player rolls Perception + Occult. The difficulty depends on the concentration
and strength of the Wyrm’s influence. Sensing a single fomor in the next room would be difficulty
6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 8.
Vampires register as Wyrm-tainted, save those with Humanity Traits of 7 or higher.

Sense Wyrm V
Source: Dark Ages: Werewolf.
This Gift allows for the Garou to sense manifestations of the Wyrm. This is not a physical
sense, but rather mystical. Many Garou, however, use terms connected with physical sensations,
especially scent, for lack of better words. Using this Gift does re-quire active concentration; it isn’t
a constant scent. Any spirit of Gaia can teach this Gift.
System: The player rolls Perception + Occult. The difficulty depends on the concentration
and strength of the Wyrm presence. All vampires register as Wyrm-tainted, older ones more so. A
Cainite’s Aura modifies the werewolf’s difficulty. Vampires who have advanced along the Roads of
Heaven, Humanity and the Beast are more difficult to detect, whereas Cainites on the Road of
Kings and Sin are easier.

Sentinel’s Warning I
Source: Gurahl Breed Book.
The use of this Gift allows a Gurahl to become alert to the presence of threats or hostile forces
or individuals in his protected lands. The Gift manifests in the Gurahl’s consciousness as a feeling
of unease and discomfort. Unlike the Merit: Danger Sense, which is always “on,” this Gift requires

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a conscious effort to activate it in order for it to work. Both mortal and supernatural dangers trigger
the effects of this power, making it impossible for the Gurahl to determine the precise type of threat
involved. A Raven-spirit teaches this Gift.
System: To invoke this Gift, a Gurahl must roll Perception + Alertness and spend a point of
Gnosis. The Gift’s effects last for one scene per success rolled. No success means that the Gift fails
to function. A botch produces false triggers which can send the werebear off on a wild goose chase.

Sentinel’s Warning II
Source: Werewolf: Wild West – The Wild West Companion.
The Gurahl becomes aware of any hostile presence in his protectorate. The sense of intrusion
causes him to feel uneasy and on-edge. This Gift does not allow the Gurahl to determine the precise
cause of the threat and it functions only when activated, unlike the Danger Sense Merit, which
requires no activation.
System: The player rolls Perception + Alertness and spends a point of Gnosis. Each success
maintains the Gift for one scene.

Serenity
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou can quell other’s Rage, even bringing Garou out of frenzies. This Gift is taught by
Unicorn spirits.
System: The Garou spends a Gnosis point and rolls Charisma + Expression (difficulty of the
target’s Willpower). The target is incapable of using Rage at all for one turn per success. He may
not spend Rage points, but neither may he frenzy.

Serpent’s Sting
Source: Nagah Breed Book.
There is no better teacher than pain, and this Gift allows the wereserpent to teach some very
harsh lessons. By raising one target’s sensitivity to pain a thousandfold, the Kamakshi is able to
debilitate an opponent without resort to more lethal means. It also does quite a number of fleeing
prey. This Gift is considered potentially corrupting, and those who use it casually are watched very
closely for Wyrmish sympathies.
System: The Nagah must touch her target; the player spends one Rage point and rolls
Perception + Medicine, difficulty 7. Success indicates that for the rest of the scene, the target suffers
double wound penalties. The target loses two dice from his dice pools at Hurt and Injured, four at
Wounded and Mauled and ten at Crippled.

Serpent-Driving
Source: Children of Gaia Tribebook Revised.
The touch of Unicorn’s hum sets evil spirits and poisonous beasts to flight. This Gift enables
the Child of Gaia to mimic Unicorn’s power, driving foul creatures out of water, underbrush, and so
on. It is a more powerful ability of Unicorn’s born, and Unicorn himself teaches this Gift.
System: The Garou touches his hand or forehead to the water, into the alleyway, or into
whatever area he suspects of harboring enemies. He then rolls Gnosis, with the difficulty being 4 for
ordinary animals such as snakes, 6 for lesser Wyrm creatures (such as fomori), 8 for Wyrm-
servitors of strong power (such as Black Spiral Dancers) and 10 for powerful creatures of the
Wyrm. For each success, one such creature is forced to abandon its hiding place or nest by the most
direct route possible. If the Wyrm-creatures were using any supernatural means of concealment
(such as Gifts or Disciplines), they may make a Willpower test, difficulty of the Garou’s Gnosis, to

509
maintain these powers. They must still physically leave the area, however. Note that this Gift may
cause the creatures to attack and is thus best used with care. Serpent-Driving may he used only once
per game session.
MET: You must clearly define the area you suspect of containing concealed creatures, then
make a Static Gnosis Challenge against four traits for ordinary animals such as snakes, six traits for
lesser Wyrm creatures, eight traits for strong Wyrm-servitors and 10 for powerful Wyrm-creatures.
Success flushes out your chosen prey and they must leave the area you defined. Any creatures that
were using Gifts, Disciplines or other powers of concealment may make a Willpower Challenge
against the Garou’s Gnosis; failure indicates that they must stop using those powers. This Gift may
be used only once per session.

Set the Mind Adrift


Source: Rokea Breed Book.
Occasionally, a Rokea chooses to incapacitate an enemy (or a frenzied ally) without harming
him. This Gift allows the Rokea to force a target into a vivid hallucination, in which he is drifting in
the ocean with nothing around for miles. The Rokea may also use this Gift as a terror or
interrogation technique by making subtle changes in the vision. This Gift is taught by a spirit
servant of Oversea.
System: The player spends a Willpower point and rolls Manipulation + Intimidation
(difficulty of the target’s Willpower). Success places the target into the hallucination. The target
simply sits down or swims in circles, all the while believing that he is lost in the ocean. If the player
makes a successful Manipulation + Expression roll (difficulty 6), the Rokea can ad other details to
the vision — threatening storm clouds, shark’s fins in the water, etc. The target can hear the
Rokea’s voice, and so can answer any questions directed at him. If the target has reason to believe
the hallucination false, he may roll Willpower (difficulty 7) to resist. He must accumulate at least as
many successes on this roll as the Rokea’s player did on the Manipulation + Intimidation roll to
break free. This Gift lasts for one scene otherwise.

Seven Mile Leap


Source: Stargazers Tribebook Revised.
The name of this Gift is a bit of a misnomer, since it doesn’t technically allow a Trance-
Runner to leap seven miles up into the air. What it does do, however, is effectively increase the
tautness and tension of her muscles, making her a light and powerful adversary. She can move
quickly, jump to obscene heights, and land safely. This Gift is taught by any bird-spirit.
System: Once learned, this Gift is always "on." It grants the Trance-Runner allows her to
triple the distance she can jump (Werewolf: The Apocalypse, p. 197).
MET: Intermediate Gift. Once learned, this Gift allows the Stargazer to triple the distance she
can leap, and grants her a free automatic retest on all non-combat tests involving jumping.

Shadow Brethren
Source: Players Guide to the Changing Breeds.
As the Shadow Lords Gift: Shadow Pack.

Shadow Cutting I
Source: Shadow Lords Tribebook Revised.
One of the more cunning tactics of the Shadow Lords, this Gift allows a Lord to maim or kill
her opponent by attacking the shadow he casts. This tactic makes her attacks difficult to dodge, and

510
can provide a great advantage in situations where the shadow is a larger or more accessible target
than the opponent himself. A night-spirit teaches this Gift.
System: The werewolf must activate the Gift by spitting into her opponent’s shadow and
spending a Gnosis point. For the remainder of the scene, she may injure her opponent by striking
his shadow. Only fetish weapons, silver or natural weaponry (claws and teeth) will work in
conjunction with this Gift; firearms or other mundane measures cannot transmit damage across the
spirit-link. The victim has two fewer dice to dodge attacks aimed at his shadow, and cannot parry
such attacks at all. The Storyteller may even give the shadow’s attacker extra dice in certain
situations, such as during sunset or when the victim is a few stories up, but his shadow falls at the
Garou’s feet.
MET: Activate the Gift by spitting on your opponent’s shadow (please don’t actually spit —
how gross!) and spending a Gnosis Trait. For the rest of the scene, you may injure your target by
attacking his shadow. Only silver, teeth, claws and fetish-weapons will affect the target; firearms
and mundane weapons like swords have no effect. Your target cannot parry attacks to his shadow
and suffers a two-Trait penalty to dodges. The Storyteller may adjudicate other benefits or penalties,
such as fighting during sunset or early morning when shadows are long or attempting the attack
near noon. This Gift need not be performed outside — any shadow cast by any light will do.

Shadow Cutting II
Source: Dark Ages: Werewolf.
The Shadow Lord can wound a foe by striking at his very shadow. This form of attack is
difficult to dodge, and it can be a most convenient attack form in some conditions — such as
sundown. This Gift is taught by a night-spirit.
System: The character spits into his opponent’s shadow. The player spends a Gnosis point.
For the remainder of the scene, the character may strike at his foe’s shadow to wound him. The
character may only use fetish weapons or natural weaponry such as claws to attack in this fashion;
more mundane attacks do not carry any impact. The victim has two fewer dice to dodge attacks
targeted at his shadow, and he cannot parry said attacks at all. The Storyteller may even opt to give
the attacker extra dice in situations in which the shadow presents an even more convenient target.
For example, if the target is standing in an alleyway out of reach, but his shadow still falls at the
character’s feet, the target is fair game.

Shadow of the Ebon Whisperer


Source: Rage across the Heavens.
This Gift makes the Garou as insubstantial as a shadow and hard to see. The physical form of
the Garou fades to a murky, dark shape that can slither and flow almost anywhere. Although others
can use certain Gifts to spot the “shadow” werewolf, anyone wishing to do so must first have a
reason to suspect the presence of the Gift’s user. This Gift does not function in bright daylight or in
places where no shadows exist – such as a brightly lit room (or a room in total darkness, for that
matter).
System: The player spends a point of Willpower and rolls Appearance + Occult (difficulty as
assigned by the Storyteller depending on the surroundings). Each success allows the character to
assume the shadow-form for one scene (or one combat round); even one success can give the
character the advantage of surprise in a battle. No success means that the Gift fails while a botch
throws the character across the Gauntlet momentarily and does not conceal the Garou upon her
return.

Shadow of the Rat


Source: Bone Gnawers Tribebook Revised.

511
Rats are known for their resilience, persistence, and ruthlessness. Since Rat serves as the Bone
Gnawer’s tribal totem, Garou of this tribe may learn a great deal about survival under the tutelage of
rat-spirits.
System: The Garou can spend one Gnosis to lower the difficulty of all Stamina rolls
(including soak rolls) by 1 for the duration of one scene.
MET: If you use a Trait related to Stamina in a Physical Challenge, you can spend one
Gnosis Trait and make a Simple Challenge (win or tie) to regain it ten minutes later. You cannot do
this more than once per challenge; if you spend a whole scene fighting, you cannot use this on any
Trait you have listed more than once on your character sheet. (You can use it for the first level of
the Trait, but not for any levels beyond that.) In case you need an official list of Traits acceptable to
this Gift, here it is: Enduring, Energetic, Resilient, Rugged, Stalwart, Tenacious, Tireless, Tough,
Vigorous, Wiry.

Shadow Pack I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may summon a shadowy duplicate of himself, or even multiple shadows, to stand
beside him in battle. These shadows eerily resemble the Garou and have the same powers. This Gift
is taught by a spirit of Night or a Chimerling.
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 Attributes and Abilities, but not fetishes; they may not
use Gnosis or Willpower, and each has only one Health Level (any attack that is not soaked
destroys it). The shadow-Garou last for one scene.

Shadow Pack II
Source: Werewolf: the Apocalypse Revised.
The Garou summons up shadowy duplicates of himself to stand by him in battle. These
shadow-wolves resemble the Shadow Lord and have some of the same capabilities. A night-spirit
teaches this Gift.
System: The player rolls Gnosis (difficulty 8) and spends a variable number of Gnosis points.
For each point spent, the Garou summons a shadow-duplicate. These duplicates have the same
Attributes and Abilities as the Garou, but they may not use Gnosis or Willpower. Each has only one
health level (i.e., any attack that is not soaked destroys it). The duplicates fade at the end of the
scene.

Shadow Pack III


Source: Dark Ages: Werewolf.
The Shadow Lord summons a shadowy duplicate of himself, or even multiple shadows, to
stand beside him in battle. His shadow-duplicates possess the same powers as he does, and they can
fight just as fiercely. A night-spirit or a Chimerling teaches this Gift.
System: The player must spend a variable number of Gnosis points and succeed in a Gnosis
roll (difficulty 8). For each Gnosis point spent, the character summons an exact duplicate of him to
fight by his side. These Garou have identical Attributes and Abilities, but not fetishes. They can not
use Gifts, Gnosis or Willpower, and each has only one health level (any attack that is not soaked
destroys it). The shadow-Garou last for one scene.

Shadow Skin
Source: Past Lives.

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The Camazotz were at home in the darkness, and knew how to bend it to their will. By calling
on the power of this Gift, a Garou may enjoy some of the same protection the werebats relied on.
The user is wrapped in semi-solid shadow, making her more difficult to see, muffling the noise of
her movements, and even offering her some measure of protection against attacks.
System: The player spends one Willpower point. While the Gift is in effect, the character
gains one die to soak damage (which is treated exactly like armor; see Werewolf: The Apocalypse,
p. 206) and three extra dice to any Stealth roll. This Gift ordinarily lasts for a scene, although its
effects are immediately neutralized if the character enters any brightly lit area.

Shadow Step I
Source: Hengeyokai: Shifters of the East.
This is an illusion Gift of Nareau allowing the Kumo to seem like she’s in one area when
she’s really not. Those who witness the Kumo activate this Gift see her fade from one location and
reappear in another, though in reality she hasn’t moved at all.
System: The player rolls Dexterity + Subterfuge, difficulty 6. For each success, the Kumo
will appear to be two feet from her actual location. Opponents who realize that the image isn’t the
real Goblin Spider may still strike at the invisible Kumo, although their difficulties increase by 3
(by 2 if they have heightened senses such as a lupus Garou’s wolflike sense of smell). The Gift lasts
for a number of turns equal to the Kumo’s Gnosis, and may only be used once per scene.

Shadow Step II
Source: Players Guide to the Changing Breeds.
The Kumo seems to disappear and reappear in another location, while in reality she has not
moved at all. A spirit minion of Nareau teaches this Gift.
System: The player spends one Gnosis and rolls Dexterity + Subterfuge. Each success allows
the Kumo to appear to be two feet away from her current location. Anyone who realizes the image
is illusory may attack the real Kumo at +3 difficulty. Heightened Senses or some other Perception-
enhancing Gift or power reduces the difficulty to +1. The Gift lasts for as many turns as the Kumo
has Gnosis, or until the Kumo strikes an opponent, but only works once per scene.

Shadow the Moon’s Light


Source: Bastet Breed Book.
There is a time for everything, even for stealth. As nocturnal hunters, the catkings have
perfected a secret which allows them to dim the light as they approach. While it can’t actually
extinguish the moon, this Gift stifles natural, magical and technological lights equally well.
System: To dim the local lights, the werecat’s player rolls Manipulation + Stealth. The
dimness lasts for one turn per success.

Light Source Difficulty


Weak (torches, lamps) 6
Bright (fires, moonlight) 7
Harsh illumination (headlights) 8
Powerful lamps (halogen bulbs, yard lights) 9
Overwhelming (spotlights, sunlight) 10

Shadow Throw
Source: Ratkin Breed Book.

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While vocally expressing his anger, the Ratkin can form a shadowy field of power around a
dagger or other sharp object balanced for throwing. Knife Skulkers, for instance, may choose to call
out a victim’s crime ("Murderer!") while forming this instrument of revenge. When the Ratkin hurls
his dagger at a foe, the blade is propelled by the darkness around it and strikes with supernatural
force. This Gift is taught by a Night-spirit, which will usually demand a tale of an unpunished
criminal’s dark secrets.
System: The Ratkin spends a Rage point and targets a single victim within line-of-sight; the
player rolls Perception + Athletics to attack (difficulty 6, with the usual Firearms modifiers). The
blade strikes with more force than the wererat can muster, inflicting Strength + 3 aggravated
damage. If the blade is already magical, it inflicts only +2 damage.

Shadow Walk
Source: Nuwisha Breed Book.
The Nuwisha employing this Gift may visit any aspect of the Umbra, even those normally
forbidden to the Changing Breeds. This includes the Dark Umbra of the dead (which most Nuwisha
avoid as both too depressing and too dangerous) and many Horizon Realms of the magi. This Gift is
taught by a Gaffling of the Trickster.
System: The player must make a successful Gnosis roll, difficulty 7. Of course, the Nuwisha
must still know where to go.

Shadow Wings
Source: Mokolé Breed Book.
This Gift allows a Mokolé to fly through the “nothing” of the Umbra, ignoring the various
paths and tracks in favor of a more direct route from Realm to Realm. This gift is taught by a Sky-
spirit.
System: The Mokolé must have the Gift: Walking Between Worlds to enter the Umbra, and
must move to a place where “flying” between the Realms is possible. She may be using Dream the
Matre’s Mind. Should she be able to reach an Anchorhead, she may fly through the Deep Umbra as
well. No roll is necessary: the Mokolé simply wills her wings to unfold.

Shadows by the Fire Light I


Source: Werewolf: the Apocalypse 2nd Edition.
The Garou creates interactive stories in which others take part, willingly or not. Usually this
power is used at a moot when telling old stories, allowing those who take part in the story to enact
the tales. However, this Gift can also be used on the unwilling, forcing them to participate in a story
of the Garou’s choosing. This Gift is taught by an Ancestor- spirit.
System: When using this Gift on the unwilling, the Garou must spend a Gnosis point and
score three successes on a Manipulation + Performance roll (difficulty of the target’s Willpower). 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 turn per Gnosis point spent.

Shadows by the Fire Light II


Source: Mokolé Breed Book.
As the Galliard Gift, save that Mokolé often tell stories as sunshafts burn dazzlingly through
the trees into the wallow’s darkness. When this Gift is combined with Mnesis, the result is a unique
art called inwitting, in which the teller sends her audience into the memory-dreams of the Dragon
Folk. This enables a storyteller to set tales in the past as far back as the Mokolé who is telling the
story can remember. A Shadow-spirit teaches this Gift.

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Shadows by the Firelight III
Source: Werewolf: the Apocalypse Revised.
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 spend a variable amount of
Gnosis and score three successes on a Manipulation + Performance roll (difficulty of the target’s
Willpower). 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 turn per Gnosis point spent.

Shadows by the Firelight IV


Source: Dark Ages: Werewolf.
The Garou invokes shadows and dreams to set the stage for a play in which other werewolves
play a part. The Galliard narrates the tale, and the actors are swept along in the story — willingly or
not. This Gift is often used at moots, since it allows many to participate in the retelling of legends. It
is also used as an object lesson for the wayward and stubborn. An ancestor-spirit teaches this Gift.
System: Use with willing participants requires no rolls or expenditure. To press an unwilling
actor into service, the player spends three Gnosis points per target and rolls Manipulation +
Performance (difficulty is the target’s Willpower). Three successes are required to puppet the target
through the story. The effects last until the story ends (one scene), or until the actor is attacked.

Shadowplay I
Source: Players Guide 2nd Edition (1st Edition).
The Theurge breathes life into her shadow wich can then perform tasks for her. The shadow
moves about independently with the same abilities as its creator. The Theurge’s emissary can cause
lifesaving distractions, pick up remote objects and even fight battles.
System: To activate the shadow, the player must roll Dexterity + Enigmas (difficulty 8) and
spend one Gnosis point. The Theurge must act out the doings of her shadow by making “Shadow
puppets” with her hands. No light need be present for the shadow to be active. In all respects
besides appearance, the shadow maintains the same Traits and Abilities as the Garou. The werewolf
cannot create multiple shadows. The shadow can operate out of sight of the Garou; its range is ten
yards per success.

Shadowplay II
Source: Players Guide to the Changing Breeds.
As the Theurge Gift, except the Bubasti does not have to mimic the shadow's movements;
once free, it can go about its business as if it were a perfect duplicate of the Bastet. Also unlike the
Garou Gift, some light must be present to cast the shadow in the first place.

Shadow-Fan Flowers
Source: Players Guide to the Changing Breeds.
One creature within the Kitsune's line of sight sees a vision and believes. The illusion is
perfectly detailed with color, light, and motion. Chimerlings and other illusion spirits teach the Gift.

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System: The player spends a point of Gnosis and rolls Manipulation + Empathy versus the
target's Will-power. The viewer may free himself by finding a flaw in the vision and convincing
himself it isn't real. This is so difficult that normal humans may have no chance at all (Storyteller's
discretion). All others may escape with a Willpower roll at difficulty 9 once they have a good
reason to attempt disbelief.

Shake the Earth


Source: Werewolf: Wild West – The Wild West Companion.
The force of the Ahroun’s Rage splits the ground, before him and knocks his foes off their
feet. Even a minor tremor can cause great damage to houses, mineshafts and people. An Earth
elemental teaches this Gift.
System: The player spends one Rage point to cause a three-foot-wide stretch of ground,
extending 10 feet in front of the user, to split into a chasm that is 10 feet deep. Anyone over that
spot must make a Dexterity roll (difficulty 7) or fall into the hole. For every Rage point beyond the
first, the Garou can make similar holes or deepen the first one.

Shards of Icy Rage


Source: Rage across the Heavens.
The Garou invoking this Gift calls on the cold power of her rage, converting her anger into
physical ice. This ice cuts as deep as any knife, and can be hurled at her enemies in place of a
normal attack.
System: The player spends a point of Rage and rolls Wits + Primal-Urge (dif. 8). The number
of successes equals the number of shards that form from the crystallized Rage, up to a limit of five
shards. The player makes a separate attack roll for each shard, and may direct them at more than
one opponent. Each shard does 3 dice of aggravated damage; the range is five yards for every dot of
the Garou’s 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 more than once in a combat, each successive use after the first adds +1 to the
difficulty roll to activate the Gift.

Shatter Bone
Source: Players Guide 2nd Edition.
Victims with twisted arms or crushed legs are much easier prey. The Ahroun with this Gift
can destroy bone with a single punch, regardless of the damage inflicted by the blow. A Hyena-
spirit teaches this Gift.
System: Before striking an opponent, the Ahroun must spend a Willpower point and a Rage
point. The Garou must target a specific limb, which increases the difficulty of the attack by 2. Also,
he must spend the Willpower and Rage even if the blow does not connect or he scores fewer than
three successes. The successful use of this Gift crushes whatever bone structure lies beneath the
targeted flesh and causes a number of Health Levels of damage equal to the number of successes in
the attack roll -3. Broken arms and legs subsequently handicap an opponent in any combat. A
fractured skull renders the victim unconscious. A broken spine causes paralysis. This damage is
unsoakable but does not cause aggravated wounds.

Target Difficulty Special Effect


Skull +3 Stamina roll (difficulty 8) to remain conscious.
Arm +2 Dexterity roll to hold items; target cannot use broken limb to attack.
Leg +1 Dexterity roll to remain standing; target cannot run or attack with broken limb

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Rib +2 Stamina roll (difficulty 6) to avoid puncturing a lung.
Spine +4 Must attack target from rear; target remains paralyzed until this wound heals.

Shadow-Fan-Flowers
Source: Hengeyokai: Shifters of the East.
One entity within the Dreamweaver’s sight sees a vision and believes. The illusion is perfectly
detailed; the Guktushi directs motion, color, light, everything. The Gift is taught by Chimerlings
and other spirits of dream and illusion.
System: The player spends a point of Gnosis and rolls Manipulation + Empathy vs. the
target’s Willpower. The viewer may free himself from the dream only by finding a crack in the
enchantment – a flaw in the vision – and convincing himself that it is not real. This is extremely
difficult. Mundane humans may have no chance at all, if the Storyteller desires. All others may
escape with a Willpower roll (difficulty 9) once they have a good reason to disbelieve.

Shagreen Shield
Source: Rokea Breed Book.
The hide of some sharks is strong enough to repel a harpoon. Rokea with this Gift can
strengthen their skin to the point of repelling nearly any attack.
System: The player spends one Gnosis point and rolls Stamina + Primal-Urge (difficulty 7).
The Gift lasts for one turn per success. During this time, attacks that score less than three successes
on the damage roll do not penetrate the Rokea’s skin at all. The player’s difficulty to soak all other
attacks is 5; although she receives all damage rolled; for example, if an attack inflicts five health
levels of damage, the player rolls to soak all five, not just two. Bashing damage is halved before
soak is rolled, rounding up (which means that an attacker must score more than six levels of bashing
damage to have any chance of damaging the Rokea).

Shantar’s Loom
Source: Rage across the Heavens.
The use of this Gift enables the Garou to craft some item from the energy provided by either
Gnosis, Rage or Willpower. The item may not involve multiple parts or have an overly complex
make-up. For example, a Garou cannot make a gun using this Gift, but she can craft a dagger or
hunting knife. Although this Gift can’t produce radioactive materials, it can produce metals such as
silver.
System: The Garou spends either a Gnosis, Rage or Willpower point and rolls Dexterity +
Repair (difficulty 8 for simple items, 9 for more sophisticated ones). (The Storyteller may allow the
player to substitute a more appropriate secondary skill possessed by the character for the Repair
Ability.) One success produces the item desired, while additional successes refine its quality and
durability. The Storyteller may require three successes to make an item from a less appropriate
quality – such as making a blanket for a cradle by using a point of Rage, or using anything other
than Gnosis to craft a silver knife. No success means that the Gift fails to produce anything useful
and allows the expended point to revert to the character. A botch uses up the expended point and
produces an unusable or defective item. The item lasts for one day per success.

Shape Matter
Source: Gurahl Breed Book.
As the Garou Homid Gift: Reshape Object. The Gurahl originally learned this power from
Gaia and used it as the basis for teaching humans how to fashion tools (without the magic, of

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course). The werebears also taught this Gift to the Garou, who renamed it and claimed it for their
own.

Shape Smoke
Source: Frontier Secrets.
When on the trail, sometimes it’s better not to let anyone know where a body is camping. The
tiniest wisps of smoke can give away a location and can bring no end of trouble. Using this Gift, the
Garou can completely disperse or shape into patterns the smoke or steam from a small campfire to a
train. This Gift is taught by an Air-spirit.
System: The player spends one Gnosis point and rolls Manipulation + Stealth against a
variable difficulty (4 to shape a campfire’s smoke, 7 to disperse a train’s steam, 9 to dissipate the
smoke from a raging inferno, etc.).

Share the Wolf’s Skin I


Source: Werewolf: The Wild West.
The Talon can completely transform another being into a wolf. If the target is a Garou, he
becomes trapped in his Lupus form for the duration of the current scene. If the target is a human or
animal, it becomes a normal wolf forever. The Gift is taught by a Wolf-spirit.
System: The player spends a Gnosis point and rolls Gnosis against a difficulty of the target’s
Willpower; she only needs one success.

Share the Wolf’s Skin II


Source: Dark Ages: Werewolf.
The Red Talon can transform another being into a wolf. If the target is a werewolf, he
becomes trapped in Lupus form for the duration of the current scene. If the target is a human or an
animal, it becomes a normal wolf forever. This Gift is taught by a wolf-spirit.
System: The player spends a Gnosis point and rolls Gnosis in a resisted roll against the
target’s permanent Willpower. Only one net success is required for the transformation to occur.

Shared Strength
Source: Players Guide to the Garou.
No matter how strong you are, you can’t be everywhere. Sooner or later, if you live long
enough, every Ahroun will experience the heartbreak of seeing a packmate die in combat and
knowing that they simply couldn’t be there to help. Elders have seen this more than any, so it is not
unusual that they would learn a Gift like this. This Gift allows an Ahroun to donate his capacities to
one of his packmates for a single turn, imbuing them with their strength, speed and skill. However,
they pay a high price for this help, losing their own strength for the same amount of time. This Gift
is taught by a wolf-spirit.
System: The player spends two points of 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 should have higher statistics than the Ahroun, they
retain those statistics.) 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, Dodge or Melee. The
target and Ahroun cannot spend experience points to raise any of the shared Traits until the Gift
ends.

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Shark's Bones
Source: Players Guide to the Changing Breeds.
Rokea in human form are often annoyed by how hard and brittle their bones become. This
Gift allows the Rokea to change her Homid form bones into the pliable cartilage she is used to, if
briefly. This allows her to squeeze into small openings (as tiny as eight square inches) and resist
blunt damage. A shark-spirit teaches this Gift.
System: The player spends one Gnosis point, and the Gift lasts for one scene. During that
time, halve the damage of any bashing attack made on the character before soak is rolled. This Gift
can only be used in Homid or Glabro forms.

Shattering I
Source: Ananasi Breed Book.
The Ananasi employing this Gift unweaves the affects of a specific Gift or magical
enchantment on a target. The end result depends on the exact nature of what the previous Gift was
meant to do, but this could effectively destroy a fetish or reseal an opened caern.
System: The Viskr rolls Intelligence + Occult, and spends three Gnosis. The difficulty is
equal to the level of the original Gift/rite/effect originally used, +4. (Countering a Level Five Gift
would thus be at difficulty 9.) If successful, the item or person affected by the power or
enchantment is freed from its effects. Note that this is not always beneficial; this Gift also works
against Gifts such as Resist Toxin.

Shattering II
Source: Players Guide to the Changing Breeds.
This powerful Gift unweaves a particular magical effect. It can, conceivably, seal a caern or
destroy a fetish.
System: The player rolls Intelligence + Occult (difficulty equal to the original Gift or effect
+4) and spends three points of Gnosis. Success destroys the effects of the targeted magical power,
whether beneficial or baneful.

Shattering Howl
Source: Red Talons Tribebook Revised.
By using this Gift, the Garou releases a howl with enough power to shattering any man-made
object. The Shattering Howl can splinter plastic, crack stone, and puncture rubber and similar
materials. The werewolf does not have any control over what she shatters with this Gift, however,
so she is advised to use it with care.
System: The player spends one Willpower point and rolls Rage (difficulty 7). Exactly what
kind of material the howl shatters depends on the number of successes rolled. One success shatters
normal glass. Three cracks concrete. Five successes rend solid steel. The character may use this Gift
on successive turns, but each use requires another Willpower point and a new roll.
MET: Spend a Willpower Trait and a number of Rage Traits based on the effect you wish to
cause. One Trait shatters glass; three Traits break concrete; five Traits will weaken steel. This Gift
can be used successively, but each requires another Willpower Trait spent and more Rage spent.

Shed I
Source: Players Guide 2nd Edition.

519
The Garou knows the trick of shedding and growing fur at an alarming rate. This gift makes
the Garou especially hard to grapples successfully; opponents find themselves holding tufts of fur
instead of their target. The Garou can also slide through tight spaces using his shedding fur as
natural lubrication. A Lizard-spirit or Snake-spirit teaches this Gift.
System: The Garou may use his slick outer coating to avoid being grappled. With a
successful Dexterity + Primal-Urge roll (difficulty 7), he can free himself from any successful
grappling attack. The fur also reduces by two the werewolf’s difficulty whenever he squeezes
through tight spaces or slips restraints, such as handcuffs.

Shed II
Source: Players Guide to the Garou.
You can’t keep a hold on someone who can shuck their own skin, and metis with this Gift
offer the next best thing by rapidly shedding and regrowing their own fur. In addition to making it
incredibly difficult to grapple the user, and enabling them to squeeze through very tight spaces,
those facing a shedding metis often find the experience disgusting to say the least. A lizard or
snake-spirit teaches this Gift.
System: When grappled, the metis can roll Dexterity + Primal-Urge (difficulty 7) and with a
simple success can break any hold. The same roll can also be used to reduce the difficulty of
squeezing through any tight spaces by 2, including slipping from bonds. Naturally, this Gift only
works in Crinos through Lupus form, and cannot be learned by hairless metis.

Shed III
Source: Mokolé Breed Book.
By quickly shedding his outer skin, the Mokolé can escape an enemy’s hold or slip through a
tight area. A Lizard-spirit or Snake-spirit teaches this Gift.
System: By making a successful Dexterity + Primal-Urge roll (difficulty 7), the Mokolé can
either automatically escape any grappling attack, or lower the difficulty of escaping restraints or
slipping through tight squeezes by 2.

Shed IV
Source: Frontier Secrets.
This allows the metis to escape from grabs and holds by releasing a layer of fur. This Gift is
taught by a Snake-spirit.
System: If the metis is successfully grabbed or pinned, the player can roll Dexterity + Primal-
Urge, difficulty 7. If successful, the metis slips from the opponent’s grasp, and the opponent is left
with only a handful of fur. The metis can also use this to help him squeeze through tight places,
using his fur as a slick surface to ease passage, (reducing the difficulty of such actions). Hairless
metis cannot possess this Gift.

Shed the Years


Source: Nagah Breed Book.
Snakes were often considered to be manifestations of time. The Nagah with this Gift is rather
more like an incarnation of the reversal of time. Once a year, when the Nagah (or a nestmate) is
undergoing the Samskara of Shedding the Past, this Gift may be performed upon her, and along
with her old skin, the wereserpent sheds a number of years of physical aging as well. A determined
Nagah could return from senescence to the prime of life in the space of a decade.
System: The player sacrifices one permanent Gnosis point and rolls Stamina + Enigmas
against a target number of 7 (Stamina bonuses for form do not add to this roll). Each success

520
counteracts one month of aging. The Nagah’s knowledge and memory are unaffected but the body
loses any wrinkles, scars, long-term illnesses and the like gained during that period of time.
This Gift is usable only once a year when the target is molting.

Sheep’s Clothing I
Source: Frontier Secrets.
The Nuwisha can hide in plain sight by taking any given form of a different type of
shapeshifter (werewolf, Bastet or whatever). Thanks to this Gift, the Nuwisha don’t have to bother
with maintaining their own caerns - they can just use somebody else’s. This Gift is taught by a
Trickster-Spirit.
System: The player rolls Wits + Primal-Urge and spends a point of Gnosis; the form lasts for
an entire scene. The difficulty depends on the shift difficulty of the form (7 for Hispo, for instance),
although an unfamiliar animal form (wolf, crow, panther, etc.) is always difficulty 8. The form
mimicked does not add the particular Trait bonuses, nor does it allow abilities like flight. If the
Nuwisha wishes to fly in raven form, he must have another Gift that allows this (such as Sky
Running). Sheep’s Clothing affects all senses and powers, including Scent of the True Form.

Sheep's Clothing II
Source: Players Guide to the Changing Breeds.
The Nuwisha can take the form and scent of another shapeshifter. While this Gift is in effect,
the Nuwisha may take the appearance of any form common to the type of shapeshifter she is
impersonating. Even Gifts designed to identify shapeshifters cannot pierce Sheep's Clothing (unless
Coyote feels it appropriate). A cuckoo-spirit teaches this Gift.
System: The player spends one Gnosis and rolls Wits + Primal-Urge (difficulty 6 for
mammalian Changer, 7 otherwise). The character thereafter looks and smells like whatever kind of
shapeshifter she chooses. She does not, however, gain any of the special powers of the Breed — a
Nuwisha impersonating a Rokea could assume Gladius form, but would gain neither the enhanced
strength nor the Sending that the form usually confers. This Gift lasts for one full day, though the
player can extend that duration by spending additional Gnosis (one day per point spent).

Shell
Source: Players Guide to the Garou.
Consider the state of a metis cub. He is outcast from birth, knows this from the moment he
can talk, and is trapped within a body that reacts powerfully to his slightest emotional twinge. Once
you appreciate this state, it becomes easy to understand how this Gift was first learned. Shell places
an emotional and instinctual barrier around the metis. A turtle-spirit teaches this Gift.
System: While active, the metis cannot use Rage nor achieve 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 penalty on all initiative rolls.

Shell Game
Source: Croatan Song.
Croatan Kinfolk nations used to use all sorts of things as mediums of exchange; colorful
seashells were the most popular. With this Gift, a Garou can transform a shell into another method
of exchange: dollars, coins, English pounds, Japanese yen, whatever. This Gift is taught by a
Trickster-spirit.
System: The player must spend a Gnosis point and roll Manipulation + Barter. The resulting
currency can be anything the werewolf is familiar with, although the more successes, the better. The

521
currency can become progressively more valuable with each success; as a modern-day example, one
success might create a five-dollar bill, three successes a handful of twenties, and five successes
could conjure up $1000 in hundreds. The shell cannot be changed into a precious metal (gold,
silver) or gem, only an exact facsimile of actual money (or money order, travelers checks, etc.).
Once the Gift wears off, though (and it does so in an hour’s time), the money turns back into a
pretty shell.

Shelter of Needles
Source: Wendigo Tribebook Revised.
As the Strength of the Pine grounds a single Garou, the protective umbrella of the Pine’s
branches may extended to shield any Garou, human or Gaian creature in the surrounding area. It
also disables anything electrically powered beneath its canopy for that turn, as all the power is
grounded and funneled towards Gaia. A pine-spirit teaches this Gift.
System: The player spends a Gnosis point and rolls Willpower once, at the difficulty of 3 +
the highest Stamina of the other living creatures in the surrounding area. If the roll is a success,
those creatures are sheltered from electrical shock and physical damage, in the same manner as
Strength of Pine. The distance between the Garou and the furthest creature from her determines the
size of the canopy. For example, if the Garou rolls successfully to protect several allies, the furthest
of which is 100 feet away from her, all creatures within 100 feet can take advantage of the Shelter.
If a sheltered creature moves from its grounding-spot, it alone loses the protection of the Gift.
However, the Gifted Wendigo may move about freely once the Gift’s effects are established.
MET: Intermediate Gift. By spending a Gnosis Trait and making a Willpower test against the
number of allies to be protected plus three, the Wendigo can extend the same protection from
electricity and physical damage that Strength of Pine provides to a number of allies within her
range. The Wendigo may extend her protection as far away as her Gnosis + Willpower ratings in
paces. Once established, this protection lasts for a number of turns equal to the Wendigo’s Gnosis
rating, plus one additional turn per Willpower Trait she is willing to spend. Those protected must
not move from their grounding-spot or they immediately forfeit their protection for the duration.
The Wendigo may move freely once the Gift has been established, however. This Gift does not
affect the Wendigo herself, though she is free to use Strength of Pine to protect herself.

Shelter of the Earth I


Source: Gurahl Breed Book.
This Gift makes it possible for the Gurahl to “disappear” amid the local landscape, making
use of tall grasses, trees or other features of the terrain as camouflage. Rapid movement while so
concealed gives away the Gurahl’s presence and location, but slow travel is possible without
breaking the natural cover.
System: The player rolls Dexterity + Stealth and spends a point of Gnosis. A single success
provides the Gurahl with minimal camouflage; three or more successes indicates that the Gurahl
remains completely concealed by the local terrain. If there is no reasonable cover available, the Gift
automatically fails (though no Gnosis is lost). A botch means that the Gurahl only thinks she is
hidden, while in reality, anyone looking for her can find her easily.

Shelter of the Earth II


Source: Players Guide to the Changing Breeds.
The Gurahl uses the local landscape as a secure hiding place. Rapid movement gives away the
Gurahl's position, but slow movement is possible without revealing his location.

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System: The player spends a point of Gnosis and rolls Dexterity + Stealth. One success
provides minimal cover while three or more conceals the Gurahl entirely. The Gift does not work
where cover is unavailable.

Shield of Gaia
Source: Red Talons Tribebook.
The Garou can become so attuned to the laws and rhythms of Gaia that the Weaver’s laws
cease to have any affect on her. This Gift can only be used once by any Garou who learns it; its
effects are permanent. The Garou becomes immune to the effects of one form of technology, such
as bullets, photography (i.e. cannot be photographed), electricity, chemical toxins, etc. This Gift is
taught by an avatar of Griffin.
System: The Garou spends a permanent point of Gnosis and chooses the one form of
technology to which she will be immune. It is up to the Storyteller to determine exactly what is and
is not included in the protection afforded by the Gift.
This Gift does apply against Wyrm-tainted technology, although not Wyrm substances. For
instance, a Garou who is immune to chemical toxins may not be harmed by the Pentex acid, but the
Bane is the acid can still try to possess her.
This Gift is open to a lot of abuse, but the player and the Storyteller should recognize the
spirit of the Gift: it is Gaia’s protection to Her children from the ravages of the Weaver and the
modern world. Just how this is interpreted and how much is permitted depends on the mood and
atmosphere of a game. However, no player should be allowed to claim immunity to nuclear
weapons.

Shield of the Dragon


Source: Nagah Breed Book.
This Gift protects the nagah from harsh environments. The wereserpent’s body adjusts to heat,
cold, radiation, disease and pressure. Electricity and fire still cause damage if they are intense
enough, but affecting the Nagah with even these weapons is much harder.
System: The player expends one Gnosis point and rolls Stamina + Survival against a
difficulty of 7. With even success, all but the most inhospitable environments inflict no damage on
the Nagah (though they’re still unpleasant), and fire and lightning do only bashing damage. The
effects last for the duration of the scene.

Shiva’s Might I
Source: Bastet Breed Book.
In one of the most impressive feats of godlike destruction this side of a nuke, a Bagheera may
change into a form reminiscent of Shiva the Destroyer or Kali the Dark Mother (depending on the
cat’s gender). In a burst of holy light, the Bastet becomes a 12-foot-tall, six-armed Crinos-form
werepanther wielding flaming weapons. Until the ground is littered with bodies, this engine of
feline wrath hacks everything around it – for and otherwise – into bloody giblets. Obviously, this is
a last resort, but a very effective one.
System: The player invoking this godlike manifestation spends two Rage points and two
Gnosis points, then immediately rolls for frenzy (difficulty 3). If he wins five successes or more, the
Bagheera springs into Crinos form, grows three feet taller, and sprouts four more arms, each bearing
a flaming weapon. This destroyer for, the Juddho, goes into a sudden killing frenzy which lasts for
one turn for every point of Rage in the Bastet’s permanent rating. If he fails, nothing happens; a
botch brings on a fox frenzy instead. The stats for Juddho form are:

Strength: +6

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Dexterity: +3
Stamina: +6
Appearance: 0
Weapons: Strength + 4 (aggravated)

No one is safe from Shiva’s Might – anyone in sight will be attacked. The Bagheera is totally
incapable of any form of rational communication or combat strategy. Until the Juddho from
disappears, he knows only how to kill. In his mind, he wanders through the hells of the Asura,
slashing and biting everything he meets. When the Gift finally fades, the panther drops to 0 Rage,
assumes his breed form, and falls asleep for at least four hours.

Shiva's Might II
Source: Players Guide to the Changing Breeds.
The mightiest of the Bagheera may change into a form reminiscent of Shiva the Destroyer. In
a burst of holy light, the Bastet becomes a 12-foot-tall, six-armed Crinos-form werepanther
wielding flaming weapons. Until the ground is littered with bodies, this godlike force of destruction
hacks everything around it — foe and otherwise — into bloody gobbets. Obviously, this Gift is a
last resort, but it is a very effective one.
System: The Bastet invoking this Gift spends two Rage points and two Gnosis points, then
immediately rolls for frenzy (difficulty 3). If he wins five successes or more, the Bagheera springs
into Crinos form, grows three feet taller, and sprouts four more arms, each bearing a flaming
weapon. This destroyer form, the Juddho, enters a killing frenzy that lasts for one turn for every
point of Rage in the Bastet's permanent rating. If he fails, nothing happens; a botch brings on a fox
frenzy instead. The Juddho form statistics are: Strength: +6; Dexterity: +3; Stamina: +6;
Appearance: 0; Weapons: Strength +4 (aggravated).
No one is safe from Shiva's Might — anyone in sight is attacked. The Bagheera is totally
incapable of any form of rational communication or combat strategy. Until the juddho form
disappears, he knows only how to kill. When the Gift finally fades, the panther drops to zero Rage,
assumes his breed form and falls asleep for at least four hours.

Shock Wave I
Source: Rokea Breed Book.
Shock, like sound, carries much farther underwater. Darkwaters studying underwater
explosions were fascinated by their power, and tried to understand the principle behind them. At
length, through communication with the odd spirits called Breakers, they learned to create a small
explosion to stun or kill their enemies.
System: The player spends one Willpower point and rolls Rage (difficulty 6 in water, 7 on
land). Success creates a concussion wave that travels out in a cone from the Rokea. Any living
being caught in the wave suffers a number of health levels of lethal damage equal to the successes
on the Rage roll. On land, targets must also roll Dexterity + Athletics (difficulty 8) or be knocked to
the ground. The Gift affects everyone within (the Rokea’s Stamina in yards) on land, and (the
Rokea’s Stamina x 2 in yards) in the water.

Shock Wave II
Source: Players Guide to the Changing Breeds.
The Darkwater emits a powerful blast of force, much like a depth charge. This Gift is useful
both on land and in water, although force carries much farther underwater. This Gift is taught by
strange spirits of force in water called Breakers.

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System: The player spends one Willpower point and rolls Rage (difficulty 6 in water, 7 on
land). Success creates a concussion that travels out from the Rokea in a cone. Any living thing
caught in the blast suffers lethal damage equal to the successes on the Rage roll. On land, targets
must also roll Dexterity + Athletics (difficulty 8) or be knocked down. In water, the Gift's range is
the Rokea's Stamina x 2 in yards; on land, this range is halved.

Shorten the Road


Source: Rage across the Heavens.
This Gift enables the Garou to cut normal travel time by a third, even in the Umbra. This feat
may take shape in a number of ways – either through a series of fortunate coincidences or else
through clearly supernatural means.
System: The player spends a Gnosis point and rolls Manipulation + Survival (difficulty 7). A
successful roll shortens a journey by a third so that a three-day trip takes only two days, while a
two-week long trek through unspoiled wilderness only takes ten days. A failure has no effect on the
length of the journey, while a botch doubles the travel time.

Shou I
Source: Hengeyokai: Shifters of the East.
As the Level Three Philodox Gift: Wisdom of the Ancient Ways. Shou is the wisdom of
ancestors; invoking this Gift provides tidbits of advice and information (one per success on the
Gnosis roll). This is a common gift among all Zhong Lung, taught by an Ancestor-spirit.

Shou II
Source: Players Guide to the Changing Breeds.
As the Level Three Philodox Gift: Wisdom of the Ancient Ways.

Shou of Zhong Lung I


Source: Hengeyokai: Shifters of the East.
Shou is the wisdom of ancients; invoking this Gift provides tidbits of advice and information
to the Same-Bito from their Zhong Lung allies. A Frog-spirit teaches the Gift.
System: This Gift doesn’t call on Zhong Lung ancestors; rather, it conveys a message to the
nearest Zhong Lung in the Umbra. Storytellers should note that it may take quite a long time for a
Zhong Lung to reply, though they always eventually do so. The player makes a Manipulation +
Expression roll, difficulty 6. At least two successes are required; a reply should usually come within
the timeframe of the session.

Shou of Zhong Lung II


Source: Players Guide to the Changing Breeds.
The Same-Bito may acquire some knowledge or advice from their Zhong Lung allies. A Frog-
spirit teaches this Gift.
System: The player rolls Manipulation + Expression. Two successes sends a message through
the Umbra to the nearest Zhong Lung, who may take some time to reply but always responds
eventually (usually within one game session). The Gift brings the message back to the Rokea. This
Gift may be used more than once per story, but it tends to offend Zhong Lung if used frequently.

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Shoulder Cracker
Source: Players Guide to the Changing Breeds.
Named after the Chinese method of fortunetelling called scapulimancy, this Gift enables the
Tengu to predict the future through reading portents of various kinds. Using this Gift too often,
however, leads to misinterpretation and paranoia. A Stormcrow teaches this Gift.
System: The Tengu focuses for a minute; the player rolls Wits + Occult to notice and
interpret an omen in her surroundings. The omen is usually cryptic.

Shoulder Cracker the Tengu


Source: Hengeyokai: Shifters of the East.
The Tengu always keep an eye open for portents of the future This Gift, named after the
scapulomancy practices of China, and certainly helps that along. The Tengu with this Gift can read
the future in the circling of birds, in the patterns of flames and smoke, or in almost anything.
However, wereravens who use this Gift too frequently start misreading their surroundings, finding
entirely false portents and believing them to be true. This Gift is taught by a Stormcrow.
System: For the Tengu to find an omen in her surroundings, the player rolls Wits + Occult
(difficulty 6).

Shriek
Source: Players Guide to the Changing Breeds.
With an ear-splitting scream, the Bastet deafens everyone nearby. Careless shriekers beware
— your allies are not immune!
System: This Gift demands a scream, a Stamina + Expression roll (difficulty 7) and a mean
streak. Everyone within 10 feet is deafened for one turn per success, and all but the Gift user end up
in a world of pain (+ 1 to all difficulties for the duration).

Shroud I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may create a patch of inky black darkness. This Gift is taught by a spirit of Night.
System: The Garou spends one Gnosis point and rolls Gnosis against a variable difficulty (3
for twilight, 6 for indoors, 9 for high noon). For each success, a 10’ by 10’ area of the Garou’s
choice is covered in pitch-black darkness.

Shroud II
Source: Werewolf: the Apocalypse Revised.
The Garou can create a field of inky blackness through which only she can see. A night-spirit
teaches this Gift.
System: The player spends one Gnosis point and rolls Gnosis (difficulty; varies: 3 for
twilight, 6 indoors, 9 for bright sunlight). Each success blacks out a 10’ by 10’ by 10 area. The
Garou can choose any area within his line of sight. The Metis Gift: Eyes of the Cat can see through
the conjured darkness.

Sidestep Death
Source: Dark Ages: Werewolf.
Old legends say that when the first Silver Fang died, he was reborn with this Gift. A Fang
with this Gift simply sidesteps what would have become his deathblow. A lion-spirit teaches this
Gift.

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System: Once per scene, the player may spend three Willpower points to evade a single
attack that would inflict enough damage to place the Fang’s health levels below Crippled (before
soak). The Garou simply appears instantly at the nearest location not affected by the attack, which
may be an inch, a mile or more.

Sideways Attack
Source: Players Guide 2nd Edition.
The Uktena, ever delving into spirit matters, have learned the secrets of attacking Banes in the
spirit world without ever leaving the physical realm. The Uktena’s arms seem to blur and vanish as
she strikes into the Umbra. This Gift is taught by a spirit servant of Uktena.
System: The werewolf must first use the Gift: Umbral Sight or some other method to locate
their opponent. She may then spend a Gnosis point to attack anything she sees in the Penumbra,
including spirits that are not materialized. She rolls her normal attack maneuver (Dexterity +
Brawl). The attack difficulty is two higher.

Sidewind I
Source: Nagah Breed Book.
The sidewinder rattlesnake can move at amazing speed and with great stealth. With this Gift,
vasuki gain the ability to move with a similar quiet rapidity.
System: The player spends one Gnosis point and rolls Stamina + Athletics (difficulty 7) to
activate this Gift. While Sidewinding, the Nagah moves at ten times her normal land speed. The
effects last for up to eight hours, during which the wereserpent can do nothing else. This Gift can
only be used in Azhi Dahaka, Kali Dahaka or Vasuki form.

Sidewind II
Source: Players Guide to the Changing Breeds.
The vasuki can move with an amazing burst of sinuous agility.
System: The player spends one Gnosis, then rolls Stamina + Athletics (difficulty 7); for up to
eight hours, the Nagah can move up to six times its normal land speed. (Multiply the creature's land
speed by the number of successes plus one.) The Nagah must move continuously at this speed; if it
slows down, the Gift's effects end.

Sight from Beyond I


Source: Werewolf: the Apocalypse Revised.
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 battle might be
heralded by dreams of carrion crows. Crow-spirits teach this Gift.
System: Interpreting these signs is best handled through roleplaying, but the Storyteller can
require the Garou’s player to roll Wits + Occult (difficulty 7) if he deems appropriate.

Sight from Beyond II


Source: Dark Ages: Werewolf.
Upon learning this Gift, the Garou becomes an oracle. In times of great danger or great
opportunity, she receives visions that strike without warning. The message is veiled in metaphor,
like most oracular sendings. A great battle might be foretold by a full moon red with blood, or the

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subtle encroachment of enemies might be represented by insects gnawing away at a foundation. A
crow- or snake-spirit teaches this Gift.
System: Granting and interpreting visions is a matter best left to roleplaying, but the
Storyteller may grant the player a Wits + Occult roll (difficulty 7) to help decipher the omens.

Sight of Hidden Places


Source: Croatan Song.
As the Uktena seek all things hidden, they may be gifted with the ability to find and see
within unseen hollows such as caves, hollow trees, underwater caverns and hidden spaces. Objects
and beings within the hidden area are seen as though lit by normal daylight and may even be
examined utilizing other Gifts such as Sense Wyrm. Spirits of burrowing animals teach this Gift.
System: The Garou concentrates on a single area no larger than a small hill for one turn.
Keeping his eyes shut, he may then "see" any open areas inside that space (including any persons,
treasures, hidden pools etc.) within the place. Rolling Perception + Enigmas (difficulty 6) allows the
character to see to a depth of ten feet for each success. By spending a point of Willpower, he may
also bring into play any Perception-based Gifts he possesses.

Sight of the True Form


Source: Players Guide to the Changing Breeds.
As the Garou Gift: Scent of the True Form; taught in dreams by the spirits of Predator Kings.

Sight Without Sight I


Source: Hengeyokai: Shifters of the East.
Sharks are sensitive to changes in the electromagnetic field around them, allowing them to
sense targets even when blinded. This Gift is usable on land and is particularly advantageous in
dark, murky waters. It is taught by a Squid-spirit.
System: Expending a Gnosis point and making a successful Perception + Alertness roll
allows the Same-Bito to sense objects or creatures within a fifteen-foot radius. Note that only the
presence and general shape are sensed not the minute details.

Sight Without Sight II


Source: Players Guide to the Changing Breeds.
The Same-Bito makes use of electromagnetic signals to see even when blinded or in dark
water. A squid-spirit teaches this Gift.
System: The player spends a point of Gnosis and rolls Perception + Alertness. Success allows
the Same-Bito to sense creatures and objects within a 15' radius. The Gift does not give fine details,
only general shapes.

Sigil
Source: Ratkin Breed Book.
With this Gift, a Ratkin can encode a message in a bit of graffiti; only other Tunnel Runners
can decipher it. These marks are often found in train yards, outside bus stations, under freeways,
and anywhere else that wanderers frequent. Most include warnings about hazards to be found ahead.
This Gift is taught by a Wanderlust-spirit, one of Rat’s many Gafflings.
System: Inscribing the Sigil requires one Gnosis and a successful Intelligence + Primal-Urge
roll. The player writes down a message up to ten words in length; the Storyteller distills this into an
image other wererats will receive if they study the glyph. Any Tunnel Runner can notice and

528
decipher one of these glyphs with a successful Perception + Survival roll; if the wererat isn’t
specifically looking for it, the difficulty is an 8 (and the Storyteller rolls secretly), but if a Tunnel
Runner is specifically looking for Sigils, the difficulty is a 6.

Sigurd’s Stride
Source: Players Guide to the Garou.
When Odin imprisoned Brunhilde in a ring of fire, it was Sigurd who dared the fires and
rescued her. Like Sigurd, Get of Fenris with this Gift need not fear flame. The Gift is taught by a
fire-spirit.
System: The Fenrir spends one Gnosis rolls Stamina + Primal-Urge (difficulty 4). Each
success provides an automatic level of soak against fire damage for the rest of the scene.

Silence I
Source: Players Guide 1st Edition.
With an expenditure of two Gnosis points, the Garou can completely silence an area so that no
sound can be heard whatsoever. Roll Manipulation + Stealth, difficulty 8, for the area of affect: five
yards radius per success. Any Gifts which require the use of sound will cause the two Gift users to
make a resisted Gnosis roll, difficulty 6. The winner’s Gift takes precedence over the loser’s. Thus,
a Clap of Thunder can still ring out in the empty silence.

Silence II
Source: Players Guide to the Changing Breeds.
Kitsune may silence an area so that no sound whatsoever may be heard. Lake and mountain-
spirits teach this Gift.
System: The player spends two Gnosis points and rolls Manipulation + Stealth, difficulty 8.
The area affected is 5 yards in radius per success. Any Gifts or actions that require sound to work
will call the two users to make a resisted Gnosis roll (Chi and similar appropriate rolls can be made
if the opponent is not has no Rage, difficulty 6. The winner's action takes precedent. Silence
continues except for the interruption for one scene or until the silencer is rendered unconscious.

Silence III
Source: Werewolf: the Apocalypse Revised.
The Garou can muffle any sound she makes, the better to creep up on an enemy or escape
unnoticed. An owl-spirit teaches this Gift.
System: The player rolls Dexterity + Stealth. Each success adds one to others’ difficulty to
hear the Garou for one scene.

Silence the Slain


Source: Red Talons Tribebook Revised.
Perhaps the most disturbing Gift the Red Talons as a tribe have access to, Silence the Slain
allows a Garou to cut a victim off from any means of help by rendering him unable to make sounds
of any kind. Even pounding his fists on the windows of a passing car will not disturb the passenger
therein. A pain-spirit teaches this Gift, the better to enjoy the agony of being hunted down when
potential aid stands deafly by.
System: The victim must see the Garou in order for the character to activate this Gift. The
player spends one Gnosis point and rolls Charisma + Intimidation (difficulty of the target’s
Willpower). If the roll succeeds, the target is unable to make sound for one scene. The target cannot

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speak, and cannot make sound by touching an object. However, the pain-spirit teaching this Gift if
the werewolf attempt to use Silence the Slain as a “silencer” for an ally, often cursing the Red Talon
by removing her ability to howl for a time.
MET: Your target must be within your line of sight and must see you in order for you to
activate this Gift. Spend a Gnosis and make a Static Social Challenge (difficulty is the target’s
Willpower). With success, the target cannot make a sound for one scene, whether by speaking,
clapping her hands or touching objects (such as pounding on a window, knocking on a door or
banging on pots and pans).

Silencing Webs
Source: Ananasi Breed Book.
This Gift generates a heavy caul of webs over the mouth on an enemy. These webs can
potentially smother a target, but are primarily used to keep the target from calling out warnings or
biting the Ananasi.
System: The werespider spends one blood point and rolls Dexterity + Firearms, difficulty 6,
to hit the target’s mouth. This same Gift can be used to cover a target’s eyes or ears, but the
difficulty increases to 7. The webs are of normal strength.

Silent Running I
Source: Ratkin Breed Book.
Five thousand years of practice has taught the wererats a lot about hiding from unwanted
attention. This Gift obscures a Ratkin’s path of travel to all methods of detection, supernatural or
otherwise. Rat-spirits falsify evidence of where the Runner has been, laying false trails and
obscuring existing ones. This not only makes use of the Tracking Ability difficult, but also
counteracts methods like the Rite of the Questing Stone.
System: Spend one Gnosis, call out your character’s totem for aid, and roll Intelligence +
Subterfuge. Each success raises the difficulty of a tracking roll by 1, to a maximum of 10; each
additional successes beyond that subtracts a success from any tracking roll used to find the
character.

Silent Running II
Source: Players Guide to the Changing Breeds.
The Ratkin can hide his tracks and path of travel from all methods of detection, supernatural
or otherwise. Rat-spirits may also erase or falsify evidence of the wererat's passing, counteracting
methods of detection like Rite of the Questing Stone.
System: The player spends one Gnosis, and rolls Intelligence + Subterfuge. Each success
raises the difficulty for a "tracking roll" by 1, to a maximum of 10; each additional success beyond
that point subtracts one success from any tracking roll.

Silent Sending I
Source: Rokea Breed Book.
Secrecy is not a priority for most Rokea, but the Darkwaters dabble in things that make the
Dimwaters nervous. This Gift allows the Darkwater to use the Sending selectively, communicating
her messages only to those she wishes to hear them. Remora-spirits teach this Gift.
System: The player rolls Intelligence + Primal-Urge (difficulty 6) to activate the Gift. If the
player succeeds, the Rokea may choose who hears her Sendings for the duration of the scene.

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Silent Sending II
Source: Players Guide to the Changing Breeds.
While Rokea dislike keeping secrets, the Darkwaters recognize that the Dimwaters and
Brightwaters simply don't need to know all the disturbing things that the mad ones see. This Gift
allows the Rokea to use the Sending selectively, rather than simply broadcasting a message.
Remora-spirits teach this Gift.
System: The player rolls Intelligence + Primal-Urge (difficulty 6) to activate the Gift. If
successful, the player may choose who receives her character's Sendings for the remainder of the
scene.

Silent Stalking I
Source: Bastet Breed Book.
This common trick allows a Bastet to move without making any sound. Even squeaky or
shifting surfaces, like wooden doors or piled rugs can be passed over without noise.
System: the player rolls Dexterity + stealth, difficult 5. Failure renders the gift unusable for
the rest of the scene. Note that this gift doesn’t make the werecat invisible or silent in any way, nor
will it prevent any damage (broken twigs, for example) in his wake — it stifles the sound of his
footsteps, nothing more.

Silent Stalking II
Source: Players Guide to the Changing Breeds.
This common trick allows a Bastet to move without making any sound. Even squeaky or
shifting surfaces, including wooden floors or piled twigs, can be passed over noiselessly.
System: The player rolls Dexterity + Stealth, difficulty 5. Failure renders the Gift unusable
for the rest of the scene. Note that this Gift does not prevent footprints — it stifles the sound of the
Bastet's footsteps, nothing more.

Silver Bullets
Source: Werewolf: Wild West – The Wild West Companion.
The Gift allows the Silver Fang to change the composition of his ammo. As he fires each shot,
the bullet changes to deadly silver. Lunes and Ancestor-spirits teach this Gift.
System: The player spends a Gnosis point as he fires his gun. The bullet changes to silver and
causes regular damage to normals, but it inflicts terrifying wounds on Garou. The bullet remains
silver after it strikes (whether it hits its target or not). The altered bullets do not reduce the Silver
Fang’s Gnosis unless he recovers them.

Silver Claws I
Source: Werewolf: the Apocalypse Revised.
The Ahroun can establish her battlefield primacy against other werebeasts by transforming
her own claws into silver. A Lune teaches this Gift.
System: The player rolls Gnosis (difficulty 7) to activate the Gift. The transformation lasts for
the scene or until the Ahroun decides to end the Gift. Silver claws still do aggravated damage to all
targets, and they are naturally unsoakable to Garou and most other werebeasts. While the Ahroun
manifests the claws, she suffers searing agonies. Each turn, she gains an automatic Rage point.
Furthermore, all non-combat difficulties increase by one because of the distraction. When her Rage
points exceed her Willpower, she must check for frenzy.

531
Silver Claws II
Source: Mokolé Breed Book.
As the Ahroun Gift. No common “Gold Claws” variant exists; the Mokolé have fought
against other shapechangers much more often than they’ve fought against one another.

Silver Sigil
Source: Hengeyokai: Shifters of the East.
This trick is much like the Fianna Gift: Glib Tongue. The Kitsune can write “badge” on a
piece of paper – and the target will see a badge of some sort. She can write “passport” on a scroll of
birchbark and get through customs without a hitch. The kami cannot be changed, but it will affect as
many people as necessary for the duration of a scene. Combat or other significant distractions end
the effect, as does destroying the kami.
System: The player rolls Gnosis, difficulty 7, and spends a Gnosis. The kami is activated
when human eyes first rest on it; at that point, the Fox is considered to be using the aforementioned
Fianna Gift.

Silver Tongue
Source: Players Guide to the Changing Breeds.
As the Fianna Gift: Glib Tongue.

Sing Down the Rain I


Source: Uktena Tribebook.
By intoning a ritual chant, the Garou can call down rain for the purpose of cleansing or
watering the 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.

Sing Down the Rain II


Source: Uktena Tribebook Revised.
This Gift is used to bring rain from the heavens, either to nourish crops and cleanse the land,
or to cause damage through mudslides and flooding. This Gift is common among Ghost Dancers. A
frog-spirit teaches the Gift.
System: The Garou sings or howls a ritual chant; the player spends a Gnosis point and rolls
Wits + Occult (difficulty is ordinarily 7; 8 in a cloudless desert, 6 in a temperate rainforest). One or
two successes brings down a misty drizzle after a short delay, but three successes causes a heavy
rain to fall almost immediately. Four or more successes means the rain comes in heavy torrents. The
effects ordinarily last one scene, but the player may spend Gnosis to continue the effects.
Depending on the Storyteller, the terrain and the user's intent, the effects may cause flooding,
mudslides or even wash away pollutants.
MET: Intermediate Gift. With a Gnosis Trait and a suitable (not stereotypical) performance,
the Uktena can call down a nourishing rainfall. Following an appropriate ceremony, the Uktena
makes Mental test (retest Occult), with a difficulty depending on the local environment and weather

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conditions. Calling rain in a parched desert or during a lengthy drought is extremely difficult, while
standing in a rainforest or under an overcast sky is much easier. Success means that a steady, heavy
rain begins in the next ten minutes and falls for the remainder of the scene; the Storyteller has final
say over what game effect the rain has, if any. This Gift may be extended for additional scenes by
spending extra Gnosis Traits.

Sing the Spirits


Source: Players Guide to the Garou.
The earliest incantations to spirits were sung, and although the Theurges may be the auspice
chosen to deal with them, the Galliards still know some songs with power in them. Such songs are
many, but always have a similar construction. They begin by calling out the spirit’s name, and
ordering it to stay away, and finish with a threat issued against it if it doesn’t. When done right, the
spirit will be unable to approach the Galliard, or anyone she touches. The Gift is taught by a bird or
fish-spirit.
System: The player spends one Gnosis and rolls Strength + Performance (difficulty 7). The
spirit named must remain one meter per success away from the Galliard and anyone she is touching.
The Galliard doesn’t need to know the exact name of a spirit, but must be able to name it
appropriately. (Telling it what kind of spirit it is, such as "Cat" or "Nexus Crawler" is sufficient.)
The spirit may attempt to break through this ward by rolling their Rage, difficulty 8; they must
receive more successes than the Galliard did on their Performance roll. The effects of this Gift last
one scene.

Singleness of Purpose
Source: Werewolf: The Wild West.
The Garou may, after meditating, cleanse her mind of all distractions and passions to focus on
specific tasks. This Gift is taught by a Stargazer Ancestor-spirit.
System: The Garou concentrates for a few minutes and the player rolls Wits + Enigmas
(difficulty 8). Each success converts one point of Rage into Willpower.

Sky Father’s Anger


Source: Frontier Secrets.
By chanting at the open skies, a Pumonca can call down a thunderbolt. With luck, he may hit
a place, a vehicle or even a single person. This trick comes from the Stormcrows, who carry its
wisdom from Thunderbird himself.
System: The player spends a Gnosis point and rolls the cat’s Rage rating to call the lightning.
The Gift’s difficulty depends on the target: A building would be difficulty 6; a moving object (a
train, a coach, a horse and rider), 7; a standing man, 8; a man in motion, 9. If the roll falls short by
one or two places, the thunderbolt strikes the ground nearby. If it fails badly, nothing happens. If the
werecat botches the roll, the Sky Father is annoyed and the lightning strikes the cat instead. The bolt
inflicts two Health Levels of aggravated damage for each point of the cat’s current Rage pool.

Skin of Jade
Source: Players Guide to the Changing Breeds.
Willing himself solid, a Khan can harden his skin to the strength of jade. It's said the spirit of
the rock itself taught this Gift to Yu Kwan, a warrior in the service of the alchemist Ko Hung.
System: By spending a Willpower point and rolling Gnosis (difficulty 7), the weretiger gains
an additional two dice to his soak rolls. This Gift lasts one scene.

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Sky Running
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou gains the ability to run at 50mph through the skies. The Garou must continually
remain in motion, or he falls. The Garou leaves a track of fire in the sky as he runs. This Gift is
taught by a spirit servant of Wendigo.
System: The Garou concentrates for one turn and spends one Willpower point. The Gift lasts
for four hours and may be replenished by further Willpower expenditure.

Sky’s Beneficence I
Source: Corax Breed Book
More than one human has commented with supreme annoyance at birds’ uncanny ability to
deliver payloads from altitude. This Gift, reputedly one of the first Raven granted his children,
allows Corax to take that aptitude and turn it into something with more practical applications.
Simply put, Sky’s Beneficence allows a Corax to drop a package of any sort (including the
stereotypical) onto a target no matter how high the altitude of the Corax. Obviously, depending
upon the Corax’ current altitude and the size of the payload, the drop may actually damage
whatever the payload lands on. Any aerial spirit can teach this Gift.
System: Sky’s Beneficence requires nothing but a Perception + Melee roll (difficulty 7). If
this Gift is used, the Corax automatically takes into account factors like crosswinds, precipitation
and so on, meaning that the difficulty of the roll is always 7.
The limitations on this Gift are twofold. The first is that the Corax has to be, obviously, fully
airborne when using Sky’s Beneficence. In other words, Homid-form Corax need not apply. The
other factor is that the Corax needs to be able to see her target, else she will not be able to deliver
her payload properly. This Gift can be used in conjunction with other Gifts, however.

Sky's Beneficence II
Source: Players Guide to the Changing Breeds.
Sky's Beneficence allows a Corax to drop a package of any sort onto a target from any altitude
that the bird can fly to. Any aerial spirit can teach this Gift.
System: Sky's Beneficence requires a Perception + Melee roll (difficulty 7). If this Gift is
used, the Corax automatically takes into account factors like crosswinds, precipitation and so on,
meaning that the difficulty of the roll is always 7. The Corax must be able to see her target to use
this Gift.

Sky’s Shadow
Source: Corax Breed Book
There’s little that is more frustrating than a creeping sensation that you’re being watched. This
Gift allows a Corax to bestow that feeling on the target of her choice without necessitating that the
Corax herself tail her victim. Sometimes the Gift creates the shadow of a large bird that follows the
target everywhere; other times, it just imbues a sense of pure paranoia. At first glance, Sky’s
Shadow might not seem like a terribly effective Gift, but nervous men make mistakes — and this
Gift can make even the strongest-willed man nervous. Any bird spirit can teach this gift.
System: The Gift implants in the target the certainty that he is being watched, with the feeling
lasting a day for each success on a Manipulation + Intimidation roll (difficulty 7). The Gift costs a
point of Rage to activate.
While under the Gift’s influence, the victim is constantly aware of the shadowy eyes of
unknown figures upon him. This takes away from his ability to concentrate, and he’s at +1
difficulty on all Willpower- and Mental-related rolls as long as the Gift’s effect lasts.

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Skyscraper Vision
Source: Glass Walkers Tribebook Revised.
Whilst the urban jungle offers many new possibilities for the hunter, it also presents its share
of difficulties. One of the most troublesome of these is the possibility of their prey slipping into a
crowd and simply disappearing. With this Gift, the Glass Walker can see through the eyes of a glass
spirit in a skyscraper window to pick out their prey from above. The City Father or a glass-spirit
teaches this Gift.
System: The player makes a Gnosis roll (difficulty 6). For every success rolled, the character
can see from the perspective of any window in the area (about half a city block) for one turn. If used
to find specific details, the Storyteller may ask for a second roll using Perception + Alertness,
adding one bonus die for each success gained in the initial Gnosis roll, to see if the mark can be
spotted in time. Difficulty should be set by Storyteller to reflect the elusiveness of the target.
MET: Make a Gnosis Challenge. With success, and the availability of suitable areas, you can
gain the perspective of any window within your line of sight. The Storyteller may ask for a Mental
Challenge to pick out fine details, as the higher you go, the less distinct things become. The
Storyteller may choose to disallow this Gift if the setting does not support it.

Slash of the Death Bear


Source: Gurahl Breed Book.
As the Ahroun Gift: Razor Claws. The Gurahl calls out to Mangi as he sharpens his claws.

Slayer's Eye
Source: Players Guide to the Changing Breeds.
As the Shadow Lord Gift: Fatal Flaw.

Sleep of Si Wang Mu I
Source: Hengeyokai: Shifters of the East.
A rare and treasured Gift taught by one of Si Wang Mu’s servitors, this Gift allows the Zhong
Lung to fall into hibernating sleep in which he adds years to his natural lifespan.
System: The Player spends a permanent Gnosis point then rolls Stamina + Enigmas, difficulty
7. The Zhong Lung falls asleep for three days per success. Each three day stint of sleep adds a
dozen years to his lifetime.

Sleep of Si Wang Mu II
Source: Players Guide to the Changing Breeds.
This Gift enables the Zhong Lung to hibernate, adding years to his life. A servant of Si Wang
Mu teaches this Gift.
System: The player spends a permanent point of Gnosis and rolls Stamina + Enigmas
(difficulty 7). Success allows the character to sleep for one lunar month, adding 12 years to his life.

Sleep of the Dragon


Source: Mokolé Breed Book.
This Gift allows the Mokolé to enter a state of estivation. She sleeps for a time limited by
duration (for instance, “three moons”) or condition (“when the lake fills with water”). In either case,
she sets the waking condition herself. The Mokolé does not age as she sleeps, though she may
dream. Usually the Mokolé buries herself in mud as she sleeps. The sleeping Mokolé is awakened
by being moved or touched, but not by ordinary noises. A Dragon-spirit teaches this Gift.

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System: The Mokolé may enter the sleep as an act of will. If she sleeps for longer than the
duration of one story, then she regains all her spent Gnosis.

Sleep of the Hero


Source: Fianna Tribebook.
This powerful Gift has been invoked many times in Fianna history. When a great hero (Rank
5 or higher) dies in battle, the Fianna take the body and dedicate it to the land. This Gift forms a
bond between the Fianna and the land and the spirit of the hero. The champion’s life returns, but he
remains in a deep sleep, not to awaken until the Apocalypse. The target must be place somewhere in
the earth, such as a cave, or within a burial mound. During this sleep, the hero is unaffected by the
elements and does not need to breathe. This Gift is taught by Fianna ancestor spirits.
System: The Garou spends two points of Gnosis and rolls Intelligences + Rituals against a
difficulty of 9. If she succeeds, the life comes back into the hero and he falls into deep sleep, usually
after having a chance to say a few last words. If the wielder of this Gift receives five or more
successes, then the hero may awaken and return to the caern at any time of great crisis, at the
Storyteller’s option.

Sleep’s Travels
Source: Rage across the Heavens.
Through this Gift, a Garou’s spirit may journey to another location while his body sleeps.
Once he has arrived at his destination, the Garou may either examine his surroundings, impart a
message to someone he meets or retrieve a small (hand-held) item such as a ring, a set of keys or a
piece of paper. Whether the Garou actually causes an object to assume spirit-form long enough for
her to transport it from the place he has visited to the location of his sleeping body, or if the Gift
causes the retrieved item to relocate from one place to another is unclear. The Garou must have at
least four hours of uninterrupted sleep before he is able to begin the sleep journey. Once the journey
has ended and the Garou’s spirit has reunited itself with her body, he must awaken naturally. Any
disturbance in his sleep pattern negates the effectiveness of the Gift, though it does not otherwise
physically threaten the Garou’s life.
System: The player spends a point of Gnosis and rolls Wits + Occult (difficulty 8). One
success enables the character to travel to the desired spot in his dreams and look around. He may
overhear conversations but may not participate in them. Additional successes increase his ability to
interact with what lies at his journey’s end. Three successes allows him to converse with individuals
he meets (who, if he so chooses, see him as if he is really present) while five successes are
necessary for the character to transport a physical object to his sleeping form. No successes means
that the character simply gets a good night’s sleep, while a botch not only means that the sleep
journey fails but may cause serious disruptions to the character’s future sleep patterns or give the
character a Derangement.

Slicing Feathers
Source: Hengeyokai: Shifters of the East.
Although still not as potent warriors as the Hakken, Khan or Same-Bito, the Tengu have their
ways of felling foes. This Gift is one of them. Usable only in Crinos form, Slicing Feathers makes
the Tengu’s feathers as hard and sharp as a steel blade. In effect, his wings become weapons
capable of parrying knives or claws, or opening flesh as easily as could a katana. The Gift is taught
by a Metal elemental.
System: The player spends a point of Gnosis and rolls Stamina (difficulty 6); the feathers
retain their keen edges and strength for one turn per success. While this Gift is in effect, the Tengu’s

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primaries take on a metallic sheen, glistering faintly with a half-visible ghost-fire. Slicing Feathers
inflict aggravated damage.

Slicing Teeth
Source: Players Guide to the Changing Breeds.
As the Ahroun Gift: Razor Claws, but works with a Ratkin's bite attack.

Slick Webs
Source: Ananasi Breed Book.
This gift allows the Ananasi to create an almost completely frictionless web. These webs are
often used to line the tunnels of their own webs or web traps, allowing them to keep a target from
escaping them easily.
System: The Ananasi spends one blood point and one Gnosis point to create this webbing; the
web lasts until burnt or otherwise destroyed.

Slip of the Tongue


Source: Book of Auspices.
Sensing the truth is the purview of the Half Moon, but the trickster is adept at obtaining
admissions of guilt, however accidental. By engaging in a conversation (heated or otherwise), the
user of this Gift can make the target accidentally remark on what she wished to hide ("of course I
had everything to do with his death...I mean, nothing to do with it!" or "The necklace isn’t here,
search all you like, but don’t bother with the study, that’s so obvious!") The slip may only arouse
already suspicious minds, but it may fluster the target enough to cause some more tangible
admission of guilt, like a confession or an attack. This Gift is taught by a Gaffling of Falcon or by
any truth spirit.
System: The Ragabash must engage the target in a conversation relating to the suspected
crime or action. The player and target make a resisted Manipulation + Subterfuge roll, difficulty of
the opponent’s Willpower. One success allows a subtle slip only noticeable to the already
suspicious, while five results in the spilling of damning information no judge could discount.

Sliver Tooth I
Source: Ratkin Breed Book.
The Ratkin’s incisors splinter into nasty shards as they pierce flesh, imbedding deep and
preventing healing.
System: After a successful, damaging bite attack, the Ratkin can spend a point of Rage to
activate the Gift. Any damage that the target doesn’t soak cannot be healed until all the splinters of
tooth are removed; as usual, the bite counts as aggravated damage as well. Removing the splinters is
very tricky work, as they can get pretty small.
The metis receives one automatic, unaggravated health level of damage; she cannot soak it,
but can regenerate as usual. Until she does, she cannot make bite attacks.

Sliver Tooth II
Source: Players Guide to the Changing Breeds.
The Ratkin's incisors can leave nasty splinters behind when used in a successful bite attack.
System: After a successful bite attack, the player spends one Rage. Any damage inflicted
cannot be healed until all the splinters are removed. The victim must score at least 5 successes on a

537
Dexterity + Medicine roll to remove them; this takes a number of turns equal to (10 minus the
number of successes).

Small Cousin
Source: Bastet Breed Book.
Some Ceilican over-steeped in human culture call this Gift Blofeld’s Cat after James Bond’s
nemesis (who, they insist, was the white cat, not the man). This Gift allows a Bastet to physically
becomes a house cat. While this form can be limiting, it’s very unobtrusive. Best of all, it doesn’t
hamper cat magic in any way, and screens out routine mystic senses. Unless the victim subjects his
housecat to a rigorous magical appraisal, the Bastet is free to enter and observe whatever he likes.
System: The Ceilican’s player spends a Gnosis point and rolls her Gnosis against difficulty 8;
for each success, the Ceilican can retain her feline form for one hour. During this time, her Physical
Attributes become those of a domestic cat, although her Social and Mental Attributes remain the
same. She cannot speak, but can use any Gift that her feline form will allow. Although a person
who makes a successful Perception + Awareness roll (difficulty 8) might realize that “there’s
something weird about the cat”, her true nature remains hidden unless someone penetrates her
disguise magically (with Disciplines or True Magick, for instance). Attempts to do so add 3 to their
difficulty. It should be noted that few vampires or wizards bother to check every passing cat with
magical sight unless they have some compelling reason to be so paranoid (over and above their
usual paranoia).

Smell Fear I
Source: Book of the Wyrm 1st Edition.
This Gift allows the Black Spiral to know if anyone in the surrounding area feels threatened
by her and the degree to which the target feels threatened. It also lets her know if anyone uses Sense
Wyrm on her. Smell Fear requires a Perception + Empathy roll versus a difficulty equal to the
target’s Willpower.

Smell Fear II
Source: Book of the Wyrm 2nd Edition.
A Philodox employing this Gift can tell if anyone nearby is threatened by her, as well as the
degree of her victim’s fear.
In any arena of the Shattered Labyrinth, an initiate can experience the many subtle flavors and
variations of fear. If he overcomes that terror, she can learn to inflict it on the others. Spirits serving
Hakaken and Sykora also know this Gift intimately... and teach it that way.
System: This require a Perception + Empathy; the difficulty is equal to the target’s
Willpower. For every hour this sense is active, the Black Spiral loses one Gnosis, but as a side
effect, she can also tell if anyone is using Sense Wyrm on her.

Smell of Man I
Source: Werewolf: the Apocalypse 2nd Edition.
Creatures of the wild have learned well that man if often a bringer of death. With this Gift, the
Garou greatly enhances the human scent around him, causing animals to feel uneasy and nervous.
This Gift is taught by an Ancestor-spirit.
System: All normal animals (not including supernatural creatures in animal form) lose one
die from their Dice Pools when within 20 feet of the Garou, and are likely to flee. The Garou may
use this Gift at will; she simply states when she is activating it or turning it off.

538
Smell of Man II
Source: Werewolf: the Apocalypse Revised.
Creatures 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 scent 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 in animal form) lose one die
from their dice pools when within 20 feet of the Garou (save when defending themselves or running
away), and they are likely to flee. Al domesticated animals recognize the werewolf as a friend and
refuse to harm him. For example, an attack-trained dog ordered 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. She simply states when she is activating it or
turning it off.

Smell of Man III


Source: Hengeyokai: Shifters of the East.
As the Homid Gift. This Gift is particularly useful for Kojin new to the wilderness. Smell of
Man can scare off wolves, bears, owls and other predators, and because it affects natural foxes as
well, saves the Kitsune the trouble of fighting over territory he passes through.

Smell of Success
Source: Bone Gnawers Tribebook Revised.
You’re good at sizing people up. With a few sniffs, you can smell how successful someone
really is. Even on a bad day, you can sense whether he’s got money in his pocket, a steady job, or a
place to stay. When passing by street folk begging for change, some people claim they don’t have
anything to give. By repeatedly sizing up people on the street, Bone Gnawers learn to distinguish a
real bad-luck case from a cheap bastard who doesn’t give a damn. After mastering this elemental
talent, the Garou can then sniff out deeper secrets from passers-by.
This insight can also be used on people who beg for food, money, or assistance from the
Garou; for instance, Hoods use this ability to distinguish someone who really needs help from a
scam artist. Either way, this Gift is taught by a rat-spirit, usually while the student sits on a street
corner asking for help over and over again; the rat gets a cut of any handouts during the time of
training.
System: Spend one Gnosis and roll Perception + Streetwise (difficulty 6). Pick a person
within about a city block you can see. One success reveals one of the following facts: whether the
person has money in his pocket, whether he has a job, or whether he has a home (your choice).
Three successes either answer all three questions or give more detailed information about one of
them: how much money he’s got on him, what his occupation is, and what kind of place he lives in.
If you score five successes, some telltale clue also reveals more specific information. What
spiritual insight, you can narrow down four or five choices of where his home may be, what
company he works for, or the last item he just bought. Specific information may come as a vision of
facts whispered by a helpful Gaffling. ("Guess what a little rat told me.") Alternatively (at the
storyteller’s discretion), it can reveal the number of dots a character has in his Resources
Background.
This Gift may be unreliable on creatures other than humans. Most supernatural creatures can
resist this ability with Willpower (difficulty 6) or Perception + Subterfuge (difficulty 7). If a
supernatural creature is impersonating someone else (say, with the Obfuscate Discipline or the
Doppelganger Gift), you must beat the number of successes on the initial roll for that talent.
Figuring out a vampire’s haven or where he draws his financial resources takes a bit of work, but it
can be done.

539
MET: This Gift reveals another character’s degree of financial success: whether he has
money, whether he has a home, and possibly even the number of Resources Traits he has. The
Garou begins by approaching his target and asking for a favor or spare change. He can then activate
this Gift with a Mental Challenge (preferably while using a Trait tied to perception or deduction). If
he fails, he can retest with Streetwise. If he gets a handout, of course, he might decide not to use this
Gift at all.
If a Garou succeeds with this Gift, he can deduce approximately how much money the target
is carrying. For amounts over $100, he can estimate within $50 (rounded down); for lesser amounts,
he can estimate within $5. By burning a Streetwise Trait, he can also figure out the number of
Resources Traits the target has. As a side effect, he can then figure out one significant fact about the
target’s home – this is usually which part of town it’s located in (if the game has this amount of
detail).

Smell Poison
Source: Ratkin Breed Book.
As a survival skill, Ratkin have learned to sniff out poisons. When a Ratkin discovers that
someone is trying to poison a member of his deceit, he may decide to return the "blessing" upon the
would-be poisoner. This Gift is taught by a Rat-spirit.
System: By spending a point of Gnosis, the wererat can sense any poisonous or toxic material
nearby. A successful Perception + Medicine roll may give an insight into the nature of the poison
involved; with five successes, it even reveals the identity of the would-be murderer. As another
application, the Ratkin can seek out chemicals nearby that can be used as poisons.

Smith’s Blessing
Source: Werewolf Dark Ages.
The tools of man have great value in a world that resists shaping, and few people can afford to
lose even one. This Gift allows the Warder to make a broken, worn, rotted or dulled tool like new
once more – wood becomes hale, notches vanish, cracks mend. Although the item doesn’t become
precisely new – anyone can tell at a glance that it’s obviously been used before - it is once again in
good shape, as though lovingly maintained since its creation. This Gift is taught by a Hearth or
Forge-spirit.
System: The player spends a Gnosis point and rolls Intelligence + Crafts, difficulty 6. The
more successes, the better the condition of the item; a good roll can even make a flawed creation
superior to when it left the forge.

Smoke Signals
Source: Werewolf: Wild West – The Wild West Companion.
The Strider can communicate over a great distance with visual signals. Whether with puffs of
smoke by day or flickering lights at night, the Garou sends his message into the sky for other Garou
to read. A Fire-spirit teaches this Gift.
System: The Silent Strider can create her message without a fire or other tool. He simply
wills the message to exist and plumes of smoke (or flickering lights at night) rise into the sky. Any
Garou who see these signals instinctively know what he means, just as if they had heard a howl.
The player spends one Willpower to activate this Gift.

Smoking Mirror
Source: Bastet Breed Book.
As the Level Three Common Gift: Farsight.

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Smothering Question
Source: Nagah Breed Book.
There are times when the Nagah need information and don’t have time to acquire it subtly.
This Gift allows the Kamsa to pose one very carefully phrased question to a target and have the
target answer the question with the utmost honesty and thoroughness.
System: The player spends a Willpower point, and rolls Manipulation + Intimidation in a
contested roll against the target’s Willpower. The Nagah locks eyes with his target and asks the
question. If the wereserpent succeeds, the target can do nothing but answer the question, starting
with the most salient points and gradually telling everything he knows that’s connected to the topic
at hand.
Being the recipient of this Gift is not a pleasant experience. The target feels as though he’s
drowning in the question and the only way to save himself is to answer as completely and in as
much detail as possible. For the duration of the Nagah’s concentration, nothing exists for the target
of this Gift but the question, and his complete and honest answer. IF the target knows nothing, he’ll
babble and cry lapse into a debilitating anxiety attack for the duration of the interrogation. The
question must be asked in a language the target understands.

Snake Bites Itself I


Source: Hengeyokai: Shifters of the East.
This Gift is a perfect example of what the Nezumi call poetic justice. By merely touching a
victim and chittering a low, quick curse, the Nezumi can turn a foe’s poisons against itself.
Bakemono choke on their own bile, Kumo suffer the effects of their own venom, and Kuei-jin are
ravaged by their Yin toxins. This Gift is taught by a Mushroom-spirit.
System: The Nezumi must touch her victim, and the player must spend a Gnosis point and
succeed in a Wits + Medicine roll (difficulty of the opponent’s Willpower). The target immediately
suffers the full effects of any and all poisonous, toxic, radioactive, corrosive or acidic powers he
possesses, regardless of any immunities he might have. A Nagah would immediately have to resist
the effects of its own venom, while a Kuei-jin might have to resist his more toxic Shintai
Disciplines. Even human poisoners might be suddenly afflicted with cyanide poisoning or worse,
depending on how regularly they practice their art. Although this Gift doesn’t affect spirits, it can be
lethal to shen who use an arsenal of toxic attacks.

Snake Bites Itself II


Source: Players Guide to the Changing Breeds.
A Nezumi may touch an opponent and cause their poisons to turn upon them. Thus, Kuei-jin
fall prey to their Yin-poisons, Kumo suffer from their own venom and bakemono are affected by
their own toxins.
System: The Nezumi touches her victim; the player spends a Gnosis point and rolls Wits +
Medicine (difficulty of the target's Willpower). If successful, the victim suffers the full effects of
the standard dose of any poisons, toxins or other harmful powers he normally uses against others,
even if normally immune. This Gift does not affect spirits.

Snake’s Skin I
Source: Nuwisha Breed Book.
With this Gift, a Nuwisha can shed a layer of skin, instantly regenerating the lost flesh, in
order to slip free of extremely tight bonds and even handcuffs. This Gift may help a werecoyote
avoid being thrown by an opponent. This Gift is taught by a Snake-spirit.

541
System: The player spends one Gnosis point and rolls Dexterity + Athletics in order for the
character to remove the outer layer of flesh and allow her to slip free from any bonds. An additional
Dexterity + Athletics roll is required to slip free of extremely complicated traps.

Snake's Skin II
Source: Players Guide to the Changing Breeds.
The Nuwisha sheds a layer of skin and flesh (and instantly regenerates it), allowing her to slip
free of bonds or even grappling opponents. A snake-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Dexterity + Athletics (difficulty 6).
Success allows the character to slip free of most bonds, and any successes on the roll are added to
any roll made to escape a hold (see page 209 of Werewolf). Additional rolls might be required to
escape more complex traps.

Snake’s Skin III


Source: Nagah Breed Book.
This Gift allows the Nagah to shed a layer of skin, allowing her to slip out of handcuffs and
similarly tight bonds. The shed skin is instantly regenerated. This Gift may help a Nagah avoid
being grappled, held or thrown by an opponent. If performed quickly, this Gift may also allow the
Nagah to avoid taking damage from dangerous substances splashed on her skin (e.g., acid and
poison).
System: The player spends one Gnosis and rolls Dexterity + Athletics; if successful, the
Nagah slips free from the outer layer of her skin, allowing her to slip free from most bonds. Five or
more successes may be required to slip free of extremely complicated bonds at the storyteller’s
discretion.

Snap Man’s Chains I


Source: Red Talons Tribebook Revised.
All Red Talons feel disgust at domesticated animals, both predator and prey. They hate prey
animals that simply stand around waiting to be slaughtered, rather than being allowed to live their
lives before being eaten. Domesticated predators incense the Talons, for obvious reasons. This Gift
allows the werewolf to free domesticated animals from whatever enclosures hold them, physical or
otherwise. Horses throw their riders, dogs turn on their masters, farm animals smash through their
gates and run. While no Red Talons have known this Gift for centuries, few learned it after the rise
of cities, since so few humans there kept animals. However, the Warders of the Land continue to
learn the Gift occasionally. Any animal-spirit can teach this Gift.
System: The player spends one Gnosis point and rolls Manipulation + Primal-Urge (difficulty
8). The number of successes indicates the area of the effect. One success drives any animals in a
small house feral. Three affects all the animals in a small neighborhood or in a building housing
many animals (a pound, for example). Five affects all of the animals within a square mile.
MET: Spend a Gnosis Trait and make a Social Challenge (retest with Primal-Urge). Success
drives any animals in the immediate vicinity (an apartment, a small house) feral. Spend additional
Social Traits to increase the area of effect – three Traits will affect all the animals in a small
neighborhood, an apartment building, an animal shelter, while up to five Traits will affect every
animal within a square mile no matter where they are. The effects last for a week.

Snap Man’s Chains II


Source: Werewolf Dark Ages.

542
The Red Talons look on humanity’s domestication and subsequent abuse of animals as
nothing less than a sin against Gaia. With this Gift, the Red Talon can undo that offense, if only for
as long as a night. The Talon releases a howl that drives domesticated animals completely feral -
horses throw their riders and bolt as far as they can, oxen throw themselves against fences in a
frenzy, dogs turn on their masters at the first sign of weakness. Needless to say, this Gift’s use often
drives surviving humans on a quest for the witch among their number that surely must be
responsible. This Gift is taught by any Animal-spirit, although the spirits of wolves and wild oxen
are particularly generous with its secret.
System: The player spends a Gnosis point and rolls Manipulation + Primal-Urge. Success
makes any animals within earshot uneasy and difficult to manage, but the actual amount of animals
driven feral depends on the number of successes rolled.

Successes Area of Effect


One A single barn, kennel, stable or mews
Two A farmstead
Three A small keep
Four A village or large keep
Five A town
Six+ A city or valley

The Talon cannot influence the actions taken by the newly feral animals; most will try to flee
human territory, although sore might attack their masters in a fit of panic or hunger. The effect lasts
until the sun rises or sets, whichever comes first.

Snap Man’s Chains III


Source: Dark Ages: Werewolf.
The Red Talons look on humanity’s domestication and subsequent abuse of animals as
nothing less than a sin against Gaia. With this Gift, the Red Talon can undo that offense, if only for
as long as a night. The Talon releases a howl that drives domesticated animals completely feral.
Horses throw their riders and bolt as far as they can, oxen throw themselves against fences in a
frenzy, and dogs turn on their masters at the first sign of weakness. Needless to say, this Gift’s use
often drives surviving humans on a quest for the witch among their number that surely must be
responsible. This Gift is taught by any animal spirit, although the spirits of wolves and wild oxen
are particularly generous with its secret.
System: The player spends one Gnosis point and rolls Manipulation + Primal-Urge (difficulty
8). The number of successes indicates the area of the effect. One success drives any animals on a
small farm feral. Three successes affect all the animals in a small village. Five successes affect all
of the animals within good-sized city.

Snare of Beauty I
Source: Hengeyokai: Shifters of the East.
The Kumo delight in tricking their foes; this Gift, taught by servants of Rati, makes the Kumo
irresistibly beautiful and desirable to all onlookers, regardless of gender or sexual preference.
System: The player makes a Manipulation + Occult roll, difficulty 7. The Kumo may raise
her Appearance Trait by one point per success for a period of three hours.

Snare of Beauty II
Source: Players Guide to the Changing Breeds.

543
The Kumo increases her attractiveness, making herself nearly irresistible to the object of her
desire. A servant of Rati teaches this Gift.
System: The player spends a blood point and rolls Manipulation + Occult (difficulty 7). Each
success raises the Kumo's Appearance by one point for the next three hours.

Snarl of the Predator


Source: Werewolf: the Apocalypse Revised.
The Garou lets out a feral snarl that terrifies opponents and cows them into submission. A
wolf-spirit teaches this Gift.
System: The player rolls Charisma + Intimidation (difficulty of the opponent’s Wits + 3).
Each success subtracts one die from an opponent’s dice pools on the next turn. This Gift takes one
full turn to invoke.

Sniffle
Source: Ratkin Breed Book.
Having trouble seeing an invisible enemy? To use this Gift, the Plague Lord places a pinch of
dust on his palm and blows. He may direct the germladen cloud around the room, seeking the
invisible. The first person it makes contact with must make a nasty Willpower roll to avoid
sneezing, coughing, and wheezing from a temporary bout with a nasty cold.
System: Sacrifice a point of Gnosis to your Disease-spirit and procure a handful of powder.
Roll Intelligence + Medicine (difficulty 6). You have a number of turns to find your opponent equal
to your number of successes on this roll. Each turn, the cloud of germs travels up to five yards. If
your opponent is in the area of the cloud, he must make a Willpower roll (difficulty 9) to avoid
giving away his position with a loud outburst.

Snitch
Source: Ratkin Breed Book.
You’ve got a talent for gathering secrets. As long as you can se someone’s face, you can read
his lips. As long as someone is within line-of-sight, you can hear her whispers. This Gift is taught
by a Stormcrow, a Gaffling of Grandfather Thunder.
System: Just roll Perception + Alertness (difficulty 4), whenever one of these situations
presents itself. The amount of information gathered depends on the number of successes; with five
successes, you can even gather empathic information or unspoken subtexts. If the roll fails, you can
still spend a point of Gnosis to have a Rat-spirit snatch up a small fragment of the conversation for
you.

Snow Running I
Source: Get of Fenris Tribebook Revised.
The Fenrir have spread far and wide, but their home is the North. This Gift has served them
well in their homelands, allowing them to run over snow or ice as if it were solid ground without
sinking in or leaving footprints.
System: The player spends a Gnosis point. The effects last for a day.
MET: Spend a Gnosis Trait to walk on top of snow or ice without leaving footprints or
sinking. The effects last for one session/day.

Snow Running II
Source: Werewolf Dark Ages.

544
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 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.

Snow Running III


Source: Dark Ages: Werewolf.
The deep snows of winter in much of Europe bring privation at best and starvation at worst to
the unprepared or snowbound. A Garou using this Gift can travel or hunt with case by walking atop
the snow. An arctic hare-spirit teaches this Gift.
System: The player spends a Gnosis point to activate the Gift, which lasts an entire day.
While this Gift is in effect, the Garou can run on ice and snow as easily as on solid ground without
leaving footprints. It is possible to track him by scent, however, unless he also possesses the Gift:
Scent of Running Water.

Snow Sight
Source: Croatan Song.
The Garou gains the ability to see clearly even in the harshest of blizzard or "white-out"
conditions. Any artic spirit teaches this Gift.
System: The Garou concentrates for one turn and spends a point of Willpower. The use of
this Gift cancels any disadvantages due to reduced visibility caused by bad weather conditions,
whether heavy snow falling, rain, fog or glare.

Snuff Flames
Source: Werewolf Dark Ages.
The Red Talons are mistrustful of humanity’s control of fire. This Gift allows them to take
one of the hated humans’ most prized tools away from them, dousing almost any fire within their
line of sight. This Gift is taught by a Water-spirit.
System: The player rolls Willpower, difficulty 6 (or 8 when trying to affect oil fires). The
Talon may extinguish all fire within a radius of two yards per success. The fuel may be relit, but it’s
difficult to do so - a torch becomes as tricky to light as if it were damp, extinguished oil fires gutter
fitfully and refuse to catch fully alight, and so on.

Solidify Water
Source: Nagah Breed Book.
By touching a body of water, the nagah can make large portions of it solidify. The water
doesn’t freeze or change temperature – it simply becomes solid, allowing the Nagah to walk across
it or take cover beneath it to escape pursuers. Fish or other animals trapped in the solidified water
do not die, but rather enter a brief hibernation until the Gift wears off.
System: The player spends a Gnosis point and rolls Intelligence + Occult; she may affect an
area up to 10 feet in radius for every success. Solidified water possesses the hardness of glass and
bullets will ricochet from a large volume of the newly rigid material.

545
Song of Fear I
Source: Hengeyokai: Shifters of the East.
The Eji has such disciplined control over her fear that she may release her fox frenzy on other
beings. Caveat vulpes: Garou and similar professional berserkers will not be happy with the Kitsune
who uses Song of Fear on them. Enemies react with undying vengeance. Allies (even should the
Fox have saved their life by forcing them to run) often seek retribution or sever contact. This Gift is
taught by a Hare-spirit.
System: The player rolls Manipulation + Intimidation (difficulty of the target’s Willpower).
Each success sends the target running in terror for one turn.

Song of Fear II
Source: Players Guide to the Changing Breeds.
The Kitsune has enough control over her fear that she can throw her fox frenzy off onto
someone else. Garou and similar berserkers will be most unhappy should such be used on them.
Enemies react with undying vengeance. Allies, even if the Fox saved their lives by forcing them to
flee may seek retribution or break off contact from the Fox who used them thus. This Gift is taught
by hare-spirits.
System: The player rolls Manipulation + Intimidation, difficulty equals the target's
Willpower. Each success sends the recipient into flight for one turn.

Song of Kokopelli
Source: Nuwisha Breed Book.
This Gift allows the Nuwisha to ensure that everyone within hearing range of the Song
remains calm and sedate. This Gift may cancel the frenzy of an opponent, but only for as long as the
Nuwisha continues to sing. This Gift is taught by a Gaffling in service to Coyote.
System: The player rolls Manipulation + Performance, with a varying difficulty depending on
the situation. Each individual may attempt to resist this effect with a Will-power roll, difficulty 6.
The difficulty to resist the song’s effects is increased by one for every success the player has in his
initial roll. The Nuwisha’s "singing" may be vocal, or any musical instrument, from pipes to drums.
The Gift lasts as long as the Nuwisha’s song.

Song of Mockery
Source: Dark Ages: Werewolf.
This Gift allows the Galliard to learn her rival’s deepest, darkest secrets. Perhaps
unfortunately, it requires her to sing of those secrets before a crowd. This Gift is taught by a
mockingbird-spirit.
System: The player rolls Wits + Investigation (difficulty 8). The character begins to sing
extemporaneously about her chosen subject; each success on the roll improves the quality of the
song and reveals another secret. The secrets may simply be peccadilloes (the subject eats too many
onions and therefore smells) or far worse (the subject sired a metis). Thankfully, poetic license may
veil the worst from the ears of those who are simply expecting a song.

Song of Rage I
Source: Werewolf: the Apocalypse 2nd Edition.
This Gift unleashes the Beast in others, forcing Garou to transform into Crinos form, sending
vampires into frenzy and turning humans into berserkers. This Gift is taught by a Wolverine- or
Wolf-spirit.

546
System: The Garou rolls Manipulation + Leadership (difficulty of the target’s Willpower).
Each success drives the victim into a violent rage for one turn.

Song of Rage II
Source: Werewolf: the Apocalypse Revised.
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 Manipulation + Leadership (difficulty of the target’s Willpower).
The victim flies into a violent rage (or frenzy, if naturally prone) for one turn per success.

Song of Takshaka
Source: Nagah Breed Book.
Takshaka was the greatest shapechanger of the Nagah, and his skills extended beyond his own
body. This Gift functions as the Red Talons Gift: Curse of Lycaon, but transforms humans into
serpents. The Gift can also force any Khurah into their animal form, not just Garou or Nagah,
Ananasi must take on Crawlerling, Nuwisha are forced into Latrani, and so on.

Song of Terra I
Source: Gurahl Breed Book.
By touching the earth and concentrating on the sensations, a Gurahl may “hear” something of
the recent history of a particular place, Depending on how hard he listens, the werebear may
discover what has transpired in the immediate vicinity within the past 24 hours (or longer, in some
cases). Use of this Gift enables a Gurahl to uncover evidence of significant occurrences, such as
acts of violence, conversations or the passage of creatures across the chosen piece of ground. An
Earth-spirit teaches this Gift.
System: The Gurahl places himself in an appropriate position (either standing with unshod
feet in full contact with the ground, prone with an ear to the ground or kneeling with some skin-to-
earth contact. When the player spends a point of Gnosis and rolls Perception + Primal-Urge
(difficulty 8). The Gurahl establishes a connection to the earth that enables him to learn about one
or more events that have taken place with in the recent past. One success provides the Gurahl with
the most significant happening within the last 24 hours. Further successes extend the time period by
eight hours per success (up to 48 hours) or, at the Storyteller’s discretion, provide information about
other events in the same vicinity. A failure provides no information, while a botch gives a false
accounting of what has happened on the spot.

Song of Terra II
Source: Players Guide to the Changing Breeds.
The Gurahl may touch the earth and hear what occurred in that spot in the recent past.
System: The Gurahl makes contact with the earth. The player rolls Perception + Primal-Urge
and spends a point of Gnosis. One success reveals a significant event that occurred within the last
24 hours. Additional successes increase the amount of time that can be "heard" by 8 hours per
success up to a maximum of 48 hours.

Song of the City-Beast


Source: Book of the City.
The lupus of many tribes knows the Songs of the Great Beast, which can summon semi-
legendary monsters such as giant sharks, ape men and dinosaurs. While skunk-apes, Jersey Devils

547
and mothmen are not common in cities, the knowledgeable Glass Walker can call forces of equal
power with this Gift.
System: The player spends two Gnosis points and rolls Charisma + Streetwise, difficulty 8. A
City-Beast is less of an actual mythological entity and more of an event - rampaging construction
machinery, a collapsing building, a plague of hell-rats, even an incredibly aggressive St. James’
Day Parade or a block party gone riot. The Beast will stay long enough to assist in immobilizing or
defeating Gaia’s enemies. Its nature depends on the story but it is likely to be very powerful.

Song of the Dire


Source: Players Guide 2nd Edition (1st Edition).
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.

Song of the Earth Mother


Source: Shadow Lords Tribebook Revised.
A more powerful version of Sense Wyrm, this gift allows the user to sense the presence of
Wyrm activity within a broad area. Essentially, the Garou communes with the earth and listens to
what it says. The Gift is taught by an earth-spirit.
System: The user spends 10 minutes communing with the earth, during which time she may
take no other actions. She then spends three Gnosis and rolls Perception + Occult (difficulty 7).
Success indicates that the earth tells her about any supernatural presence within an area of 100
meters per success. As with Sense Wyrm, this Gift does not offer specific information about the
being or beings detected. It does, however, indicate whether or not the presence is Wyrm-tainted.
MET: Spend 10 minutes communing with the earth; no other actions may be taken, not even
speech except to ask questions of the Narrator. After the communing, spend three Gnosis and make
a Mental Challenge (retest with Occult). Success indicates the presence of supernatural creatures up
to 100 yards away. While the Gift will tell if the presence is Wyrm-tainted, it will not give more
specific information.

Song of the Great Beast I


Source: Werewolf: the Apocalypse 2nd Edition.
The Garou must be in the deep wilderness to employ this Gift. If so, he can, by howling at the
sky, call one of the Great Beasts — the ancient creatures that used to walk the Earth in ages past —
to his aid. Examples of Beasts are the Sasquatch (Bigfoot), the Willawau (giant owl), the Yeti, the
great megalodon sharks that swam the seas eons ago, and other legendary creatures. Who knows —
there are rumors of surviving dinosaurs in the deep Congo... This Gift is taught by a Nature-spirit.
System: The Garou spends on Gnosis point and rolls Charisma + Primal-Urge (difficulty 9).
More successes improve the Beast’s disposition.

Song of the Great Beast II


Source: Werewolf: the Apocalypse Revised.

548
To use 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 the Earth in ages past.
Examples include the Willawau (giant owl), the Yeti, the Saber tooth Tiger, the great Megalodon
sharks that swam the seas eons ago and the mighty Mammoth, who arrives in herds. Who knows
what else a Garou might call? Rumors say that dinosaurs survive in the deep Congo... The surviving
Great Beasts possess abilities in the physical world that rival those of mighty spirits in the Umbra.
Even the wisest of Garou are not certain of their natures. Once the ancient one arrives, the werewolf
may make a request, although she should do so with great 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. It’s said that those that do dwell in the Realm of Pangea.
System: The player spends one Gnosis point and rolls Charisma + Primal-Urge (difficulty 8)
to sing the Song of the Great Beast. More successes improve the Great Beast’s disposition. Traits
are left to the Storyteller’s discretion, but they should be appropriately impressive.

Song of the Great Beast III


Source: Hengeyokai: Shifters of the East.
As the Lupus Gift; of course, depending on where in the Middle Kingdom the Kitsune is
when she uses this Gift, anything from yeti to whale-sized carp or even the dreaded Lower Dragons
could answer the call.

Song of the Great Beast IV


Source: Mokolé Breed Book.
As the Lupus Gift. Usually the Dinosaur Kings will teach this Gift only to suchids, and they
can use it to summon dinosaur Great Beasts. Note, however, that such monsters as sea scorpions
and giant sharks also lie within Mnesis, and if the Kings decided to teach these Songs, then they
could do so.

Song of the Seasons


Source: Werewolf: The Wild West.
The wild is a harsh mistress. By calling the Mother into her heart, a Fury may tame the worst
effects of weather and season. No matter how hot the sun or bitter the wind, the Fury feels as
comfortable as springtime. This Gift is taught by a Weather-spirit.
System: The player spends a Gnosis point; the protection lasts for one day. With this Gift in
action, the werewolf remains immune to extremes of temperature, so long as those extremes aren’t
severe enough to be considered attacks. The Gift also raises the damage difficulty of environmental
attacks (ice storms, bonfires, cold winds) from 6 to 7. This Gilt protects against temperatures only;
it offers no defense against explosion, earthquake or tornado damage.

Song of the Siren


Source: Players Guide 2nd Edition.
The sound of the Garou’s voice can entrance anyone who hears it. Typically, the Garou sings
or howls while using this Gift, although some modern Glass Walkers have taken to poetry recital.
This Gift can make an opponent pause before a fight, but can rarely stop a heated combat already in
process. A songbird-spirit teaches this Gift.
System: The player rolls Charisma + Performance versus the target’s Willpower and spends
one Gnosis point. Enchanted targets cannot perform any actions for a number of turns equal to the

549
number of successes rolled. The audience can spend Willower to overcome the enchanting effects;
to act freely a listener must spend one point for each of the Galliard’s successes.

Song of the Storm


Source: Werewolf: The Wild West.
The Galliard can tap the very fabric of the Storm Umbra with her song, drawing forth a
chaotic flurry of Wyld-energies to work a change on her environment or those caught within it. This
Gift is taught a powerful Wyld-spirit.
System: The player spends two Gnosis points and rolls Wits + Expression (difficulty of the
local Gauntlet). If she scores at least one success, the Wyld’s force breaks through and washes over
the general area she selects. The Galliard may specify her general desire for the change, but she can
hardly control the randomness she calls forth. The extent of the change and the precision of the
target depend on the roll; with only one success, the canyon walls surrounding the Black Spiral
Dancers might sprout a coat of slippery blue moss, while five successes might change all the
Dancers’ weapons into silver-ranged sidewinders. The Storyteller is encouraged to be creative with
whatever change results, but should remember that this Gift’s power usually manifests in beneficial
ways — for the Moon Dancers, that is.

Song of Winter
Source: Nagah Breed Book.
As the Wendigo Gift: Chill of Early Frost.

Songlines
Source: Mokolé Breed Book.
This Gift covers the landscape with songs. The Gumagan can navigate from one end of
Bandaiyan to the other using legends. This Gift is taught by an Ancestor-spirit.
System: The Gumagan sets out on a journey and begins the Song. He rolls Gnosis and adds to
the number of successes the number of sacred songs he knows. The difficulty is 6 in his tribe’s
territory, 7 outside. In lands other than Bandaiyan it is 10. The number of successes is the number
of times by which the distance is divided when calculating the length of the trip.

Soothe the Savage Beast


Source: Children of Gaia Tribebook Revised.
By being the catalyst for any sort of soothing music (singing, turning on a radio, playing a
CD, etc.) the Garou makes it more difficult to Rage. When Garou must fight one another, the
Children of Gaia sometimes use this to their advantage, as many are more experienced at holding
back their Rage. A nightingale-spirit teaches this Gift.
System: The player rolls Gnosis, difficulty 7. Each success increases the difficulty of Rage
rolls by 1 for all those in earshot (to a maximum difficulty of 10). The effects last for as long as the
Child of Gaia is able to continue providing music.
MET: Make a Gnosis Challenge (if attempting this against a large group, mob rules apply);
you must also provide audible, soothing music of some sort (no heavy metal, no rap) for the Gift to
work. Everyone within earshot loses one Rage Trait. A target’s Rage Traits may not fall below one.

Soothe/Summon Storm
Source: Bastet Breed Book.

550
Mighty werecats can call upon the weather spirits to whip up or disperse a storm. The bigger
the tempest, the harder it is to call up or put down. Doing so usually requires a long rite in which the
cat yowls and capers at the sky. Undoing what you have summoned requires another, harder effort.
This Gift is said to be a birthright from Nala herself.
System: Beginning this process two Gnosis point and a Manipulation + Survival roll. Once
it’s in action, stopping it requires another Gnosis point and a roll at +2 difficulty. Once a weather
pattern has begun, it will run its own course. This may take hours. Storms in unlikely locations (a
sudden rainstorm in the desert, for instance) require five or more additional successes. Botching
during a storm-call can be unpredictable – and disastrous. The Bastet is not immune to the forces
she calls upon…

Storm Difficulty Successes Needed


Drizzle 6 1
Rain shower 6 2
Thunderstorm 7 5
Severe thunderstorm 8 10
Severe windstorm 9 15
Tornado/waterspout 9 20
Small hurricane 10 20

Sorcerer’s Blade
Source: Bastet Breed Book.
By casting this Gift on a weapon, a cat can enchant a blade so that it harms supernatural
beings. A favorite trick of swashbuckling Ceilican who wandered the open roads in bygone eras,
this Gift often comes from the King of Cats or Mistress of Catkind.
System: The player spends a point of Gnosis and rolls Manipulation + Occult while the cat
cradles the weapon in her hands. The blade then inflicts aggravated damage until the next sunrise.
Although this Gift allows the cat to enchant missile weapons, each bullet arrow must be Gifted
separately. Although the arrows may be reused, bullets cannot be.

Sorcerous Bite I
Source: Hengeyokai: Shifters of the East.
The Eji can transmute his teeth to any substance he desires. Silver and jade are the most
common, but as the teeth are supernaturally strong and rigid no matter what is chosen, wood, fire
ice and even water are possible. This Gift is also taught by elementals.
System: The player spends a Gnosis point and rolls Stamina + Primal-Urge. Silver teeth will
not harm the Kitsune so long as they stay where they’re supposed to be – if he is forced to bite
himself, he’s affected as much as any enemy would be.

Sorcerous Bite II
Source: Players Guide to the Changing Breeds.
The Kitsune can transform his teeth into any substance he wills; silver and jade are most
commonly chosen. The teeth are uncommonly strong regardless of the substance chosen. Elemental
spirits teaches this Gift.
System: The player spends a Gnosis point and rolls Stamina + Primal-Urge. Silver teeth do
not harm the Kitsune by their mere presence in his mouth, but he gains no greater silver immunity
(such as if forced to bite himself).

551
Soul’s Guilt
Source: Book of Auspices.
This powerful but very temperamental Gift allows the weight of guilt which rests on the heart
to emerge to the surface. The effect varies but usually appears as shadowing across the subject’s
features; the shadows deepen as the guilt grows (other effects include "howls of demons," the sound
of winter winds or even ominous background music). Note that, while useful, it has some severe
limitations, for it registers only what troubles the individual. To a saintly old lady, a white lie may
give her nightmares and deeply shade her soul, while a vigilante may sleep the sleep of the just and
go undetected by this Gift. Soul’s Guilt is taught by one of Falcon’s brood, or any spirit associated
with Justice.
System: The Garou must look at (or in some cases, listen to or smell) the target and
concentrate for one full turn. The player rolls Perception + Empathy (difficulty of 7); number of
successes indicate the clarity of the Garou’s impression.

Sound of Suffering
Source: Stargazers Tribebook Revised.
The spoken mantra for this Gift is Aum-Kama-Rudra. Life is suffering. Among the Stargazers
this is not a philosophy, this is fact. Once someone realizes that suffering is the dominating force
within the universe, he can move past it onto a fuller, richer life — or so the theory goes. With this
Gift, a Stargazer can inflict a temporary "realization of suffering" onto a single individual. The
individual affected by this Gift is beset by a swell of sadness, and they can’t help but break down
into hitching, wracking sobs. For the duration of this power, the target is left feeling both empty of
substance and full of the world’s pain. This Gift is taught by both pain and rain-spirits.
System: The player spends a single Willpower point and rolls Manipulation + Empathy
(difficulty 6). The target is incapacitated for one turn per success rolled, as she is afflicted by
terrible sorrow and sobbing. The subject may defend if attacked, and she also may take action if
circumstances are putting her own life at risk.
MET: Basic Gift. This Gift costs two Mental Traits, and requires a Social test (retest
Empathy); in addition, the Stargazer must speak the mantra and ask the target about how much they
understand the pain of the world. (They do not need to be heeded or even comprehended, but the
question must still be asked.) Success means that the target is overcome with sadness and wracking
sobs for a number of minutes/turns equal to the Stargazer’s Empathy rating. They may defend
themselves normally if attacked, or remove themselves from danger if need be, but otherwise they
cannot move or initiate any aggressive action. This Gift may only be used on a target once per
scene, and should be roleplayed to the best of the target’s ability for the duration.

Speak in Tongues I
Source: Ratkin Breed Book.
The Ratkin can understand any one human language for the duration of one scene.
Communication is fluent; no Linguistics roll is required.
System: Spend one Willpower, and your mind will be flooded with knowledge of the new
language. As for any misunderstandings or Social rolls that result, well, that’s up to you.

Speak in Tongues II
Source: Players Guide to the Changing Breeds.
The Ratkin with this Gift can choose to speak and understand any one human language under
the sun.
System: The player spends one Willpower; the knowledge lasts for one scene.

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Speak with Wind Spirits I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou can understand and speak with Wind-spirits. In addition, he may ask one question
of the aerial spirits that ride the winds of the world (their attention span is too short for anything
more). The question must have something to do with the nearby area (they quickly forget what they
see). This Gift is, of course, taught by any aerial spirit.
System: The Garou does not need to spend points or roll to understand or speak with wind-
spirits. To ask a question, however, the Garou must spend one Gnosis point and roll Manipulation +
Expression (difficulty 7). The number of successes indicates the accuracy of the information; on a
botch, the spirits lie.

Speak with Wind Spirits II


Source: Werewolf: the Apocalypse Revised.
The Wendigo may call upon wind-spirits for knowledge and guidance. He can ask them one
question, which must concern the immediate area (wind-spirits have notoriously short attention
spans). A wind-spirit teaches this Gift.
System: Upon learning this Gift, the Garou can speak with wind-spirits automatically while
he is in the Umbra. To ask a question in the physical world, the player must spend one Gnosis point
and roll Manipulation + Expression (difficulty 7). The number of successes reflects the accuracy of
the information.

Spear Dancing
Source: Fianna Tribebook Revised.
The old tales tell of Fianna throwing spears while balanced on the beam of a chariot at full
gallop, or even crossing an army by leaping from spearpoint to spearpomi. This Gift gives the
Fianna the ability to balance on the smallest surfaces, whether tightrope, post or even a spearpoint.
If successful, the Garou takes no damage from stepping or handstanding on sharp objects, but may
otherwise be wounded normally. A bird-spirit or an ancestor-spirit may teach this Gift.
System: The player spends a Gnosis point and tolls Dexterity + Athletics (difficulty varies: 5
to stand on the back of a trotting horse, 6 to stay aloft a rolling ball, 8 to jog across a tightrope, and
9 to balance on the point of a spear). Storytellers may require additional successes for more difficult
feats (for example, the horse breaks into a gallop, or the tightrope is in a high wind). The effects last
for a scene.
MET: Spend a Gnosis Trait and make a Static Physical Challenge (retest with Athletics), with
the difficulty based on the feat attempted. The Storyteller may require additional tests if the feat
gets more challenging. The Gift lasts for one scene or combat.

Speech of the World


Source: Werewolf Dark Ages.
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, this Gift does not convey literacy. The
Gift is taught by an Owl-spirit.
System: The player rolls lntelligence + Linguistics, difficulty 7; the effects last for the entire
scene.

Speed Beyond Thought


Source: Werewolf: the Apocalypse Revised.

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The Garou can run at 10 times his normal land speed. The effects last for up to eight hours,
during which the Garou can nothing but concentrate on running. When the Gift’s effects end, the
Garou must eat immediately or face frenzy from hunger. A cheetah- or air-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Stamina + Athletics (difficulty 7) to
activate the Gift.

Speed of the Messenger


Source: Rage across the Heavens.
This Gift increases the movement rate of the Garou so that he can travel long distances in
short periods of time. The character’s body seems to flow like quicksilver, enabling him to
accomplish astounding feats of agility while under the effects of this Gift. Thus, the Garou can
travel rapidly across a tree limb or along a narrow wooden beam without slowing down or faltering.
System: The player spends one Gnosis point and rolls Dexterity + Athletics (difficulty 8).
One success allows the character to move as twice her normal speed; two successes give her three
times normal speed, while three successes allow the character to move four time as quickly. More
than three successes cause the character to assume a blurry form that moves too rapidly to track.
Use of this Gift also confers two extra dice to any rolls involving Dexterity while the character is in
motion. The effect lasts for one turn or one scene, depending on the circumstances. This Gift affects
movement only and cannot allow a character to stop to deliver blows in combat without ending the
Gift’s duration. Thus, a character can use the Gift to get to a combat more quickly, but once she
engages in battle, she loses the benefits conferred by the Gift.

Speed of Thought I
Source: Werewolf: the Apocalypse Revised.
The Garou doubles her running speed. A roadrunner- or cheetah-spirit teaches this Gift.
System: The player spends one Gnosis point. The Gift lasts until the end of the scene. This
increase in speed does not grant extra actions.

Speed of Thought II
Source: Players Guide to the Changing Breeds.
As the Silent Strider Gift, but the Mokolé must spend 2 Gnosis to activate this Gift (instead of
1 Gnosis).

Spellbinding Oration
Source: Children of Gaia Tribebook.
Similar to Persuasion, this Gift allows a Child of Gaia to be persuasive when dealing with
others. The Garou’s statements will take on an air of extra meaning and credibility. Those hearing
him are likely to agree with him. This Gift is taught by a Unicorn spirit.
System: The Garou rolls Charisma + Leadership against a difficulty of 6. If successful, the
difficulties of all Social rolls are reduced by two for the remainder of the scene. If the Garou is
actively trying to exhort his audience to anything other than combat (in any form), the difficulties of
Social rolls are reduced by three. The Garou must orate for at least five minutes. The effect lasts for
one hour.

Spew
Source: Mokolé Breed Book.

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The Warding may guard the nest with a spew of slippery ooze. He can drink a few gallons of
water and spit it out as a slimy mess. This Gift is taught by Frog or Snail-spirits.
System: The Mokolé must have drunk quite a bit of water within the last 24 hours before
using this Gift, although some drink oil as a precursor. The player rolls Stamina + Expression,
difficulty 7, as the Mokolé spews out water and slime onto any surface. The number of successes
determines the radius, measured in paces, of the area covered with slippery slobber. Any creature
treading on the place must make a Dexterity roll (plus Acrobatics, if any) or slip and fall. Mokolé
may also slime pathways with their vomit, urine or other bodily fluids, resulting in offensive odors
as well as slippery surfaces.

Spider on the Mirror I


Source: Ananasi Breed Book.
The Ananasi with this Gift is able to create exact duplicates of herself to act as drones,
suddenly turning into a one-woman army. The created drones are mindless, powerless entities,
possessing only the physical abilities of the Tenere that created them. Each of the duplicates will act
only as directed by their creator, following those directions to the letter. Once their instructed task
has been completed, the created duplicates stop al actions, awaiting further direction.
System: The Ananasi must make a Gnosis roll (difficulty 8). For every success, the character
may create one physical duplicate of herself. For each created duplicate, the Tenere must also pay
one blood point. The character must give verbal instruction to all the duplicates, who will
immediately begin to carry out their assigned duty. Each duplicate possesses the physical
Attributes, Gifts, Talents and Skills of its creator, but its Mental Attributes are no higher than 1, and
Knowledges do not transfer. Once created, the duplicates will begin to disappear at an alarming
rate. Beginning the fourth turn after they are created, one duplicate will disappear every other turn,
until only the original Ananasi is left.

Spider on the Mirror II


Source: Players Guide to the Changing Breeds.
The Tenere can create mindless duplicates of herself to act as drones, possessing her physical
abilities. The drones act on the Ananasi's command, following orders to the letter and ceasing
activity when their task is done — until the next order is given.
System: The player rolls Gnosis (difficulty 8) to create one physical copy of the character per
success. In addition, she must spend one blood point per duplicate. After four turns, one duplicate
disappears, followed by the others at a rate of one per turn until only the original werespider
remains.

Spider’s Grace
Source: Ananasi Breed Book.
As the lupus Gift: Catfeet.

Spider’s Song
Source: Werewolf: The Wild West.
The Ragabash can put her ear to a telegraph pole or wire and eavesdrop on any messages sent
over the line. The Garou need not know Morse Code to understand the message; It is whispered to
the werewolf by a Spider-spirit that tends the lines. This Gift is taught by a Spider-Spirit.
System: The character puts her ear to a telegraph pole or wire. The player spends a Gnosis
point and all messages sent along the line are translated to the Garou. The character can eavesdrop
as long as he remains in contact with the line; he can’t intercept or change the messages.

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Spines
Source: Ananasi Breed Book.
The Ananasi using this Gift creates defensive spines on his exoskeleton, much like the barbs
of a porcupine. These spines break off fairly easily, remaining in the flesh of anyone who attacks
the Damhan in hand-to-hand combat.
System: The character spends one Gnosis point to activate this Gift. While the spines remain,
anyone striking the Ananasi with bare flesh receives a dice pool of aggravated damage equal to the
attacker’s Strength. The Gift lasts for one scene.

Spinnerets I
Source: Ananasi Breed Book.
All Ananasi can generate webs in their Crawlerling and Pithus forms, but this Gift allows
them to generate webs in any shape. The sheer volume of webbing created by a Damhan in anything
other than Crawlerling form all but guarantees the capture of a target foolish enough to touch the
stuff.
System: The Ananasi must spend one blood point to make a substantial amount of webbing,
and at the discretion of the Storyteller might have to spend more. While it’s possible to cover a
skyscraper in webs, it would require 20 or more blood points to do so. The webbing created by this
Gift is strong enough to stop a private jet in its tracks, provided it’s properly anchored in advance
and there’s enough of it.

Spinnerets II
Source: Werewolf: Wild West – The Wild West Companion.
The Ananasi is able to spin webs from glands hidden in her hands and feet when in Homid
form. In all other forms, the spinnerets are on the werespider’s abdomen.
System: It costs one Blood Point to activate this Gift, and the player must make a Dexterity
roll to weave the desired web successfully. It requires a Strength of 6 and three successes to break a
strand of this webbing.

Spirit Barrier
Source: Players Guide to the Changing Breeds.
This Gift allows the Bubasti to erect a ward that walls off an area from spirit traffic — no
spirit can move in or out of the place without the Bubasti's permission.
System: The Bubasti spends a Gnosis point and rolls Willpower (difficulty 8). Each success
raises the Gauntlet in a 30-foot square area by one, and extends it so that the barrier exists in both
the material and Penumbral worlds. The Ward lasts for one day per point of the Bubasti's permanent
Gnosis, unless some spirit destroys it. Doing so requires three successes on a Rage roll against the
difficulty of the new Gauntlet rating.

Spirit Claws
Source: Bastet Breed Book.
Another Den-Realm Gift, this one allows a werecat to attack from the Penumbra, or to rip
through the Gauntlet at an Umbral opponent, without stepping sideways. Naturally, he must be able
to see his opponent before he can hit him…

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System: By rolling Gnosis against the local Gauntlet, the Bastet can slash through with a
normal hand-to-and attack (+1 difficulty) without exposing himself to danger. Each attack requires
new roll against the Gauntlet. This Gift can only be used within the cat’s own Den-Realm.

Spirit Drain I
Source: Werewolf: the Apocalypse Revised.
The Garou may drain power from a spirit to feed his own resolve. A spirit servant of the
Uktena totem teaches this Gift.
System: The player makes a resisted Gnosis roll against the spirit. If the player succeeds, the
spirit loses one Essence (old “Power”) point per success for the rest of the scene. For every two
points drained, the Garou gains a temporary Willpower point, but she loses any points exceeding
her maximum at the end of the scene.

Spirit Friend
Source: Werewolf: the Apocalypse Revised.
A Child of Gaia’s presence is generally more beatific than that of most werewolves, and
although humans can’t sense this aura of peace, spirits can. The Garou can use this Gift to aid in
interactions with spirits. A unicorn-spirit teaches this Gift.
System: The player rolls Charisma + Empathy (difficulty 7). Each success adds one die to
any rolls involving interactions with spirits for the duration of the scene (with the noted exception
of Banes).

Spirit Healing I
Source: Gurahl Breed Book.
The Gurahl not only serve as Gaia’s healers in the physical world, they also have the ability to
repair damage done to Umbral spirits. This Gift allows a Gurahl in the Umbra to replenish the
Power of a “wounded” spirit. A Bear-spirit teaches this Gift.
System: The Gurahl must be in the Umbra to activate this Gift, which requires a roll of
Charisma + Occult (difficulty of the spirit’s Willpower). If the roll succeeds, the Gurahl may
transfer a temporary point of his own Gnosis to the spirit, which it converts into five points of
Power. The Gurahl may spend as much Gnosis as he deems necessary and can afford. Use of this
Gift usually puts the spirit in the Gurahl’s debt, allowing the werebear to call upon the spirit for
assistance in the future.

Spirit Healing II
Source: Players Guide to the Changing Breeds.
The Gurahl may replenish the Essence of a wounded spirit in the Umbra.
System: This Gift works only in the Umbra. The player rolls Charisma + Occult (difficulty of
the spirit's Willpower). Success means that the Gurahl may spend a point of Gnosis to give the spirit
two points of Essence. Each additional Gnosis point adds another two points to the spirit's Essence.
Afterward, the spirit usually acknowledges a debt to the Gurahl who "healed" it.

Spirit Knife
Source: Book of Auspices.
Using this Gift, a Theurge can imbue a knife — or any other weapon she hand-crafted herself
— with the power to strike across the Gauntlet, affecting enemies on the other side. This Gift

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conveys no ability to see across the Gauntlet beyond what the Garou normally possesses, however.
A Wasp-spirit teaches this Gift.
System: The Garou spends one Gnosis point, and any single weapon she crafted entirely
herself is able to strike creatures on either side of the Gauntlet in any area where the Gauntlet is
equal to or lower than her Gnosis. This effect lasts for the duration of the scene.

Spirit Loan
Source: Black Furies Tribebook Revised.
In extreme circumstances, a Moon-Daughter may find that another Garou has far more use for
one of her Gifts than she does. To this end, Gaian spirits have shown the Daughters how to lend one
of their Gifts to another werewolf for a limited duration. The Black Fury who uses this Gift feels
somewhat bereft of Gaia’s love and attention while another Gift has been loaned, but suffers no
other ill effects. This Gift is taught by a Hen-spirit.
System: Roll Charisma + Occult (difficulty of the recipient’s Rage). Success allows the Fury
to loan a single Rank 1 Gift to another Garou for a set period of time, to a maximum of three days
per success. When that time is up (or if either the lender or receiver dies) the Gift returns to the
lender. While the Gift has been lent out, the lender has no access to it and for all intents and
purposes does not know it. The recipient uses the Gift as though she had learned it herself from the
appropriate spirit: she uses her own dice pools for success, and spends her own Gnosis, Rage, or
Willpower to activate it. A Black Fury can only lend one Gift out at a time, although there is no
limit to the number of "loaned" Gifts a person may receive at any one time. She may loan out Gifts
that ordinarily cannot be taught (for instance, she might loan a non-Black Fury the Amazons of
Diana’s True Shot Gift), though if her tribemates discover her "indiscretion," the social
consequences might be dire. A Fury cannot use Spirit Loan to lend out Spirit Loan.
MET: Make a static Social Challenge (Occult retest) against a subject. If you succeed, you
may lend the subject one of your basic Gifts. You specify duration, after which time the Gift returns
to you. While the Gift is loaned out, you are unable to use it yourself. The subject can learn any
basic Gift that you’re willing to loan, except for this one. Use of Spirit Loan to give out tribal secret
Gifts may result in a loss of Renown, at the very least.

Spirit of the Bird I


Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may hover and float in the air. This Gift is taught by any Bird-spirit.
System: The Garou spends one Gnosis point. He may move at 20 mph, and the duration is
one hour. Maneuvering requires a roll of Dexterity + Occult, and the difficulties of all complex
actions, such as combat, are increased by two.

Spirit of the Bird II


Source: Werewolf: the Apocalypse Revised.
Few enemies would expect a werewolf to attack from above, which is precisely why the
Uktena developed the means to do so. The Garou may, hover, fly or float. Any bird spirit can teach
this Gift.
System: The: player spends one Gnosis point. The Garou can fly at 20 mph and hover as she
desires. The difficulties of all combat maneuvers increase by one. This Gift lasts for one hour.

Spirit of the Fish I


Source: Werewolf: the Apocalypse 2nd Edition.

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The Garou may breathe underwater and swim as fast as he can run in Hispo form. This Gift is
taught by any Fish spirit.
System: The Garou spends one Gnosis point and rolls Stamina + Animal Ken (difficulty 6).
The effect lasts for one hour per success.

Spirit of the Fish II


Source: Werewolf: the Apocalypse Revised.
The werewolf blessed with this Gift can breathe underwater and swim as fast as he can run in
Hispo form. Unsurprisingly, a fish-spirit teaches this Gift.
System: The player spends one Gnosis and rolls Stamina + Animal Ken (difficulty 7). The
effects last for one hour per success.

Spirit of the Fray I


Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may opt to attack first in any given turn, no matter what his initiative roll may be.
This Gift is taught by a Cat spirit.
System: The Garou using this Gift acts either on his initiative segment as he rolled it, or at
one success higher than any of his opponents, whichever is higher. There is no mandatory point cost
or roll for this Gift, but Gnosis may be spent to ensure extra speed. If more than one Garou
combatant has this Gift, the one who spends the most Gnosis goes first.

Spirit of the Fray II


Source: Werewolf: the Apocalypse Revised.
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 Gnosis point to add another 10 to his initiative roll. Remember, though, that
doing so prevents him from spending Rage to gain extra actions; werewolves can’t use Rage and
Gnosis in the same turn.

Spirit of the Fray III


Source: Ratkin Breed Book.
As the Ahroun Gift. If your Storyteller is using the optional Instinct rules (see Chapter Two),
this is a sure way to guarantee your Ratkin is a psychotic little monster afterwards.

Spirit of the Spiny Rat


Source: Ratkin Breed Book.
The South American spiny rat surrounds itself with sharp quills to protect itself against
predators. This talent is similar to the Gift of the Porcupine, though not as deadly.
System: Sprouting spines requires a point of Rage; the Ratkin must be in Crinos or Rat Thing
form. Anyone who grapples, body slams or immobilizes the metis (or is on the receiving end of
these moves) takes aggravated damage equal to the wererat’s Strength + 1. The spines last for one
turn for every point of the rat’s permanent Rage.

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Spirit Path
Source: Players Guide 2nd Edition.
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.

Spirit Ripper
Source: Werewolf: The Wild West.
The Furies are one with the Wyld in many ways. By channeling that kinship into a blast of
pure chaos, a werewolf may shred a spirit’s essence, scattering its power to the Umbral winds.
Sadly, this power does nothing against Wyld-spirits; it can be pretty effective against Wyrm and
Weaver ones, though. This Gift is taught by a Wyld-spirit.
System: The Fury rolls her current Gnosis against difficulty 6; each success reduces a spirit’s
Power by three (i.e., a spirit hit by, a three-success attack loses nine Power points). Each attack
costs the Garou one Gnosis point. The Armor Charm cannot prevent this damage. Unless the spirit
is materialized, Spirit Ripper works only in the Umbra. It will not harm material beings in any way,
although possessed ones (mockeries and the like) take one aggravated Health Level per success.

Spirit Savage
Source: Umbra Revised
In the spirit world, a warrior often finds himself dealing with hostile spirits much more often
than he’d like. This Gift allows the Ahroun to brutally savage a spirit with a bite, impeding the
spirit’s ability to attack or defend itself. Spirits find this Gift horrifying, and are unwilling to aid any
warrior who uses it unjustly (such as against any Gaian spirit). It’s taught by Wolverine-spirits, who
care little for the opinion of their fellows.
System: The Garou must successfully bite his spirit opponent and spend a Rage point. The
player then rolls Strength + Brawl, difficulty 4; if the successes equal or exceed the spirit’s
Willpower, the spirit’s Rage is effectively reduced by one point, plus one point for every extra
success, for the rest of the scene. This Gift can be used only once per scene against any given spirit,
and it cannot reduce a spirit to zero Rage.
For example, Tanya Riverjumper ignores the foul stench and clamps down on a Hogling. She
gains six successes; three more than the Hogling’s Willpower. The Hogling loses four Rage for the
rest of the scene; and it’s probably terrified to boot.

Spirit Shape
Source: Gurahl Breed Book.
The Gurahl may assume the countenance and form of a creature native to the Umbra,
appearing to other spirits as one of their own kind. In this fashion, a werebear can travel in parts of
the Umbra which might otherwise prove inimical or hostile. A Coyote-spirit teaches this Gift.
System: The Gurahl must enter the Umbra in order to invoke this Gift. Once the Gurahl is
past the Gauntlet, the player rolls Appearance + Enigmas (difficulty 7) and spends a point of
Gnosis. The Gurahl’s body then assumes the appearance of an Umbral creature, usually a Jaggling
of some sort. In parts of the Umbra controlled by the Tapestry Maker, the Gurahl may take the form

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of a Pattern Spider. A single success allows the Gift to take full effect, while no success means that
the Gurahl can not alter her appearance. A botch means that the Gurahl assumes a spirit-form whose
presence attracts a number of hostile spirits. The Gift remains in effect until the Gurahl leaves the
Umbra.

Spirit Shield I
Source: Gurahl Breed Book.
Unlike the Garou Homid Gift: Spirit Ward, which causes spirits to feel uneasy and retreat
from the Garou’s presence, this Gift distinguishes between friendly (or neutral) and unfriendly
spirits in its manifestation. By tracing a sigil in the air above her head, the Gurahl creates a mystical
aura around her that acts as a “do not disturb” sign for friendly and non-malicious spirits. Bear-
spirits may ignore the aura, though in most cases they do not willingly intrude upon the shielded
Gurahl. In the presence of hostile spirits, such as Banes, the aura becomes more intimidating,
actively discouraging malevolent spirits from attacking the Gurahl
System: The player spends one Gnosis point and rolls Manipulation + Rituals (difficulty 7).
Friendly spirits in the vicinity of the Gurahl see the resulting aura and respect the Gurahl’s desire
for privacy, maintaining their distance. Hostile spirits who attempt to attack a shielded Gurahl lose
one die from their Dice Pool for every success made on the roll to raise the shield.

Spirit Shield II
Source: Players Guide to the Changing Breeds.
Similar to the Garou homid Gift: Spirit Ward, this Gift distinguishes between friendly or
neutral and hostile spirits, simply causing the former to bypass the Gurahl while actively
intimidating hostile spirits. Bear-spirits may ignore the aura if they wish.
System: The Gurahl rolls Manipulation + Rituals. Each success on this roll causes spirits who
attack the Gurahl to lose one die from their dice pools.

Spirit Skin
Source: Players Guide to the Garou.
Generally, spirits are fairly friendly to Garou, at least ones that aren’t automatically hostile to
anything. That doesn’t mean, how ever, that they treat a Garou exactly the same as they treat other
spirits, and that’s when 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 Theurges
have also used the Gift to throw off pursuit by hiding in a pack of wolf- spirits. A chameleon-spirit
teaches the Gift.
System: The player spends one Gnosis and rolls Appearance + Subterfuge (difficulty 6 if
imitating a wolf-spirit, difficulty 8 for imitating 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 recognizable as themselves to those looking for them. Even
though they will clearly not look like their Lupus form, something about them will still give the
game away. This Gift is obviously of little use outside the Umbra.

Spirit Smuggler
Source: Black Furies Tribebook Revised.
Members of the Sisterhood frequently make deliveries through countries with broad laws
against contraband; they might also wish to carry a weapon into an area interdicted by metal
detectors or the like. Spirit Smuggler makes this much easier for them to do, and it is useful in a

561
wide variety of situations. When the character wishes to hide an item from searches, she can use
this Gift to push the item into the Gauntlet for a short time; it will return to the character’s
possessions in the physical realm after a few minutes have passed. This Gift is taught by a Raccoon-
spirit.
System: The character rolls Dexterity + Subterfuge and spends a point of Gnosis to push a
small item (5 pounds or less, no more than a gallon in volume) through the Gauntlet into the
Umbra; the difficulty on this roll is the local Gauntlet rating. If she achieves 2 or more successes,
the item now resides in the Gauntlet, and cannot be sensed or manipulated by anyone in the Realm
(unless a searcher can see into the Umbra). The item will return to the character’s physical
possessions at the end of the scene. Should the character achieve only one success, the item is
pushed through into the Gauntlet but will not return of its own accord, and has to be fetched by
stepping sideways. A botch on the Dexterity + Subterfuge roll means that the item is lost in the
Umbra, or that a spirit pickpocket has made off with it. This Gift does not halt the flow of time for
the smuggled object-and explosions in the Gauntlet can have strange effects on both the local spirit
world and the physical plane, for those who might consider using this Gift to stow a live bomb.
MET: Expend one Gnosis Trait and make a static Physical Challenge (Subterfuge for retests)
against the local Gauntlet rating. If you succeed, you can push a small object-something you could
easily hold in one hand, no more than a few inches in diameter - into the Gauntlet itself, where it
stays for one scene/hour before returning to you.

Spirit Speech I
Source: Werewolf: the Apocalypse Revised.
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. Particularly alien spirits may be difficult — or, in the case of many Banes, outright
painful — to understand.

Spirit Speech II
Source: Rokea Breed Book.
As the Level One Theurge Gift. While all Rokea can speak with pelagic spirits naturally,
terrestrial spirits present a bit of a challenge, and this Gift is often one of the first a betweener
learns.

Spirit Speech III


Source: Dark Ages: Werewolf.
This Gift allows the Garou to understand the language of the spirit world (although, like the
Garou tongue, it does not rely on sound alone to communicate meaning). He can therefore speak
with any spirit he encounters. He can also eavesdrop on the conversations of spirits, though that is
not something to do lightly. This Gift does not influence spirits’ attitudes toward the Garou in any
way, nor does it ensure that they will stay to listen to him. Any spirit can teach this Gift.
System: When this Gift is learned, the Garou gains an intuitive understanding of the language
of spirits. Spirits from the Deep Umbra or particularly corrupt Banes might be more difficult —
even painful — to understand. The player may be required to make an Intelligence + Enigmas roll
against a difficulty set by the Storyteller for the character to puzzle out their meaning.

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Spirit Vessel
Source: Players Guide 2nd Edition.
One of the best kept secrets of the Theurge elders is the ability to channel a spirit. For a short
time, Garou and spirit become one creature with the abilities of both. Usually, the Garou remains in
control, adding the spirit’s Charms to her repertoire — but sometimes things go awry. Elementals,
especially fire elementals, understand the workings of this Gift, but metal elementals can also teach
it. Banes can also teach this Gift — but at a dangerous cost.
System: The player rolls her character’s Gnosis and spends a Gnosis point to activate the
Gift. The Rite of Summoning chart determines the difficulty of this Gift. Every success allows the
Garou to use one of the spirit’s Charms for up to one scene. A botch on the roll indicates that the
Garou has lost control of the combined being, or perhaps that a Bane was channeled instead of the
expected spirit.

Spirit Wall
Source: Bastet Breed Book.
One of the greatest tricks a Bubasti learns is the art of calling together minor spirits from
around the area and forming them into a wailing Umbral wall. Such magics do not endear a cat to
the spirits in general, but by the time she achieves this Rank, a Bubasti should have enough sense to
use such power wisely – and enough power to protect herself when she uses it at all.
System: The player rolls Manipulation + Enigmas. The difficulty can range from 6 to 10,
depending on how many minor spirits are nearby. This takes two turns. To shape the assembled
chaya into a wall, she spends two Gnosis points and rolls a contested roll between her Willpower
and the spirits’ (assume a Dice Pool of three dice for every success the Bubasti scores on the earlier
roll). If she succeeds, the resulting wall blocks spirits, imposes a Gauntlet of 10 and lasts for one
turn per success on the Willpower roll. If she fails, the spirits remain unbound, unformed and
angrier than hell.

Spirit Ward I
Source: Werewolf: the Apocalypse 2nd Edition.
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.

Spirit Ward II
Source: Bastet Breed Book.
By employing the eldritch enigmas of Egypt, a Bubasti can wall an area off from spirit-traffic.
No spirit can move in or out the warded place without the cat’s permission. Naturally, the stronger
chaya can shred this barrier like papyrus; still, the wisest werecats can erect stronger barriers than
their youngers can…
System: By spending a Gnosis point and rolling her Willpower against difficulty 8, the
Bubasti erects a barrier across an area no larger than 30 feet by 30 feet. Each success the player rolls
raises the Gauntlet around the area by 1 (maximum 10), and extends it so that the barrier exists in
both the material and Penumbral worlds. This irritates the spirits, and they can often tell who’s to
blame. The Ward lasts one day per point of Gnosis in the cat’s permanent pool, unless some spirit

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destroys it, which a chaya can do by rolling its Rage against the new Gauntlet rating. Three
successes or more will turn the Ward to spirit-dust.

Spirit Ward III


Source: Players Guide to the Changing Breeds.
As the homid Gift; it is learned from the Wani to deter the attention of unwanted spirits.

Spirit Ward IV
Source: Werewolf: the Apocalypse Revised.
A werewolf with this Gift may protect himself from spirits by performing a quick warding
rite. To use this Gift, the werewolf draws an invisible pictogram in the air that scares and unnerves
any nearby spirits (except pack totems or caern spirits). The symbol travels with the werewolf as
long as it lasts. An ancestor-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Manipulation + Rituals (difficulty 7).
Spirits within 100 feet of the character (again, except the pack totem or local caern spirits) must
subtract one from their dice pools for each success. This Gift lasts for one scene.

Spirit Ward V
Source: Dark Ages: Werewolf.
This Gift allows a werewolf to protect herself from spirits by performing a quick warding rite.
The werewolf traces a pictogram in the air that unnerves and repels any nearby spirits. An ancestor-
spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Manipulation + Rituals (difficulty 7).
Spirits within 100 feet of the character must subtract one from their dice pools for each success.
Any spirit that comes within 50 feet of the character (except caern spirits or the character’s pack
totem) loses one point from its Essence per turn for each success the player rolled. This Gift lasts
for one scene.

Spirit Wassail
Source: Dark Ages: Werewolf.
The Garou drains power from a spirit to strengthen her will. The process is difficult even if
the spirit is willing to help. A certain amount of pain seems necessary to transform the spirit’s
essence into the Theurge’s mystic resolve. A rat-spirit teaches this Gift.
System: The player makes a resisted Gnosis roll against the spirit. If the roll succeeds, the
spirit loses one Essence point per success; these points are lost for the rest of the scene. For every
two points drained from the spirit, the character gains a temporary Willpower point. Any points
exceeding her maximum are lost at the end of the scene.

Spirit Witness
Source: Dark Ages: Werewolf.
The world is alive and aware on levels that normal men and women cannot perceive — levels
that Garou too often forget, to their chagrin. A Garou uses this Gift to see clearly through the mists
of time to any scene to which she can find a spirit witness, whether she wishes to study an epic
battle or declare an isolated confrontation between two werewolves an honest challenge or a
cowardly murder. This Gift is taught by a tortoise-spirit.
System: Before invoking this Gift, the character must find a spirit witness. The spirit does not
have to be friendly, but Gaian spirits can not resist—their memories are a part of Gaia. Once the

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spirit has been found, the player rolls Charisma + Investigation against a variable difficulty. If the
spirit has never left the area in which the event took place (the spirit of an ancient tree or
tremendous rock), the difficulty on the roll is 7- If the spirit has roamed freely, the difficulty begins
at 8 for events in the past year, 9 for the past century or 10 for even earlier events. Bringing die
spirit back to the site of the event reduces the difficulty by one. Spirits that are not of Gaia may
choose to resist, rolling their Willpower against a target of the Garou’s Willpower and directly
subtracting successes from the player’s roll.

Spirit’s Horse I
Source: Uktena Tribebook.
This Gift allows a Garou to make her body a temporary vessel for an ancestral or legendary
spirit for a finite length of time determined during the activation of the Gift. It differs from the
manifestations of Past Life in that the host does not merely gain the Attributes, Abilities and
memories of the inhabiting spirit — she actually "becomes" the spirit for the Gift’s duration. The
Uktena usually combine this Gift with the Rite of Invitation to the Ancestors (See below), and
rarely practice it outside of moots or council gatherings. Its intention is primarily to give honour to
an ancestor by allowing her the ability to experience fleshy pleasures and meet her tribal
descendants. This Gift is taught by an Ancestor spirit.
System: The player rolls Charisma + Occult (difficulty 8) and spends a point of Gnosis while
the Garou calls on a spirit to "ride" her body. The Storyteller may chose to lower the difficulty for
those Garou who come from cultures whose spiritual beliefs incorporate the idea of being "ridden"
by spirits. One or two successes summons an Ancestor-spirit for a brief sojourn (a scene). Three or
four successes allow the Ancestor spirit to remain for a longer time (several scenes). Five successes
allow such a complete rapport between spirit and host that the spirit remains until politely asked to
return to the Umbra. No success indicates that no ancestor heard the summons or the called spirit
refuses the invitation. A botch means that either the spirit refuses to leave its host voluntarily or else
that an angry or hostile ancestor (perhaps from one of the Wyrmcomer tribes!) enters the host and
must be placated before she will depart. Note that a Garou need not possess the Past Life
Background to use this Gift.
The Garou who uses this Gift must make a Willpower roll (difficulty 7) in order to remain
aware of her surroundings while her body hosts the ancestor. A failure in the roll indicates that the
host’s consciousness has become dormant. The Storyteller may allow a player to attempt a second
Willpower roll (difficulty 8) to reawaken the character’s awareness if the first roll fails. Other
characters may converse with the ancestor, thus benefiting form her advice and counsel. Once the
spirit departs, the host Garou makes a final Willpower roll (difficulty 7) to remember what
happened while her body served as the Spirit’s Horse.

Spirit's Horse II
Source: Uktena Tribebook Revised.
A potent Gift, Spirit's Horse allows an Uktena to turn his body into a temporary home for an
ancestor-spirit or other important creature from the time of legends. This Gift provides more than
the memories and abilities associated with the Ancestors Background because for a brief time, the
Uktena actually becomes the spirit who inhabits his body. The intent of the Gift is to honor an
ancestor by allowing her to physically take part in a ceremony or moot, meet her descendents and
share in the joys of the physical world. The Rite of Invitation to the Ancestors is often used in
conjunction with this Gift, and these events almost never take place outside a tribal moot or council.
An ancestor-spirit teaches the Gift.
System: This is a Gift with both incredible risks and marvelous benefits. To begin the
process, the player rolls Charisma + Occult, difficulty 8; however, the Storyteller may choose to
lower the difficulty by one if the summoner has some sort of special rapport with the spirit to be

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summoned. Perhaps the Uktena is a direct descendant or has somehow done honor to the spirit
beforehand. In any case, the Ancestors Background isn't required to use the Gift. One or two
successes means the spirit comes into the werewolf s body, but for a brief time (one scene). Three
or four successes mean the spirit remains for several scenes. Five successes means the bond is so
complete, the spirit may stay until requested to depart. No successes indicates the spirit doesn't
come, but a botch means that either the spirit refuses to leave or that the spirit inhabiting the body is
not the one summoned; she must be pacified before leaving.
The player must make a Willpower roll, difficulty 7, for the Uktena to remain aware of what's
going on around him, though he can't interact with the spirit. Simple failure means that he is
effectively "unconscious" while the ancestor-spirit is present. For all intents and purposes, the
character is the ancestor, enabling the long-dead spirit to talk, dance and otherwise interact with
werewolves in the present. The player may make a final Willpower roll at difficulty 7 before the
spirit departs to remember what happened while serving as a host for the ancestor-spirit.
MET: Intermediate Gift. With a ritual at least five minutes in duration and a Social test (retest
Occult), the Uktena can summon an ancestor-spirit into her body for the remainder of the scene. In
essence, she is the spirit for the duration. For three Gnosis Traits, the duration can be extended to
the remainder of the session. (The host retains their normal game statistics; only the memories and
personality of the spirit are transferred.) If the Uktena has a particularly strong rapport with the
spirit to be summoned — packmate, descendent, close friend, protégé, etc. — she receives a free
retest on the Gift's activation challenge. While this Gift offers primarily roleplaying benefits, an
Uktena who routinely uses it with appropriate respect for the ancestors stands to gain great Wisdom
Renown, as well as earn a positive reputation with the local spirit community in general. If a
question regarding the spirit's knowledge comes up, a Narrator may be consulted to represent the
spirit accessing its memories, though those greedy to abuse this Gift as a way to augment or entirely
circumvent the need for the Ancestors Background risk gravely offending their ancestors and
suffering an according drop in Wisdom, and may even find this Gift fails them until they have
learned appropriate humility.
This Gift is not without risk, either — when the Uktena successfully activates this Gift, she
must immediately make a Simple Test. On a win or a tie, she retains knowledge of what is going on
while her body is inhabited, though the ancestor-spirit is still in control. On a loss, she is essentially
"unconscious" for the duration of the Gift, and must make another Simple Test immediately —
failing this second test means that she won't remember anything that happens during the Gift's
duration. Willpower may be spent to retest either of these Simple Tests. While by no means a
malevolent possession, some spirits may get still their hosts in trouble as they attempt to enjoy a
taste of life or seek out contact with old friends... or enemies. Players of "unconscious" characters
should do their best to roleplay their subsumed state as well as any following memory loss, and it is
perfectly fair for a Narrator to assume control of any characters whose players attempt to unfairly
avoid or downplay their controlled state.

Spirit’s Sight
Source: Bastet Breed Book.
Although werecats cannot normally travel through the Gauntlet, this gift allows them to see
through it for a short time. Plenty of good secrets can be discovered this way, but the gift’s effects
tend to frustrate the hell out of the Bastet who can’t get through, like a cat watching a bird on the
other side of the window.
System: the player rolls Perception + Awareness (difficulty of the local gauntlet) and spends
one Gnosis point to look into the Penumbra. The gift lasts one scene and ends if the Bastet is
knocked unconscious.

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Spirit-Touch
Source: Bastet Breed Book.
This Gift functions like the Level Four Common Gift: Spirit Claws, except that it works
anywhere.

Spirits of Decay
Source: Werewolf: The Wild West.
The inventions of the invaders are an affront to the Old Ways. This Gift breaks them down to
the elements they came from. Many spirits, from the Termite to the West Wind, teach this blessing
to their favored ones.
System: The player rolls Manipulation + Enigmas and spends a Rage point; the Wendigo can
then make one unliving item crumble into dust or debris. The roll’s difficulty depends on the
strength of the item.

Material Difficulty
Paper, Cardboard 4
Cloth, Leather, Rope 5
Thin Wood, Bone 6
Thick Wood, Glass 7
Thin Metal, Stone 8
Thick Metal 9

Items made of several materials (guns, houses) may go by the weakest material involved; a
steel axe is useless without its wooden handle. Really large targets (trains, boulders) may require
five or 10 successes to destroy. The item falls apart one turn after the Gift is used. This Gift does
not make a vampire decay completely, but he suffers one aggravated Health Level for each success
against him (difficulty 8).

Spirits of Laughter
Source: Mokolé Breed Book.
This Gift allows the Midnight Sun to invoke Laughter-spirits which make everything seem
funny. A Mockingbird-spirit teaches this Gift.
System: The Mokolé spends a Gnosis point and rolls Gnosis. The difficulty is 6 for friends, 7
for strangers, 9 for enemies. For each success, one remark that someone makes will cause everyone
to laugh merrily.

Spiritual Wrath
Source: Book of Auspices.
Garou are by nature beings half of corporeal flesh and half of spirit ephemera, living in two
worlds simultaneously. By calling upon this Gift, an Ahroun manifests her spiritual nature more
strongly than physical for a brief period, allowing her claws to cut through defenses they could
never normally pierce. This Gift has no effect on creatures that are half spirit already, like other
Garou, fomori and changelings. But any being entirely of one world, such as Banes, vampires,
ghosts or animals, is vulnerable to its sting. Any spirit of war can teach this Gift.
System: The player spends a point of Gnosis; the difficulty to soak the damage from a single
claw attack the Ahroun makes in that turn is raised to 9. Note that the usual rule of being unable to
spend Rage and Gnosis in the same turn still applies.

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Spit Teeth
Source: Players Guide to the Changing Breeds.
The Rokea may spit her teeth at any opponent from a distance. While Spit Teeth can be used
in the water, its greatest utility is in the fact that it can be used in any form (Homid included) and
therefore is just as useful on land. A shark-spirit teaches this Gift.
System: The player rolls Stamina + Primal-Urge (difficulty 6) to loosen the teeth; one tooth
per success becomes loose. The player then rolls Dexterity + Athletics (difficulty 6) to strike with
them. The maximum range for spitting the teeth is 25 feet. Each tooth inflicts one health level of
damage, provided that the roll to hit succeeds. This damage is considered aggravated.

Spitfire
Source: Bastet Breed Book.
With a wicked hiss, the werecat spits a stream of fire at his opponent. Crude, but effective!
System: The player spends a Gnosis point and rolls Stamina + Athletics to hit a victim
(difficulty 7). Each success inflicts one aggravated Health Level of flame damage, which may ignite
flammable items.

Spittle of Corrosion I
Source: Hengeyokai: Shifters of the East.
The digestive fluids of the Kumo, when properly agitated, can be nasty weapons, provided
they hit their targets. This Gift allows the Goblin Spider to spit his fluids at opponents in hand to
hand combat. It is taught by a servitor of Marawa.
System: The Kumo must spend a Blood Point to heighten his digestive juices into a properly
seething mess. The player may then make a Dexterity + Brawl roll, difficulty 7, to hit a target with
the acid. The damage dice are equal to the Kumo’s Stamina + 2, and the wounds caused are
aggravated.

Spittle of Corruption II
Source: Players Guide to the Changing Breeds.
The Kumo may spit digestive fluids at an enemy in unarmed combat. A spirit of Marawa
teaches this Gift.
System: The player spends a blood point to activate the digestive juices, and makes a
Dexterity + Brawl roll (difficulty 7) to strike a target within 30 feet. The damage is equal to Stamina
+ 2, aggravated.

Splintered Claw
Source: Players Guide 2nd Edition.
This painful Gift causes the metis’ claws to splinter as they piece flesh. Tiny bits of claw
imbed 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

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cannot soak this wound, but can heal it as normal. Until the Garou heals the wound, he has no
claws.

Sprint of Shadow
Source: Apocalypse.
The Black Spiral Dancers live beneath the surface of the Earth, down in the chthonic darkness
and close to the inhuman gibbering monsters that they worship as incarnations of their god. A
Garou’s long run is difficulty through tunnels, as it depends on having plenty of room to run in
straight lines and periodic sustenance. The Black Spiral Dancers turned in their earliest days to the
spirits that cavort in the wake of Thunderwyrms, hoping that such spirits could teach them magics
to increase their speed when traveling under the earth. This Gift is taught by a worm-spirit.
System: The character spends a point of Rage and rolls Stamina + Primal-Urge. If one
success is earned, the Black Spiral can undertake a Long Run (Werewolf: the Apocalypse, p. 197)
despite being underground and in occasionally close tunnels. Each additional success on the
Stamina + Primal Urge roll increases the Long Run speed by a factor of one (so two successes
means that the character runs twice as fast as an ordinary Long Run; three successes means three
times as fast, and so on).

Spur Claws
Source: Players Guide to the Garou.
Some Garou take the bee as a role model for their cause. The bee is so devoted to her queen
that she attacks her enemies with no care to the inevitable fact that she will die in the attack. For
those Garou who feel similarly, bee-spirits may teach them how to turn their claws into stingers that
stick in their opponents. Such poison as they excrete won’t kill their opponents but neither will it
kill the werewolf in question.
System: The player spends one Rage. The next successful claw attack the character makes
will bury her claws into the victim, where they stay stuck after they rip from the Ahroun’s
fingertips. Until the victim takes the time to pull them out (which takes a full turn) they will suffer
+2 difficulty on all actions. However, the Garou’s claws take a full turn to regenerate and can’t be
used in that time.

Squeeze
Source: Ratkin Breed Book.
A rat can collapse part of his skeleton to fit through narrow openings. A typical Rattus
norvegicus can fit through an opening as small as a quarter. A Ratkin with this Gift is far more
impressive, especially when he uses his spiritual talents to pass through seemingly solid objects. By
briefly passing through the Umbra, the Ratkin can squeeze through solid walls, doors or other
obstacles. This Gift is taught by a Rat-spirit, who often leads his protégé on a chase through an
infested building while teaching it.
System: The player spends one Willpower and rolls Dexterity + Enigmas (difficulty 6);
"squeezing" through a solid object increases the difficulty to 8. Three or more successes allow the
wererat to pull another person through with him.

St. Herve’s Folly


Source: Players Guide to the Garou.
According to an old folktale, St. Herve once preached to a wolf that had eaten the ox he used
to plow with, and the wolf was so ashamed that he agreed to plow in the ox’s place. If the Fianna
didn’t murder St. Herve for this, they wanted). But they also learned a lesson from it, and mischief-

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minded Fianna now use this carnivalesque Gift to create similar, though more pleasing, results. It
convinces a leader of any sort that his status is incorrect, and that rather he should serve those
whom he rules. It can convince a town mayor to clean the shoes of a homeless man, or an alpha to
bow to the will of his omega. The Gift is taught by, unfortunately, an ox-spirit.
System: The Fianna must have the chance to lecture the ruler on why he is incorrect in his
position. The player spends one point of Willpower and rolls Manipulation + Expression, difficulty
8. A simple success convinces him to engage in ridiculous acts of subservience to gross lessers.
Each success after the first continues this effect for one day. Garou and other supernaturals may
resist this Gift by spending one point of Willpower, although if the Fianna continues her lecture and
spends a second point of Willpower, another Willpower point is required to resist. Effectively, it
becomes a bidding war between the Fianna and her victim; whoever spends the most Willpower
wins.

Stalk
Source: Ratkin Breed Book.
As the Ragabash Gift: Sense of the Prey. Knife Skulkers know lots of tracking secrets.

Staredown I
Source: Werewolf: the Apocalypse 2nd Edition.
By staring into the eyes of a human or animal, the Garou can cause the target to flee in terror.
This Gift can be used against Garou, but the Garou will freeze in place rather than flee. This Gift is
taught by a Ram-spirit or a Snake-spirit.
System: The Garou rolls Charisma + Intimidation (difficulty 6). The victim flees for one turn
per success. Should the Garou score five or more successes, the victim flees for the duration of the
scene. Garou targets will not flee, but they cannot attack while this Gift is in effect, although they
can defend themselves.

Staredown II
Source: Werewolf: the Apocalypse Revised.
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 werewolves, 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
Charisma + Intimidation (difficulty 5 + the victim’s Rank). The victim flees for one turn per
success, although he may expend a Willpower point to resist the Gift’s effects for a turn. Should the
character score five or more successes, the victim flees for the duration of the scene. Werewolves
(and most powerful Wyrm-monsters) will not flee, but they cannot attack while the Gift’s user
continues to stare them down. However, if they are attacked themselves, all bets are off.

Staredown III
Source: Dark Ages: Werewolf.
A werewolf’s stare can strike fear into the hearts of mortals and animals, causing them to flee
for their lives. When used against another werewolf, the target will freeze in place rather than run.
A ram- or snake-spirit teaches this Gift.
System: This Gift affects only one target at a time. The player rolls Charisma + Intimidation
(difficulty 5 + the target’s Rank or Courage, if applicable). The victim flees for one turn per
success, though he may spend a point of Willpower to resist the effects of this Gift for one turn.

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Should the player roll five or more successes, the victim will flee for the entirety of the scene. Other
Garou will not flee, but they may not attack while this Gift is in use.

Stash Cache
Source: Ratkin Breed Book.
Ratkin aren’t usually big on personal possessions. Many prefer to keep everything they need a
knapsack, a briefcase, or their pockets. When they need to hide these meager items, some prefer to
step sideways for just an instant, finding a little hidey-hole where they can stash their stuff. The
hiding place might be a little Umbral tunnel, a hiding place guarded by a Rat-spirit, or just some
space between the spirit world and physical world. Rat-spirits teach this Gift, but only if they can
score a portion of the Ratkin’s stash from time to time; they may well exact a slight "payment" from
your first stash cache.
System: Roll permanent Gnosis; the difficulty is the local Gauntlet. If you succeed, you’ve
found a clever little place to stash an object smaller than a backpack or knapsack. The number of
successes suggests the number of days you can probably keep it there safely. Wait to long, and your
valuables will likely either be snagged by a Wyld-spirit, calcified by a Weaver-spirit, or spoiled by
a Bane.

Steadfast
Source: Werewolf: Wild West – The Wild West Companion.
No matter the task, the Ahroun does not tire. This Gift allows the Garou to work, run, or fight
far beyond her normal limits. A Horse-spirit teaches this Gift.
System: The player spends one Rage point. For the remainder of the scene, her Stamina
doubles any time she has to roll it. This Gift does not affect soak rolls.

Steal Shape
Source: Mokolé Breed Book.
This Gift is rare: only two lineages possessing it are known to have survived the Wars of
Rage. It enables a Mokolé to study the shape of another being for a span of time, and then to take
that shape as her new breed form. In this way, the Mokolé have survived millennia of evolution on
Gaia’s Face. This Gift is taught by a Lungfish-spirit.
System: The Mokolé must study the new shape for at least a year. At the end of that time, she
may spend a point of permanent Gnosis and assume the new shape. The shape must be close enough
to the old one that her soul will inhabit it. The Storyteller is free to rule on what will and will not
work. Normally the Mokolé will then pass this shape on to her offspring, and they will replace one
of her forms with the new. Only a few Mokolé have make this work, but is how a new varna comes
to be able to incarnate shapeshifter souls, and is allegedly responsible for the rise of both the Corax
and Nagah. Some loremasters say that all the Changing Breeds originated this way. However, this is
unlikely.

Steal Spirit
Source: Werewolf: Wild West – The Wild West Companion.
The Ragabash can steal one opponent’s strength of spirit or her Rage. With her ill-gotten
gains, she can pummel her drained opponent.
System: The player rolls her Wits + Larceny (difficulty equals the targets Willpower). The
number of successes indicates the number of temporary Rage or Willpower points (not both) that
the victim loses. The player receives that number of points to the appropriate statistic up to her

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permanent maximum. If she receives Rage in excess of her permanent rating, she must make an
immediate frenzy roll.

Steel Blowfish
Source: Glass Walkers Tribebook Revised.
One of the stranger Dies Ultimae Gifts, this trick comes as an extension of the Steel Fur Gift.
Like it, the Soldier’s fur becomes metallic, however the metal is much harder with this version, and
the Garou puffs up to three times his normal size! However, this also makes him so heavy that he
becomes utterly immobile. But he makes excellent cover, and it is to this purpose that the Gift is
usually employed. The Gift can only be taught by a Pattern Spider found in a car wreck in which at
least one person died, and the airbag failed to deploy. Somewhat depressingly, the Gift is widely
known.
System: As with Steel Fur, the player spends one Will-power point, and rolls Stamina +
Science (difficulty 7). Each success adds one die to the Garou’s soak pool; once the final total has
been added up, the soak pool is doubled. However, while activated the Garou (who must be in
Crinos, Hispo or Lupus form) is three times his normal size in all directions and weighs too much to
move. Most Dies Ultimae employing this Gift first curl into a ball in order to not crash through the
ceiling.
MET: Spend a Willpower point and make a Physical Challenge (retest with Science). You
gain the two extra Healthy health levels as per Steel Fur, plus you grow to three times your normal
size, and are so heavy you cannot move. You must be in Crinos, Hispo or Lupus form to use this
Gift, and this Gift lasts for one scene. Supernatural strength (such as the vampiric Discipline of
Potence) or several Crinos Garou throwing their full weight into it can scoot you across the floor,
but lifting is out of the question for all but the mightiest users of Potence or spirit-creatures.

Steel Fur I
Source: Glass Walkers Tribebook.
Garou with this Gift can temporarily convert their fur into steel. This Gift is taught by metal
or earth elementals.
System: the Garou must spend one Willpower point and roll Stamina + Science (difficulty 7).
Each success adds one to the Garou’s soak dice pool. The effect lasts for one scene or until the
Garou decides to convert the metal back into fur. While this Gift is active, the Garou suffers a +1
difficulty to all Social rolls (except among Glass Walkers) and Dexterity rolls.

Steel Fur II
Source: Glass Walkers Tribebook Revised.
Focusing in on their own being, the Glass Walker wraps his own spirit with those of steel,
turning his fur into hardened metal. Metal or Earth elementals teach this Gift.
System: The player spends one Willpower point and rolls Stamina + Science (difficulty 7).
Each success adds one die to the Garou’s soak pool for one scene. While this Gift is active, the
Garou suffers +1 difficulty to all Dexterity rolls, and any Social rolls not involving other Glass
Walkers. Obviously, you must be in Crinos, Hispo or Lupus form to use this Gift.
MET: Spend a Willpower Trait, and make a Physical Challenge (retest with Science).
Success grants you two extra Healthy health levels as your fur turns into hardened steel, but also the
Negative Traits Clumsy, and Repugnant when in Social Challenges against non-Glass Walkers. You
must be in Crinos, Hispo or Lupus form to use this Gift.

572
Steel Made Flesh
Source: Glass Walkers Tribebook Revised.
Sometimes it’s useful to take a step back in order to facilitate many steps forward. An
example would be in airports or other places with metal detectors. This Gift allows the Garou to
change all cybernetics in his body back into flesh. While flesh, cybernetics does not operate. A
snake or cicada-spirit teaches this Gift.
System: The Cyber Dog spends one Gnosis. The cybernetics becomes flesh immediately. The
Gift lasts for the rest of the scene.
MET: Spend a Gnosis Trait. For one scene, any cybernetics or other metal implants in your
body become flesh and undetectable by devices such as metal detectors or X-rays.

Stench and the City


Source: Book of the City.
Many city Garou use this Gift when facing off against just about anything with a particularly
sensitive nose: this can include other Garou, Black Spiral Dancers, and a host of normal animals or
Wyrm-creatures. The Gift incapacitates its target by overwhelming its sense of smell with the stink
of the city: sweat, blood, human waste, rot, smoke and car exhaust. Garou have been known to use
this gift to pull one of their own out of the thrall of frenzy, or to incapacitate a crazed wolf without
doing permanent injury. The Black Spiral Dancers are said to be quite familiar with Stench and the
City as well, and are perfectly willing to use it on Garou of the other Thirteen Tribes.
System: The Garou should select a target with a sense of smell better than that of a human,
spend a point of Rage, and roll Stamina + Primal-Urge (difficulty of the target’s Stamina + 5,
maximum of 9). For every success rolled, the target loses one die from all actions for the next turn;
if five successes are rolled, the target is incapacitated for the scene. The target may resist by holding
his breath, if he is aware; if he does so he must follow the rules for suffocation on p. 189 of
Werewolf: the Apocalypse. This gift is taught by a skunk-spirit.

Stench of the Peasant


Source: Players Guide 1st Edition.
A Garou can make others appear to be inept, contemptible and base. Roll Manipulation +
Subterfuge, difficulty 7, and spend one Gnosis point; the number of successes determines how
many can be affected by this Gift. Those affected subtract four from their Social dice pools. In
addition, the Shadow Lord gains a plus 2 to his Expression dice pool when making disparaging
comments about these "lowly fools". Others will be more inclined to believe the Shadow Lord’s
proclamations concerning the enemies they thus curse. The effect lasts for one scene. While those
affected suffer no Renown loss, they will find it hard to speak at moots and will be considered last
for honorable missions (which the Shadow Lord cam maneuver to be assigned to his pack instead).

Sticky Fingers I
Source: Rage across the Heavens.
This trick coats the fingers of a Garou with a silvery substance that adheres to anything,
making it possible to climb slick vertical surfaces with ease. In addition, this Gift also assists a
Garou in pilfering small items such as credit cards, keys or loose change.
System: The player spends a point of Gnosis. The ability to cling to sheer surfaces is
automatic. In addition, the character gains two extra dice to any Streetwise or other roll that the
Storyteller deems appropriate; he might get extra dice on a pickpocketing, but not when trying to
hot-wire a car. The effect lasts for one scene.

573
Sticky Fingers II
Source: Ratkin Breed Book.
Humans have to much damn stuff for their own good; you only take what you need, but you
don’t care who it comes from. This Gift uses misdirection and distraction to boost stuff from
humans with just the most casual contact. Bump in to them or talk to them, and you can take what
you need. Just remember to use everything you take.
System: Any Ratkin with this Gift finds it easier to snatch little objects (items smaller than a
human’s hand) from the unaware. Roll Dexterity + Subterfuge and spend one Willpower to snag
what you need. The difficulty depends on how well-guarded the object is. This doesn’t apply to
weapons wielded in combat, by the way.

Difficulty Object’s Accessibility


6 sitting in plain sight
7 clutched in someone’s hand
8 in a pocket or on a wrist
9 around someone’s neck or prominently worn
10 encased in something else (like a briefcase or wallet)

If the scam involves talking to someone face-to-face, the difficulty is increased by 1 (to a max
of 10). Just bumping into someone or "accidentally" knocking someone over is much easier.

Sticky Paws I
Source: Ratkin Breed Book.
The Skulker can grab a weapon out of his enemy’s hands (or claws, or paws) and use it
against its wielder the same turn.
System: Spend one Rage and roll Dexterity + Melee to grab the weapon; the difficulty is the
equal to the victim’s Dexterity + 3.

Sticky Paws II
Source: Players Guide to the Changing Breeds.
The Skulker can snatch a weapon from an enemy's hands (or paws, or claws) and use it
against him in the same turn.
System: The player spends one Rage, and rolls Dexterity + Melee to grab the weapon; the
difficulty is the victim's Dexterity +3. The victim cannot resist; such is the nature of the Gift.

Still as Stone
Source: Werewolf: Wild West – The Wild West Companion.
With this Gift, the Ananasi can remain virtually undetectable, so long as she remains
absolutely still.
System: The player must spend a Blood Point and remain motionless. If someone attempts to
detect the Ananasi, he must make a roll of Perception + Alertness (difficulty 8) versus the
werespider’s Willpower (difficulty 6). If the werespider wins the contest, she goes undetected.

Still Blood I
Source: Ananasi Breed Book.
The Ananasi’s ichor can induce paralysis simply by touching exposed flesh. The afflicted
victim becomes weak even to the point of motionlessness.

574
System: Characters that have been splashed by the ichor must make a Stamina roll (difficulty
6). For every success below the Ananasi’s permanent Gnosis, the affected character loses one point
of Strength. Lost Strength returns at a rate of one point per hour. Like the Level Three Gift: Touch
of Blood, the ichor must be fresh from an open wound on the Ananasi, and must touch exposed
flesh.

Still Blood II
Source: Players Guide to the Changing Breeds.
The Ananasi's blood can paralyze a victim through contact.
System: A victim splashed by the werespider's fresh blood loses one point of Strength for
each point of the Ananasi's Gnosis. She may offset this loss by a Stamina roll to reduce the number
of points. Lost Strength comes back at the rate of one point per hour.

Still Breeze Blowing I


Source: Bastet Breed Book.
Like the Lupus Gift: Elemental Gift, this magic allows a Qualmi to conjure a spirit to shift the
elements to her advantage. Dwelling in the North as they do, most members of this tribe favor air
and ice elementals over fire or earth.

Sting of Sleep
Source: Nagah Breed Book.
There are times when it suits the Nagah’s purpose better to induce sleep than death in a
victim. This Gift alters the Nagah’s venom so that it does just that.
System: The player expends one Gnosis point; the Nagah may choose to change up to three
of his venom doses. The altered venom causes sleep instead of death. Such venom is treated as
lethal rather than aggravated for purposes of soaking and healing, although it doesn’t endanger the
victim’s life. The sleep-inducing venom still induces wound penalties, although these are the result
of overwhelming drowsiness rather than pain. If the target reaches Incapacitated, he falls into a
deep, restful sleep for an hour (plus an extra hour for every wound level below Incapacitated given
by the venom).

Stinging Blows
Source: Players Guide to the Garou.
The Children hate to admit it, but sometimes you just can’t negotiate your way to a position of
peace. Occasionally, you have to have faith in your own righteousness, and enforce your will upon
those who are genuinely acting like children. But if you’re going to do it, at least you can make
your claim as strongly as possible, and prevent unnecessary damage. This Gift is taught by a wasp-
spirit.
System: The Child of Gaia spends one Rage. For the rest of the scene, her attacks are so
painful that anyone struck by her immediately ignores any other foes he may be facing and attack
the Child (Willpower roll, difficulty 9 to resist). Usually this Gift is employed to break apart two
foes who otherwise couldn’t be. It’s a risky gambit, but sometimes effective.

Stink I
Source: Ratkin Breed Book.

575
The Ratkin can emit a horrific odor dense enough to saturate a ten-by-ten-foot area. (Exactly
how he does this is entirely up to you—players are not required to simulate this smell with bodily
functions in any way during the game.)
System: Spend one Gnosis and roll Intelligence + Occult. Anyone wanting to remain in the
area must make a contested Willpower roll (difficulty 7) and exceed the metis’ successes.

Stink II
Source: Players Guide to the Changing Breeds.
The Ratkin with this dubious blessing is able to saturate a 10-foot-by-10-foot area with a
horrific odor to drive victims away.
System: The player spends one Rage and rolls Intelligence + Occult. Anyone wanting to
remain in the area must succeed at a contested Willpower roll (difficulty 7).

Stinking Breath
Source: Mokolé Breed Book.
The Mokolé can breathe out stinking gases that repel anything that breaths making them flee.
This Gift is taught by a Garbage-spirit or a Monitor-lizard spirit.
System: The Mokolé spends a Gnosis point and breathes on her enemies. Air-breathing
creatures (obviously, the undead are immune) are repelled by the smell and try to flee the encounter,
unless they successfully make an opposed Gnosis roll against the Mokolé’s Gnosis.

Stoking Fury’s Furnace


Source: Werewolf: the Apocalypse Revised.
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 it— 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
temporary Rage. However, if he spends multiple Rage in any turn, they are marked off as usual.

Stoking the Soul’s Fire


Source: Black Furies Tribebook Revised.
Every aspect of a Fury’s life has different strengths: the Maiden’s fury at Gaia’s pain is
unmatchable, the Mother’s will is indomitable, and the Crone’s spirituality is beautiful and terrible.
A Maiden Black Fury can use this Gift to replenish her natural strengths by sacrificing her
suppressed natures. The Maiden’s greatest strength is her anger; she can sacrifice from her will and
spirituality to stoke that rage to scorching intensity- This Gift is taught by a Wolverine-spirit.
System: A Maiden using this Gift rolls Intelligence + Occult with a target of her own
permanent Rage; she spends one point of temporary Willpower and one temporary Gnosis, and
refills her Rage pool if she achieves 2 or more successes.
MET: Only a Maiden Fury may use this Gift. Make a static Mental challenge, difficulty of
your permanent Rage Traits, with Occult Ability to retest. If you succeed, expend one Willpower,
one Gnosis and two Mental Traits. You regain all of your temporary Rage.

Stolen Moments I
Source: Ananasi Breed Book.

576
This Gift allows the Ananasi to literally steal away the last few minutes of memories from
another being. This Gift is normally used to preserve a werespider’s secrets if they are accidentally
revealed, or to hide the fact that the Damhan has fed on an unwilling donor.
System: The Damhan must touch the target of this Gift and spend one Gnosis. A successful
Gnosis roll against the target’s Willpower is required. Success means that the target has the last 15
minutes of his or her life erased from their memories. There is no obvious way to retrieve those
stolen moments, although certain extended rituals or Umbral quests might do the trick.

Stolen Moments II
Source: Players Guide to the Changing Breeds.
The Ananasi can rob a victim of the most recent few minutes of memories, a handy ability for
dealing with anyone who discovers something the werespider wishes to keep hidden, such as her
existence or the location of her Sylie.
System: The Ananasi must touch the intended individual. The player spends one Gnosis
point, and must succeed in a Gnosis roll (difficulty of the target's Willpower). Success steals the last
15 minutes of the target's memories.

Stone Belly
Source: Frontier Secrets
As the Wendigo Gift: Buffalo Hide.

Stone Mask
Source: Rage across Appalachia.
The Garou is able to harden her mind, masking her thoughts from anyone attempting to read
her mind or determine her true nature. This Gift is taught by rock-spirits.
System: The Garou rolls Manipulation + Subterfuge (difficulty 6). Only one success is
necessary.

Stone Soup
Source: Werewolf: The Wild West.
A Bone Gnawer with nothing more than this Gift, a few drops of water and a small pot can
create food from even twigs and rocks. By placing whatever smallish objects he can find in the pot
and adding enough water to moisten them, the Gnawer creates an edible (if rather rancid to the
tongue) gruel. This Gift is taught by a Raccoon- or Rat-spirit.
System: The Garou rolls Wits + Survival. The difficulty depends on the objects used — 6 for
twigs and deadwood, 7 for small, harmless pebbles, and up to 10 for cyanide and the like.

Stone-Throwing Devil
Source: Bone Gnawers Tribebook Revised.
Anything you can throw as a weapon becomes deadlier. If your Garou is the sort of bastard
that throws rocks during city riots, dumps garbage on policemen from a fire escape, or tosses
around furniture in bar brawls, then this Gift is for you.
System: Burn one Rage and roll Dexterity + Athletics when the Garou throws a weapon. Add
a number of dice equal to his temporary Rage to the Dexterity + Athletics roll. Of course, if the
projectile hits, this means it may also do extra damage.
MET: You can use rocks, debris and garbage as effective thrown weapons. When you invoke
this Gift by spending one Rage Trait, you can throw just about anything to a range up to your line of

577
sight, and it inflicts an extra health level of damage. That means that normally harmless items score
damage, and dangerous items (throwing knives, for instance) inflict additional damage. This
damage is of whatever sort is appropriate to the item: Soft refuse scores bashing damage; hard
objects score lethal damage; items that normally inflict aggravated damage inflict more. You must
be able to pick up and throw the item normally – you cannot use this Gift to allow you to pick up a
dump truck, for instance. You must still make a Physical Athletics Challenge to strike the target.
Use of this Gift is subject to having something to pick up and throw: A totally desolate landscape
offers no weapons.

Stonesight
Source: Players Guide to the Changing Breeds.
The Gurahl may look through a piece of stone or rock to see its potential or composition. An
Earth-spirit teaches this Gift
System: The player rolls Perception + Enigmas (difficulty 7). Each success reveals a piece of
information about the stone.

Stonework
Source: Bastet Breed Book.
As the Level Three Homid Gift: Craft of the Maker, except that it only affects stone, dirt, clay
and glass, employs a Manipulation + Survival roll, and reshapes the object permanently.

Stop Continental Drift I


Source: Mokolé Breed Book.
This Gift invokes the spirits of the continents as they float across Gaia’s Face and through the
millennia. The Crowning can act as though continental drift did not exist, traveling as the Kings did.
This Gift is taught by a spirit of the land (such as Mountain or Stone).
System: The Crowning sets out on a journey and rolls Stamina + Rituals, difficulty 7. The
Crowning and her clutchmates speaks and sing in the Dragon’s Tongue as they travel. The number
of successes needed depends on how far they want to go. However, the journey will be conducted
as if the continents were still joined; a trip from South America to Africa could be a short walk of a
few days.

Stop Continental Drift II


Source: Players Guide to the Changing Breeds.
The Crowning with this powerful Gift can travel between the continents almost as though
they were one, as they were in the time of Pangaea. A journey from the shores of Africa to South
America, for instance, may only take a matter of days.
System: Once the Mokolé begins her journey, the player rolls Stamina + Rituals, difficulty 7.
The Crowning and her clutchmates must sing in the Dragon's Tongue as they travel. The clutch
really passes through a "tunnel" of sorts in the Umbra that connects the continents; the number of
days spent in this dimension equals (5 minus the number of successes; minimum 1). If the chanting
stops before the transoceanic journey is complete, the group arrives back on the shore of the last
continent it touched.

Storm of Mother’s Wrath


Source: Black Furies Tribebook Revised.

578
When the Black Furies take up arms to destroy an enemy of Gaia, they are like unto a force of
nature. Should a pack of Bacchantes include one with Storm of Mother’s Wrath, they nearly
become a force of nature. The Fury wielding this Gift causes a fearful dark hailstorm to erupt, even
out of a clear sky; the pack of Bacchantes, however, are not inconvenienced by the storm, and can
move around and fight in it without difficulty. Signs of such a hailstorm in the area tends to be a red
flag to Wyrm creatures, who know that a pack of Furies must be involved in a desperate fight; they
may move to join in, or they may wait in ambush outside of the storm. A Mammatus, a Wyld-spirit
of the air, teaches this Gift.
System: Spend a point of Gnosis and roll Stamina + Survival (difficulty 7). The storm has a
100-meter diameter and a duration of one minute. Every success on the roll extends the storm’s
diameter by 100 meters, and extends its duration by 1 minute. Physical beings caught within the
storm - humans, Garou, fomori, and materialized spirits - take a 3-die penalty to all physical dice
pools. The exception to this is the pack of the character responsible for the storm; that group
receives no penalty. Humans react to the storm as though faced with the Delirium; most will
attempt to flee its fury. The storm cannot be generated indoors or underground, and its effects will
not penetrate solid walls (though the pelting hail can and does break glass windows).
MET: Expend one Gnosis Trait and make a static Physical Challenge, difficulty of eight
Traits, with Survival for retests. If you succeed, you summon a storm that affects everything within
your unaugmented sensing distance (as far as you can naturally see and/or hear), so long as you are
outdoors. Everyone within the Storm of Mother’s Wrath, except for you and your pack, suffers a
three-Trait penalty to the resolution of physical challenges. Delicate items (glass, crystal, papier
mâché’, balsa) caught in the storm may be broken by the hail.
You must have a Storyteller on hand when you summon this storm, in order to adjudicate its
range and effects. The storm lasts for one conflict/minute.

Storm of Pests
Source: Players Guide to the Changing Breeds.
By singing a plea to the Fly Lord, a werejaguar can call up a cloud of mosquitoes, gnats,
biting flies, or some equally obnoxious bugs. These creatures don't so much damage as distract their
prey, allowing the Balam to either prepare an ambush or escape.
System: The Balam rolls Manipulation + Survival. In rainforests or coastal areas, the
difficulty is 5. In other places it rises to 7, or 9 in areas where insects are scarce. For each success,
an area roughly 10 feet square is filled with stinging and biting insects, reducing all dice pools by 2
for one turn per success. After that, the insects disperse. The Gift's user is not immune to insect
bites, but usually knows what to expect and can act normally.

Storm Surge
Source: Nagah Breed Book.
This Gift allows the Nagah to summon a powerful storm surge to batter a small patch of
coastline. The target area must abut a large body of water like an ocean, a sea or a very large lake.
Once the wereserpent summons the storm surge, he has only minimal control over it, although he
can specify a particular building to be the focal point for the water’s wrath.
System: The player spends two Gnosis points and rolls Manipulation + Occult. The size of
the resulting storm surge is six feet times successes. A six foot storm surge will drag away the
unwary, break windows in beach houses, pound boats to splinters and strand vehicles while a thirty
foot storm surge will flood streets, knock out electricity and communications lines, batter even
sturdy buildings to rubble and wash vehicles out to sea.
Once the wereserpent summons the surge, it takes about twenty minuets for the full fury of
the water to build, after that it lasts about an hour, after which the water subsides. Injudicious (i.e.,
gratuitously destructive) use of this Gift is punished by the Sesha.

579
Storm Winds Slash I
Source: Hengeyokai: Shifters of the East.
Although the dai-sho are not weapons of lethal combat among the hengeyokai, the Hakken
are not above using their power to slay lesser beings such as bakemono. Using this Gift, the
Werewolf can wound an opponent at a distance by executing a secret cut technique; as the Hakken
slashes with her katana, a very real wound appears on the victim, mirroring the Garou’s strike. A
Metal or Wind-spirit teaches the Gift.
System: The Player spends a Gnosis point and rolls Dexterity + Melee, difficulty 7; the attack
can be dodged as usual. Except for the range (of about 50 yards), this slash is treated as an ordinary
katana strike; it does not cause aggravated damage.

Storm Winds Slash II


Source: Players Guide to the Changing Breeds.
Hakken may use their katana to injure Wyrm creatures at a distance. This Gift is taught by a
metal or wind-spirit.
System: The player spends a point of Gnosis and rolls Dexterity + Melee (difficulty 7).
Success enables the Hakken to strike an opponent from as far away as 50 yards; the opponent may
attempt to dodge the strike and takes lethal damage as usual for a katana strike.

Storyteller
Source: Book of Auspices.
Rather than simply telling and retelling the stories of old, or even waiting until the events of
the day become the new stories, the Galliard can change the events of the ongoing drama unfolding
around her. She may add new "characters," alter chains of events, and even change the motivations
of the major participants. However, as this Gift can literally have world-altering ramifications, the
handful of Garou in history that have known it have been loath to actually use it. Rumor has it that
the defeat of the Storm- Eater was due partially to use of this Gift — but likewise, rumor also states
that the horrific events in Russia during the past century stem from a Child of Gaia Galliard who
thought that she knew the way the story would end. No one knows what sort of spirit teaches this
Gift; presumably an avatar of Gaia, but since so few Garou even know of the Gift’s existence, no
one can say for certain.
System: The player spends one permanent Gnosis point and explains, in as much detail as
possible, the change she wants to make to the story. The Storyteller, of course, has final say, and
once the "dramatic alteration" is done, the Garou has no further control. Events that she concocts
can and do spiral out of control, so utmost care must be taken with the Storyteller Gift.

Strange Blood
Source: Rokea Breed Book.
The Rokea can smell the blood of a target and identify them as a supernatural being. Rokea
often use this Gift to identify other Rokea at a distance, which helps to prevent embarrassing
mishaps (like eating a fellow wereshark). A shark-spirit teaches this Gift.
System: The player rolls Perception + Primal- Urge (difficulty 7). Success identifies the
target as either a Rokea, a mundane being (be it fish, human, or whatever) or a supernatural being.
The Rokea doesn’t automatically know what the being is — that is, the Storyteller should not say
"He’s a vampire," rather, she should describe what the Rokea smells ("His blood smells thick and
clotted, as though all clumped together instead of flowing"). The Rokea can learn to recognize
different beings by their scents.

580
Strange Rain
Source: Players Guide 1st Edition.
The Garou can evoke a rain of something truly strange and unnatural; frogs, cockroaches,
slugs, etc. This can be extremely unnerving to enemies or even allies. This acts like the Bone
Gnawer Gift: Infest in every way.

Strange Waters
Source: Rokea Breed Book.
As the Level Three Red Talon Gift: Trackless Waste, but Strange Waters affects the target’s
sense of direction at sea or under water.

Streets Tell Stories


Source: Bone Gnawers Tribebook Revised.
You’ve got an ear on the sidewalk... literally. By touching a road, sidewalk, or path of some
kind, you receive a flash of impressions about what has transpired there during the last twenty-four
hours. Urban spirits whisper words, waft scents, and even give a taste of events in the
neighborhood. This Gift is bestowed by a City Mother or City Father Totem, usually as a reward for
acting in defense of the city.
System: Spend one Gnosis and roll Perception + Streetwise (difficulty 6). You may specify
what sort of information you require before you roll the dice. One success reveals a brief sensory
impression with any one sense other than sight. Three successes give a rush of images (described
rapid-fire by the Storyteller); you may ask questions about any one of them and receive more
specific details with all five senses. Five successes gives you access complete recall about everyone
who’s passed by within the last day, including impressions from all the five senses. However, you’ll
need to spend a scene sitting and thinking to recall this amount of detail.
MET: Since use of Streets Tell Stories takes about an hour and gives a flash of a whole past
day, it’s not useful in the middle of a game; rather, it’s useful between sessions. Tell the Storyteller
that you want to “read” a specific area. When you receive your character sheet for the next game
session, the Storyteller should include information about the impressions you gain from that area.
You can only use Streets Tell Stories once between each game session.

Strength of Gaia
Source: Werewolf: Wild West – The Wild West Companion.
The Goddess blesses her child with enhanced strength to defeat her enemies. The Garou must
maintain her Lupus form, but she retains the might of the Crinos.
System: The player must spend one rage point to activate the Gift. Her base strength
increases by four, rather than the normal one, in her Lupus form. The Gift works only in Lupus
form and its effects cease if she shapeshifts. In any case, the Gift’s effects last one scene.

Strength of Pine
Source: Wendigo Tribebook Revised.
This Gift allows a character to ground herself in the presence of Gaia, spiritually as well as
physically. If the character is struck by lightning or electricity, she remains unharmed by it for that
turn of combat; she also becomes resistant to physical attacks, regenerating herself as long as she
does not uproot herself from the touch of Gaia. An earth-spirit and a lightning elemental jointly
teach this Gift.

581
System: The player spends a Gnosis point and rolls Gnosis + Survival. The difficulty of the
grounding varies depending on the physical location of the character: 9 if the Garou is surrounded
by water or touching metal; 7 if she is not standing or touching the earth, 5 if a piece of earth or
earth-fetish is carried on the character’s person. Any physical damage inflicted on the grounded
werewolf takes effect, but is then healed at the next turn, provided she does not move from her
grounding-spot.
MET: Intermediate Gift. By spending a Gnosis Trait and making a Gnosis test against a
difficulty based on the user’s current connection to the living earth, the Wendigo may create a
“grounding-spot” that greatly increases his durability. This Gift cannot be used on artificial
surfaces, and attempting to use it while in contact with metal or a large body of water requires an
extra Gnosis Trait. While in this grounding-spot (no wider across than his Gnosis in feet), the
Wendigo is immune to lightning or electrical damage. In addition, any physical damage inflicted on
the Wendigo while he is “grounded” takes effect, but if the Wendigo survives to the next turn, all
damage received the previous turn is instantly healed, making him extremely hard to kill while in
his chosen spot. This Gift lasts for a number of turns equal to the Wendigo’s Gnosis rating; he may
leave the grounding spot and return to it during that time, but once the duration expires this Gift
must be used again.

Strength of Purpose
Source: Werewolf: the Apocalypse Revised.
Some Garou feel so strongly about their place in the pack, the tribe and the world that they
can draw on this resolve in times of need. The Philodox can pull new resolve from his deepest
reserves. A wolf-spirit teaches this Gift.
System: Once per scene, the player may roll Stamina + Rituals (difficulty 7). For every two
successes, the Philodox recovers one point of Willpower up to her maximum.

Strength of the Ancestors


Source: Get of Fenris Tribebook Revised.
This Gift allows a Fenrir to call upon his greatest ancestral heroes for assistance. It is only
used in dire situations, when the lives of more than one Garou are endangered. Calling on the
strength of one’s ancestors allows a Get to increase his physical might, wisdom or even sense acuity
substantially, albeit for a limited time. These ancestral heroes come to the aid of a Get only in times
of great peril, and punish any Fenrir who attempts to call on them without need. This Gift is taught
by an ancestor-spirit.
System: Only Get with at least one dot in the Ancestors Background may learn this Gift. The
player spends one Rage point and rolls Charisma + Rituals (difficulty 10); he may subtract one from
the difficulty for every dot he has in Ancestors. During the casting of this Gift, he must carve the
specific runes of his ancestors into his flesh. For each success, he may add one dot to any Attribute;
these dots may be split among different Attributes, or all applied to the same one.
If the Storyteller believes this Gift has been used inappropriately, his hero-ancestors still give
assistance, but then turn on their descendant, permanently removing a number of Attribute dots
equal to those they granted. There is no appeal.
MET: The Garou must have at least one level of Ancestors to learn this Gift. Spend a Rage
Trait and make a Static Social Challenge (difficulty of 10 Traits minus one for each level of
Ancestors Background possessed). The Garou must carve the runes of his ancestors into his flesh
while invoking this Gift. Success grants as many extra Attribute Traits as he has in the Ancestors
Background. These Traits may be split up among the Attribute categories or applied to the same
one. Once the crisis has passed, the Traits depart. Using this Gift frivolously rouses the Fenrir’s
ancestors’ enmity, and they will strip the same amount of Traits granted from their foolish
descendant.

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Strength of the Brazen Bull
Source: Past Lives.
The Apis knew a Gift that allowed them to turn their hides to brass, their hooves to iron, and
their breath to flame, making them fearsome opponents in battle. To this day, the brazen bulls are
still remembered in legends from around the Mediterranean. The Apis ancestor-spirits are capable
of passing on a version of this Gift to Garou, although the potency is somewhat lessened. Still, a
Garou with fur of brass and iron claws is something to be feared.
System: The player spends one Rage and one Gnosis and rolls Stamina + Survival, difficulty
6. The Garou’s fur becomes brass-colored and metallic, offering him one extra soak die, and his
claws become metallic, adding one damage die to all claw attacks. The effects last for one turn per
success.

Strength of the Crashing Waves


Source: Players Guide to the Changing Breeds.
As the Level Three Get of Fenris Gift: Might of Thor.

Strength of the Dominator


Source: Werewolf: the Apocalypse Revised.
The Garou draws on a target’s anger to feed his own. A Stormcrow teaches this Gift.
System: The player rolls Wits + Intimidation (difficulty equal to the target’s Willpower). For
a number of turns equal to the successes scored, the target will lose a point of Rage per turn, while
the character gains that Rage. The character can use this Gift only once per target per scene.

Strength of the Earth


Source: Gurahl Breed Book.
As the Get of Fenris Gift: Hero’s Stand.

Strength of the Einherjar


Source: Get of Fenris Tribebook.
This Gift allows a Get to call upon his greatest ancestors, the heroes of Valhalla, the
Einherjar, for assistance. It is only used in dire situations, when the lives of more than one Garou
are endangered. Calling on the strength of the Einherjar allows a Get to increase his Attributes
substantially for a limited time. The Einherjar come to the aid of a Get only in times of great peril,
and punish any Get who attempts to call on them without need. This Gift is taught by an Ancestor-
spirit.
System: Only Get with at least one dot in the Past Life Background may learn this Gift. The
Get spends on Rage point and rolls Charisma + Rituals (difficulty 10); she may subtract one from
the difficulty for every dot she has in Past Life. During the casting of this Gift, she must carve the
specific runes of her ancestors into her flesh. For each success, she may add one dot to any
Attribute, or distribute the dots to different Attributes. If the Storyteller believes this Gift has been
used inappropriately, the Einherjar will still give assistance, but then turn on their descendant,
permanently removing a number of Attribute dots equal to those they granted. They will show no
mercy.

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Strength of the Guardian
Source: Uktena Tribebook.
This Gift provides Bane Tenders with extra power when attempting to bind or destroy a Bane
(or other troublesome spirit) or keep it locked within its bindings. This is usually used against a
Bane that the Garou is responsible for overseeing. Occasionally, another Bane Tender will be
overcome, and the Garou must use this to regain control over the loosed Bane. Even more rare are
those instances when a Garou is asked to locate and bind a particular Bane. This Gift is never used
simply to overcome a Bane met by chance — it is too costly. The Gift is taught by a Wolf-spirit.
System: The player rolls Gnosis (difficulty 6). Each success allows her to boost a chosen
Attribute by one point — even if goes beyond normal maximum. When used, the Garou decides
whether she wishes to increase her Strength, Stamina, Charisma, Manipulation and/or Willpower to
aid her in the battle. Thus a Garou who gets five successes might raise her Willpower by 2, her
Charisma by 1 and her Strength by 2. The cost of this over-exertion is a commensurate exhaustion.
When the Gift comes to an end, the Garou loses an equal number of points from the Attributes and
Willpower rose as she gained. This loss remains for 24 hours. Raising one’s Attributes beyond their
normal doubling is very dangerous, for if they then fall below zero, the Garou dies unless
immediately healed with Mother’s Touch.

Strength of the Pack


Source: Werewolf: Wild West – The Wild West Companion.
The Ahroun, the heart of the pack’s strength, can share any or all of her physical might with
her pack members. Just as if she handed her packmate a loaded gun, the Ahroun grants her more
power to do the work of the pack. A Bear-spirit teaches this Gift.
System: The player spends a Rage point to make the Gift active. She may then temporarily
reduce her strength by any amount, to a minimum of 1, and lend that strength to her packmates with
just a touch. The Garou decides how much strength goes to each pack member chosen. The effects
last for one scene.

Strength of Vision
Source: Frontier Secrets.
A Philodox can apply his will to a goal and then ignore all distract ions from it. This Gift is
taught by a Boar-spirit.
System: By spending a Willpower point, the character can ignore interruptions, distractions
and upsets as she pursues some goal. Any information that the character needs to recall to achieve
her purpose is immediately accessible. The effect lasts for one scene.

Strength of Will I
Source: Werewolf: the Apocalypse 2nd Edition.
Garou would follow an Ahroun with Strength of Will to the gates of Hell itself if that were
what it took. Werewolves with this Gift inspire their comrades with their own force of will. This
Gift is taught by an avatar of Wolf.
System: The Garou spends a point of Willpower and rolls Charisma + Leadership (difficulty
7). Each success imbues a point of Willpower upon all the Garou’s allies within 100 feet; this extra
Willpower lasts for the rest of the scene. These points are used like any other. They can raise the
ally’s Willpower above its maximum or even above 10. This Gift may be used only once per scene.

Strength of Will II
Source: Werewolf: the Apocalypse Revised.

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The Ahroun with this Gift could lead his pack to the gates of Hell itself if that were what it
took. A wolf-spirit or an Incarna avatar teaches this Gift.
System: The Garou’s player spends a point of Willpower and rolls Charisma + Leadership
(difficulty 8). Each success grants all the Garou’s allies within 100 feet an extra point of Willpower.
These extra points last for the rest of the scene, and they can be spent as usual. This Gift can even
raise an ally’s Willpower above its maximum or even above 10. This Gift may be used only once
per scene.

Strength of Will III


Source: Dark Ages: Werewolf.
A Garou with this Gift is a pillar of indomitable will. He can share this terrifying single-
minded ness with others, as well, leading them even to certain doom without a moment of fear. A
wolf-spirit or an Incarna avatar teaches this Gift.
System: The player spends a point of Willpower and rolls Charisma + Leadership (difficulty
8). Each success grants all the Garou’s allies within 100 feet (and her packmates anywhere within
100 miles) an extra point of Willpower. The extra points last for the rest of the scene and may raise
an ally’s Willpower above its maximum (and even above 10). This Gift can be used only once per
scene.

Strike the Air


Source: Werewolf: the Apocalypse Revised.
The Garou becomes the ultimate example of passive resistance. She becomes unable to attack
an opponent, but she is also unable to be hit, allowing her opponent to exhaust himself in the
attempt. A mongoose-spirit teaches this Gift.
System: The player spends one Willpower point and rolls Wits + Dodge (difficulty of the
opponent’s Willpower). For the duration of the scene, the opponent cannot strike the Garou, no
matter how many successes he achieves on the roll. This Gift is canceled immediately if the
werewolf attacks his opponent or if anyone else attacks on the Garou’s behalf. This Gift will work
on multiple opponents, but the player must spend a point of Willpower and make a new roll for
each opponent.

Stronger on Stone
Source: Past Lives.
Just as the Uktena were mighty in the waters and the Wendigo drew power from the winds,
the Croatan were at their strongest when standing on the earth itself. This Gift allows a werewolf to
mimic that strength - the closer the Garou’s tie to earth, the stronger he gets.
System: The player spends one Gnosis and one Rage. The character receives a number of
bonus dice that he can add to Strength or Stamina (or divide between them) for the remainder of the
scene, de-pending on where he stands. On dead wood, concrete or other artificial flooring, the
bonus is one die. On living plant matter (such as thick grass or a tree root), the bonus is two dice.
On bare earth, the bonus is three dice; on naked stone, four dice. If the character is separated from
the ground (such in an airplane or on a bridge over water), the Gift has no effect.

Strut
Source: Uktena Tribebook Revised.
This Gift, taught by a crane- or turkey-spirit, allows a Garou to appear physically grander and
more impressive than he truly is.

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System: By taking a turn to strike a pose (puff up the chest, brandish a weapon while
sounding a war-whoop, and so on) while the player makes a Manipulation + Intimidation roll
(difficulty 6), the werewolf appears to be bigger, better and more impressive. This can be used to
throw an advancing Black Spiral Dancer off his stride or convince the biker he should find another
chick to flirt with. The effects last for a scene, or until the Garou's impressive appearance is in some
way belied (like getting knocked on his tail for instance).
MET: Basic Gift. By making a suitably impressive display and making a Social test (retest
Intimidation), the Uktena can cause their target to think twice about interfering with her business.
This Gift does not cause a determined foe to run off screaming or a wary guard to neglect his duty,
but it can easily deter most casual interest and make it harder for more dedicated foes to face the
Garou. Those affected by this Gift pick another target or activity unless their interest is truly
compelling, and even then they are two Traits down on all tests against the Garou until they score a
victory. Supernatural foes may cancel this effect with a Willpower Trait.

Submit I
Source: Bastet Breed Book.
The second trick in a ruler’s arsenal is the ability to make his subjects obey whether they want
to or not. By mastering their bodies, a Simba can force others to fall to their knees or roll over on
their backs in submission. They can say whatever they like, but their reactions betray their
cowardice!
System: Like the Philodox Gift: Roll Over, although Simba of Ranks One or Two will have to
spend two Gnosis to use it. The Gift won’t change a target’s mind, but it will master his body if the
player rolls at least three successes in a resisted Willpower roll (difficulty 7). This lasts one turn per
success. Simba are immune to this Gift if it is used by one of their kind.

Submit II
Source: Players Guide to the Changing Breeds.
An important trick in any ruler's arsenal is the ability to make his subjects obey whether they
want to or not. By mastering her body, a Simba can force others to fall to their knees or roll over on
their backs in submission.
System: Like the Level Four Philodox Gift: Roll Over, although the Simba must spend a
point of Gnosis for every Rank he is short of Rank Four (thus, a Rank One Simba must spend three
Gnosis to use this Gift). The Gift can't change a target's mind, but it can master his body if the
Simba earns at least three successes in a resisted Willpower roll (difficulty 7). This Gift lasts for one
turn per success. Simba are immune to this Gift if it comes from one of their kind.

Subtle Serpent
Source: Nagah Breed Book.
This Gift makes the Balaram’s voice beautiful, easy to listen to and strangely compelling,
allowing her to be extremely convincing.
System: The player spends a Gnosis point and rolls Manipulation + Expression, difficulty of
the target’s Willpower. Even one success means the wereserpent’s voice has taken on a soothing,
hypnotic quality. For the rest of the scene, the Balaram may ask “favors” of her target. These
requests must be reasonable things that the target can do in one turn without endangering his health
or security. “Cover your eyes.” “Try a bite of his apple,” and “May I see your gun?” are all
permissible requests, but “Help me rebuild this engine,” and “Come to Pakistan with me,” are not.
Extreme requests (“Slash your wrists.”) will jar the target out of the trance, as will the threat of real
and present danger. The target may spend Willpower to cancel out successes on a one for one basis.

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Summon Electricity
Source: Ratkin Breed Book.
Far more effective than a general Rite of Binding, this Gift summons electricity elemental and
binds it to electrical devices for a short period of time. Even broken devices will be able to operate
with a little judicious jury rigging.
System: Roll Gnosis versus the difficulty of the local Gauntlet. You must be near a source of
electricity, which isn’t very hard in any human city. With four successes, you’ve summoned the
spirit. Binding it into a battery or an electrical device requires a Gnosis roll against the spirit’s
Gnosis; if you succeed, it is bound, and will continue to supply power for one week per success.
Five successes bind it for a year; after that, the spiritual warranty will expire.

Summon Engling
Source: Ratkin Breed Book.
Usually, when shapechangers need to replenish their Gnosis, they summon an Engling and
stalk it. In urban areas, this hunt takes on a few unique twists; a Shadow Seer with this Gift knows
them intimately. The Engling is always disguised as something mundane. Only the members of the
Rat Pack can recognize that it’s really a spirit. Humans react to this in unpredictable ways —
watching mad street people pursue a fleeing ice cream truck, a boy with a balloon, or a cloud of
butterflies — each has different results.
System: Spend one Gnosis and roll permanent Gnosis against the difficulty of the local
Gauntlet. With three successes, an Engling appears, but in a disguise that only the Shadow Seer can
see through. (The spirit’s stats are: Willpower 5, Rage 1, Gnosis 10, Power 25; Charms: Airt Sense,
Materialize.) The Ratkin must chase it down and "kill" it; if they do, they gain 10 Gnosis to divide
equally between the members of the Rat Pack.

Summon Net-Spider
Source: Werewolf: the Apocalypse Revised.
The Garou can summon a Net-Spider, a Weaver spirit that gives its summoner near-absolute
control over any computer system. The Spider can disrupt, erase or destroy whatever system it is
sent into (the exact effects are left to the Storyteller, but are typically destructive). An avatar of
Cockroach teaches this Gift.
System: The player spends one Gnosis point and rolls Charisma + Computer (difficulty 8). If
successful, the Net-Spider appears and heeds the Garou’s commands. This Gift allows the Garou to
halve al computer-related difficulties along with the aforementioned destructive capacity of the
spirit.

Summon Paradox-spirit
Source: Ananasi Breed Book.
This powerful Gift not only brings a Paradox-spirit into the area, it also suggests a target for
the Paradox-spirit to punish. This Gift only works against targets that are suffering from Paradox as
it is, such as mages and those the Viskr has already marked via the rite: Summon Paradox.
System: The Viskr rolls Wits + Occult, difficulty 8 and spends 1 Gnosis Point. The number of
successes indicates the speed with which the spirit responds. Paradox-spirits are generally not
offended by the use of this Gift, unless the target is clearly no threat to the orderly progression of
the universe. The punishments meted out by Paradox-spirits range from merely annoying to
instantly fatal, depending upon the severity of the offense. Occasionally the Paradox-spirit may
abduct its target to a pocket Umbral realm to be punished for an indeterminate space of time (or
until he escapes or is rescued). What the Paradox-spirit actually does when it arrives is up to the

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Storyteller to decide. More on the nature of Paradox-spirits can be found in Book of the Weaver and
Mage: The Ascension.

Summon Scuttlers
Source: Rokea Breed Book.
Darkwaters are intrigued by different kinds of foes, and find it useful to study their enemies
for information and new ideas. This is hard to do, however, when one’s enemy has been consumed.
This Gift allows the Rokea to summon scores of tiny Scuttlers — spirit minions of C’et – who
swarm over the Rokea’s foe, paralyzing him. In the Realm, there is no visible effect, although the
victim feels the tiny legs on him. In the Umbra, the crab-like spirits are visible to any observer. This
Gift can be used on land, but Darkwaters have found this risky – on land, it summons tiny spiderlike
spirits who don’t always release the target when asked. This Gift is taught by a Scuttler.
System: The player spends one Gnosis point and rolls Charisma + Enigmas (difficulty 8, 6 on
land). The target is held immobile for one turn per success. The pattern spiders who answer the call
on land may or not choose to release the target (Storyteller’s discretion).

Summon Stormcrow I
Source: Players Guide 2nd Edition (1st Edition).
The Judges of Doom learned this blessing from Grandfather Thunder himself. The
Stormcrows, some of Grandfather Thunder’s servants, come to the aid of those Garou who activate
this Gift. Acting as spies, the Stormcrows follow anybody the Judge chooses and report back all
they learn. Rumors speak of networks of Stormcrows that pass information back and forth like a
regular telephone line.
System: To call a ‘crow, the Judge must roll Charisma + Intimidation (difficulty 8) and spend
a Gnosis point. He may give the crow a single command, such as "Follow the Red Talon and report
his activities" or "Keep an eye on the Theurge elder". The Stormcrow is invisible to everyone
except individuals in the Umbra. The target must roll her Perception (difficulty 8) or employ a Gift
to see a Stormcrow in the Umbra.

Summon Stormcrow II
Source: Players Guide to the Garou.
If there is any one spirit that defines the Shadow Lord tribe, it is the Stormcrow. A frightening
avatar of Grandfather Thunder, a Stormcrow comes to aid whoever beckons them with this Gift.
They make excellent spies, messengers and, if need be, combatants or distractions. Some rumor that
there are so many Stormcrows in the Umbral air of the Shadow Lord’s homelands that they every
Shadow Lord can know all that happens in the land. Grandfather Thunder himself teaches this Gift.
System: By spending one Gnosis point and rolling Charisma + Intimidation (difficulty 8) the
Lord may summon one Stormcrow, who will obey a single order of reasonable complexity, such as
"Find your way into the Glass Walker’s sept and keep an eye on them. Report to me daily."
Stormcrows are invisible within the physical world, and may only be spotted in the Umbra with a
Perception roll at difficulty 8.

Summon Talisman I
Source: Players Guide 2nd Edition (1st Edition).
The Strider can summon to herself any dedicated handheld object (see the Rite of Talisman
Dedication). The item disappears from wherever it currently rests, even from somebody else’s
grasp, and appears in the Garou’s grip. Striders use this Gift to bring special items to them once

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they have finished a journey, or to recover items lost along the way. A packrat-spirit teaches this
Gift.
System: The Garou need only spend one Gnosis point and concentrate on the item. The
Garou can only call half of his dedicated items — he must choose which ones upon learning this
Gift.

Summon Talisman II
Source: Players Guide to the Garou.
By using this Gift, the Silent Strider may make any object ritually dedicated to him
materialize instantly in his hand, even if it was previously in the hands of someone else. Naturally,
this Gift is a favorite among thieves and smugglers, or simply to someone trying to travel light. The
spirit of a Packrat teaches this Gift.
System: The Silent Strider simply needs to spend one Gnosis point. Happy hunting.

Summon Talisman III


Source: Dark Ages: Werewolf.
The Strider can summon to himself any dedicated handheld object (see the Rite of Talisman
Dedication). The item disappears from wherever it currently rests, even from someone else’s grasp,
then reappears in the Garou’s grip. A packrat-spirit teaches this Gift.
System: The player spends one Gnosis point. The Garou simply concentrates on the item, and
it appears at the end of the turn.

Summon the Accused


Source: Nagah Breed Book.
To the Kamsa, it’s a bad hunter who stalks her prey. A good hunter simply waits for the prey
to come to her. This Gift summons the Nagah’s prey to her. By hissing quietly and swaying
hypnotically, the Kamsa sets up a sort of beacon that calls her prey to her. As long as the
wereserpent maintains the hissing and alluring movement, the target will wander, somewhat dazed,
right into to presence of his summoner. Once the Nagah stops moving and hissing, however, the
spell is broken, the target comes to his senses and probably flees. The Nagah must know the target’s
name for this Gift to work.
System: The player rolls Manipulation + Primal-Urge (difficulty 7) to command her target to
approach. The target defends by rolling Willpower (difficulty 8). Unless he gains more successes,
the target enters a fuguelike state and begins seeking out the Nagah, though all he’s consciously
aware of is some deep-seated urge to follow a faint hissing sound (that others cannot hear) to its
source. This Gift will not work if the target is aware of the wereserpent’s presence, nor does it work
in combat. The Gift’s effects last only for a scene.

Summon the Chu-Mong


Source: Stargazers Tribebook Revised.
A long time ago, the Stargazers of Tibet made a pact with an ancient tribe of mountain spirits
called the Chu-Mong (snow goblins). The pact was one of mutual protection, and a Stargazer using
this Gift can reawaken the usefulness of the pact, at least temporarily. It summons the spirit of a
Chu-Mong to help protect the Stargazer in question. Only a Chu-Mong can teach this Gift.
System: The player spends a Gnosis point and rolls the Stargazer’s Gnosis. The difficulty
isn’t the area’s Gauntlet — the difficulty is actually reliant upon the temperature. The warmer the
temperature, the harder it is to summon a Chu-Mong.

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Temperature Difficulty
Below 0 degrees F 5
0-32 degrees F 6
32-49 degrees F 7
49-65 degrees F 8
65-80 degrees F 9
Above 80 degrees F 10

Botching the roll summons a snow goblin that is hostile toward the Stargazer using the Gift.
MET: By spending a Gnosis Trait and making a Gnosis test against a Trait difficulty outlined
in chart above, the Stargazer may attempt to summon a Chu-Mong, using the same statistics
provided. If this test fails, the Spirit Keeper should immediately make a Simple Test — on a failure,
the Chu-Mong appears as requested, but is hostile to the Stargazer.

Snow Goblin (Chu-Mong)


A Chu-Mong is a small creature (like a primate in size and appearance) covered in fine white
hair with long claws and a lower-jaw needled with yellow fangs.
Willpower 8, Rage 5, Gnosis 6, Essence 20
Charms: Airt Sense, Materialize, Freeze

Summon Water
Source: Bastet Breed Book.
By calling upon the ancient affinity between catkind and the waters, a Bastet can create a bit
of water in some place where none was before, or add to an existing amount of it. This Gift, known
by most desert cats, only creates pure water, not any other form of liquid.
System: By spending a Gnosis point and rolling his Manipulation + Survival, the cat creates a
pool of water. The difficulty depends on the circumstances: adding to existing water is difficulty 6;
conjuring it into a dry place is difficulty 7. Each success brings forth five gallons of fresh, clean
water, which lasts until it is consumed.

Sun and Moon Signs


Source: Past Lives.
Like the Mokolé, the Apis were creatures of both sun and moon. They viewed Helios as a
source of male wisdom, and Luna as a source of female wisdom, and sought to learn the ways of
both. This Gift taps into the wisdom of sun and moon, allowing the user to read omens in such
things as eclipses, the color of the rising moon, the rings around either, and so on.
System: The character must meditate as he observes the sky; the sun or moon must be visible.
The player spends one Gnosis and rolls Intelligence + Enigmas, difficulty 9. If successful, the
character may gain a tidbit of information about some upcoming event relevant to him or his loved
ones. This omen is revealed in the sense of positive or negative, and a rough time of fulfillment - "a
bad fate on the next crescent moon," or "a potential blessing three sunrises from now." The Gift can
foretell events up to five days in the future for every success.

Sun Dance
Source: Werewolf: The Wild West.
As the Gift: Kiss of Helios.

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Sun Enfleshed
Source: Mokolé Breed Book.
This powerful Gift allows a Mokolé to embody Sun’s holy fire. As the Mokolé prays to Sun,
she appears to burst into silent, solar flames, lighting up the area as brightly as noon and burning her
opponents with a touch. This Gift is taught by a Sun-spirit.
System: The player spends three Gnosis to call on Sun’s radiance. Any vampires within line
of sight react as if they were looking on sun, and the Mokolé’s claws, teeth and tail inflict one extra
health level of damage. Finally, the Mokolé’s touch inflicts damage as if it were gold.

Sun’s Guard
Source: Corax Breed Book
Given to his children by Raven after the great misadventure with Helios, this Gift serves to
protect Corax from excessive heat. After all, the ravens got away with being burned to a crisp on the
outside the first time; next time, the Corax might not be so lucky... To no one’s surprise, an Avatar
of Raven teaches this Gift.
System: Raven’s Guard costs two points of Rage, and also demands a Stamina + Primal Urge
roll (difficulty 6). Each success is a turn during which the Corax is immune to flames literally up to
and including those of the surface of the sun. This includes regular flames, magickally conjured fire,
and even balefire.

Surface Attunement
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may attune herself to the surrounding environment, thereby gaining the ability to
walk at normal speed across such surfaces as mud, water, snow and quicksand without falling
through or leaving tracks. This Gift is taught by the spirits of small animals (rabbits, sparrows,
mice) animals usually overlooked by the other Garou, but honoured by the Stargazers.
System: The Garou concentrates for a turn and rolls Dexterity + Athletics (difficulty 6).

Survival
Source: Ratkin Breed Book.
The rat does not need food or water for a full day. Just as the kangaroo rat can sustain himself
with seeds he finds in the desert, the Ratkin can improvise a method of forestalling starvation. This
Gift is taught by a Kangaroo Rat-spirit.
System: This requires the use of one Gnosis and a successful Wits + Survival roll. The
difficulty depends on the mere proximity of food, even inaccessible food (3 for the basement of a
supermarket; 6 for an urban area or forest wilderness; 9 for a vast desert).

Survival of the Bear


Source: Players Guide to the Changing Breeds.
As the Silent Strider Gift: Adaptation.

Survivor I
Source: Werewolf: the Apocalypse 2nd Edition.
This Gift allows the Garou temporary immunity to many environmental effects, such as
pressure or temperature variations. She is also immune to disease, poison and even radiation, as
well as any corrupting effects from the touch of Wyrm entities. She does not need to eat, drink or
rest and she gains three extra points of Stamina, even if this takes the attribute over 10. She also

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ignores wound penalties. In addition, whenever she is about to die or defeated, she automatically
regains one Willpower point. The Gift is taught by a Bear-spirit.
System: The Garou spends one Gnosis point and rolls Stamina + Survival (difficulty 7); the
effects last for one day per success.

Survivor II
Source: Werewolf: the Apocalypse Revised.
This Gift confers temporary immunity to many environmental factors. The Garou has no need
of food, water or sleep, and she does not suffer from temperature extremes. She is also immune to
natural diseases and poisons. Wyrm toxins will still affect her, but at half their normal potency.
System: The player spends one Gnosis and rolls Stamina + Survival (difficulty 7). The effects
last for one day per success. By spending a second Gnosis point, the Bone Gnawer can gain three
extra points of Stamina, and he suffers no wound penalties, but the Gift will expire prematurely
after 10 rounds of full combat. The Garou must sleep for at least eight hours when the Gift wears
off, and he awakens ravenously hungry.

Survivor III
Source: Dark Ages: Werewolf.
The Dark Medieval is a trying time for even the hardiest of Garou, but the Bone Gnawers are
an especially resilient bunch. This Gift not only makes the werewolf immune to disease and poison,
but it alleviates the need to eat, drink and sleep as well. This Gift is taught by a tortoise-spirit.
System: The player spends one Gnosis point and rolls Stamina + Survival (difficulty 7). The
effects of the Gift last for one day per success. The Garou does not need to eat, drink or sleep for
the duration of the Gift’s effects and he gains three extra points of Stamina, even if this takes the
werewolf’s attribute over 10. Natural poisons and disease have no effect, and those of supernatural
origin have only half their usual potency.

Surya's Radiance
Source: Players Guide to the Changing Breeds.
As the Children of Gaia Gift: Halo of the Sun.

Suspend
Source: Nagah Breed Book.
A Nagah in Azhi Dahaka and Kali Dahaka form can use this gift to unhinge his jaw and
swallow creatures up to the size of a Crinos werewolf. Only quiescent creatures may be so
swallowed. As the creature is swallowed, it is covered with a thick anaesthetic slime that paralyzes
the creature. Once swallowed, the creature enters a form of suspended animation. Fire, physical
force and even the ravages of time are kept out so long as the creature remains encased in the
preservative slime within the Nagah.
When the wereserpent chooses, it reverses peristalsis and disgorges the creature. The
preservative slime dries out and sloughs away in a few turns and the creature returns to
consciousness.
System: The character expends one Gnosis point and rolls Stamina + Enigmas. The character
needs at least two successes: one to successfully swallow the creature and one to suspend the
creature’s life properly.
Storing a man-sized creature in one’s digestive tract is extremely uncomfortable and
precludes fighting; consequently, Nagah are unlikely to use this Gift except in extreme

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circumstances (saving a badly sounded nest-mate until she can be healed, for example). While
suspending a target, the Nagah is down three dice on all Physical and Social rolls.

Swallow Rage
Source: Children of Gaia Tribebook Revised.
This Gift allows the Child of Gaia to overcome her innate savagery, although at a dangerous
cost- By use of this Gift, the Child may stop a frenzy and reduce her Rage by directing it inward-
The inward battle is visible for several minutes and can cake the form of a shuddering concentration
or even a masochistic beating. An ancestor-spirit teaches this Gift.
System: When the Garou falls into frenzy, the player may make a reflexive Rage roll,
difficulty 7; this Rage roll, unlike others, cannot in itself induce frenzy. Even one success on this
roll immediately brings the werewolf out of frenzy. However, each success does one health level of
lethal damage to the Garou, and reduces her temporary Rage by a similar amount. The player must
decide at the moment of entering frenzy whether to use this Gift or not; once the Garou has fully
succumbed to frenzy, she cannot focus enough to use this Gift.
MET: Whenever you fail a frenzy test, you may immediately make a Rage Challenge (no
retest allowed, nor do you need to make a follow-up frenzy test). With success, you do not enter
frenzy, but you lose one Rage trait and take one level of lethal damage for each success.

Swallow’s Return
Source: Corax Breed Book
Corax usually know where they’re going. That’s more or less part of the package that comes
with the spirit egg, after all. However, there are times when a Corax is too tired or too badly injured
to navigate himself back home. That’s when he turns to this Gift. Swallow’s Return is nothing less
than an autopilot, bringing the Corax safely back home even while the wereraven sleeps or heals. A
Swallow-spirit teaches this Gift.
System: A Corax wishing to make use of this Gift must give up a point of Gnosis and trust
his luck, also making a Wits + Empathy roll (difficulty 6). Swallow’s Return only brings the Corax
home — no alternate destination can be inserted — and the definition of "home" can occasionally
get a Corax in trouble.

Swarm of Servants
Source: Players Guide to the Changing Breeds.
From the fur of his tail a Doshi can summon tiny vermin to serve him. Mice, lice, beetles,
frogs, etc. can all be called. The spirits of these creatures teach this Gift.
System: The player spends one Willpower and rolls Stamina + Occult (difficulty 8). Each
success calls 25 vermin that are under the Doshi's control. The swarm must stay within 20 feet of
the Fox and can harass foes (-1 to victim's Dice pool per 25 creatures) and can perform simple tasks
(at Strength 1 per every 10 creatures).

Sweet Hunter’s Smile I


Source: Bastet Breed Book.
With a charming look, the werecat wins his target over, if that look shifts into a snarl or stare,
the victim fees uneasy and may back away, intimidated.
System: By rolling Manipulation + Primal-Urge, the Bastet add a die to all subsequent Social
rolls for the remainder of the scene. This only works on one target at a time. Difficulty is the
subject’s Willpower if she’s hostile to the werecat, 6 in the most situations, and 4 if she’s already

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inclined to like or fear him. At Storyteller’s option, the player may add two dice if he scores four
successes or more.

Sweet Hunter's Smile II


Source: Players Guide to the Changing Breeds.
As the Garou homid Gift: Persuasion.

Sweet Swarm of Vengeance I


Source: Gurahl Breed Book.
The Gurahl can summon a swarm of angry bees to surround and harry an enemy. Depending
on local conditions, as few as a dozen or as many as a thousand enraged bees respond to the
werebear’s call. The type of swarm that arrive on the scene depends on local availability, but may
consist of honeybees, wasps, hornets or any other indigenous bee. The swarm follows the Gurahl’s
direction, attacking any individual targeted by the werebear who summoned it. Depending on the
size of the swarm and the victim’s vulnerability to stinging attacks, the bees may serve as a
distracting nuisance or may cause the victim’s death due to anaphylactic shock (severe allergic
reaction).
System: The player spends a point of Gnosis and rolls Charisma + Animal Ken. A single
success results in the arrival of up to a hundred bees, while additional successes increase the size of
the swarm. Five successes can rouse an entire swarm of bees from their winter torpor. No successes
results in the failure of the Gift, while a botch summons the bees but directs them at the Gurahl
rather than at their intended target. The swarm appears within a minute of being summoned.

Sweet Swarm of Vengeance II


Source: Players Guide to the Changing Breeds.
The Gurahl summons a swarm of angry bees to harry or attack an enemy, directing them as
she chooses.
System: The player spends a point of Gnosis and rolls Charisma + Animal Ken. One success
summons 100 bees; additional successes add more, up to an entire swarm with five successes. The
bees can simply harry an opponent or cause serious injury (or even death from severe allergic
reaction).

Sweet Words
Source: Hengeyokai: Shifters of the East.
As the Homid Gift: Persuasion. This Gift is a Tengu favorite for spreading false rumors.

Swim through the School


Source: Players Guide to the Changing Breeds.
The Darkwater may move through crowds with ease, slipping through thronging masses as
easily as if swimming. This Gift even curbs the effects of the Curse. It is taught by an eel-spirit.
System: The player spends a Gnosis point. For the remainder of the scene, the character may
move through a crowd at her top land speed; people simply move out of her way unconsciously.
Plus, her Rage rating is considered half its normal value for purposes of the Curse.

Swim Undersea’s Bloodstream


Source: Rokea Breed Book.

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The Rokea can enter Undersea’s bloodstream – the series of mystical tunnels that connects
Grottoes – at any Grotto and emerge at another nearly anywhere else in the world. The Rokea must
obtain permission from the spirits of both Grottoes, or else she will be shunted of to a totally
random and possibly dangerous place somewhere in between the two Grottoes. This Gift is taught
by any Grotto-spirit.
System: The player spends one Willpower point and rolls Charisma + Rituals (difficulty 4 +
the Grotto’s level). The player must make this roll twice; once when the Rokea enters Undersea’s
bloodstream and once when she reaches her destination. The Rokea can normally only travel to
Grottoes she has visited before, but the Grottoes can be anywhere in the world.

Swimming the Spirit River


Source: Players Guide to the Changing Breeds.
The Nagah can enter the spirit world in the same manner as Garou; she no longer requires an
Ananta to do so.

Swipe
Source: Players Guide to the Changing Breeds.
As the Ragabash Gift: Taking the Forgotten.

Swollen Tongue I
Source: Nuwisha Breed Book.
The Nuwisha uses this Gift on a target to stop that target from speaking. As soon as the Gift is
in effect, the target’s tongue swells, preventing any form of speech. Howls and sounds coming from
the target are muffled at best. This Gift is taught by a Spider-spirit.
System: The Nuwisha must touch her target, while the player makes a Gnosis roll (difficulty
of the victim’s Willpower). With three or more successes, the target cannot even use sign language,
as her hands begin to tremble uncontrollably. This Gift lasts for one scene.

Swollen Tongue II
Source: Players Guide to the Changing Breeds.
With a touch, the Nuwisha can stop a target from speaking. The targets tongue swells,
preventing her from making any sounds beyond frantic grunts and moans. A spider-spirit teaches
this Gift.
System: The character must touch the target. The player rolls Gnosis (difficulty of the
victim's Willpower). Normally, the target is prevented only from speaking, but if the player rolls
three or more successes, the target's hand shakes uncontrollably and she cannot sign or write.
Swollen Tongue lasts for one scene.

Tagalong
Source: Werewolf: the Apocalypse Revised.
Commonly used by Bone Gnawers residing in a sept controlled by other tribes, this Gift
ingratiates the Bone Gnawer to a pack’s or caern’s totem for a short time. While the Gift is in effect,
the Gnawer is treated as a member of a pack with regards to using the totem’s blessings and any
pack tactics the pack knows. If used on a caern totem, the totem looks favorably upon the Bone
Gnawer. The Gnawer may then perform the Rite of the Opened Caern, if he knows it, without fear
of retribution. A lost-dog-spirit, a spirit servant of Rat, teaches this Gift.

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System: The Bone Gnawer must know the name of the totem in question. He must also
prostrate himself before the caern’s center or the pack’s leader and wiggle forward on his stomach
like a begging dog. The player rolls Charisma + Subterfuge. The difficulty varies based on the
totem’s opinion of the Bone Gnawer, which is left to the Storyteller’s discretion. Success indicates
that the character gains the previously mentioned benefits for one day, and that the totem will not
look favorably 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.

Tailbiter’s Mumble
Source: Mokolé Breed Book.
The Mokolé may bite her tail in her mouth and roll any distance desired as quickly as her
human form runs. This Gift is taught by Hoopsnake.
System: The Mokolé must be in Suchid or Archid, and spend a Willpower point; apart from
that, the movement bonuses are automatic.

Taint-Eating
Source: Past Lives.
Like the Apis, the Grondr had a tradition of ritually devouring their fallen foes. However,
these macabre feasts had a different purpose entirely for the Grondr. By devouring the bodies of
Wyrm-beasts and fomori, the Grondr removed them from Gaia’s face, ritually eating and digesting
their taints and toxins. In the modern age of O’Tolley’s and chemically enhanced fomori, this Gift
can prove even more useful than it did in ancient times.
System: The player rolls Stamina + Empathy, difficulty 8. With even one success, the
character is immune to any ingested poisons or drugs, and will not pick up Wyrm-taint from any
tainted food he eats. (However, the character does not automatically know if the Gift’s effects have
failed.) The Gift’s effects last for one scene.

Take the True Form I


Source: Players Guide 2nd Edition (1st Edition).
The Philodox with this power can force a Garou into her breed form. This Gift is especially
useful to abate a frenzy, prevent damage from silver or take a combative advantage. A Wolf-spirit
teaches a worthy Philodox the workings of this Gift.
System: The player rolls his Manipulation + Primal-Urge (difficulty 7). If successful, the
target automatically shifts to her breed form. The number of successes equals the number of turns
the target must remain in her natural form.

Take the True Form II


Source: Players Guide to the Garou.
Any Garou, even the youngest cub, is deadly in Crinos form. Philodox charged with calming
and keeping order among their people find this Gift a blessing for when tempers are their peak. It
forces a subject back into their breed form, which usually cancels a frenzy. Others have used it on
allies the moment before they are attacked with silver in an attempt to abate the damage, or on
enemies to gain a combat advantage. Some wolf-spirits teach this Gift, as do any animal spirits that
change their form to show threat, such as pufferfish or frill-necked lizard-spirits.
System: The player rolls Manipulation + Primal-Urge, resisted by the target’s Stamina. If
successful, the target automatically and instantly assumes their breed form and must remain in it for

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a number of turns equal to the number of successes achieved. This Gift works on any creature that
shapeshifts, such as Fera or vampires.

Takeover
Source: Glass Walkers Tribebook Revised.
What you wear determines your worth as a human being in the modem corporate world. If
you live outside the business, you are a number with a dollar sign in front of it, representing what
you own and how much it, and you, are worth. For a business, you are your possessions, and this
Gift makes it literally true. With this Gift, the Corporate Wolf can attack and physically destroy
another person by destroying their possessions. A money spirit teaches this Gift.
System: The player spends three Rage points and rolls Strength + Enigmas (difficulty 8). The
number of successes needed is determined by how long her opponent has owned the object. If he
only bought it today, five successes are needed. If he has owned it for less than a month, four
successes are needed; while if he has owned it for at least six months, then three successes are
required. Finally, if it has been owned for over a year, only a single success is necessary.
Assuming the roll is successful, the Corporate Wolf may proceed to make an attack on the
object and any damage done to the object will also be inflicted upon her opponent. The damage still
applies to the object, however, and if the object is destroyed then any connection between the object
and the opponent is destroyed with it. If it still stands, the Corporate Wolf may continue to attack. If
a Corporate Wolf obtains your priceless Ming vase, you should be all right, but worry if they ever
steal your car.
MET: Spend three Rage Traits and make a Physical Challenge (retest with Enigmas). If
you’re successful, you can attack the object and the object’s owner takes the first three levels of
damage you inflict on the object.

Taking the Forgotten


Source: Werewolf: the Apocalypse Revised.
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 must score three successes on a Wits + Stealth roll (difficulty of the
victim’s Intelligence + Streetwise).

Tale Spinning
Source: Ratkin Breed Book.
Using this amazing ability, the Ratkin can tell an elaborate story defying all reason and logic,
and tell it so convincingly that the listener believes it is true. Telling the story absorbs an entire
scene.
System: Burn one Gnosis and roll the Munchmausen’s Manipulation + Expression. The most
educated or skeptical listener makes an Intelligence roll to resist; for each success, he can stop the
Ratkin at any point and ask him one question that should derail the story entirely. ("But sir, there is
no air on the moon!" quote, he. To which I replied, "Ah, but you are mistaken! The cheese has
holes, does it not?") Regardless, if the "tale-teller" has more successes than the listener, the Gift
succeeds and the Moon Mouse makes it to the end of his story. Optionally, the listener may write
down his number of successes on a piece of paper and pass it to the Storyteller; the Munchmausen
doesn’t find out the results until his story is over.

Talk
Source: Mokolé Breed Book.

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This Gift permits the Mokolé to speak any human language he knows while in Suchid or
Archid form. This Gift is taught by a Bird-Spirit.
System: No roll is necessary; the Mokolé becomes automatically capable to speech in all
forms. With a successful Mnesis roll, difficulty 8, the Mokolé can also speak any of the other Bête’s
languages for the duration of a scene.

Talons of Falcon
Source: Silver Fangs Tribebook Revised.
Falcon’s talons are sharp, allowing him to grasp and impale his prey, before it even realizes
that he has swooped. He grants these same talons to the most worthy of his children, so that they
may impale their foes upon their claws. This Gift turns a werewolf’s claws into wickedly sharp
impaling weapons, able to slice through skin and muscle and deep into the entrails of the Fang’s
foe. A falcon spirit of the Great Flock imparts the secret of this Gift.
System: The player spends a point of Gnosis and makes a Dexterity + Brawl roll to attack, as
normal. The attack does Strength + 3 aggravated damage and any attempts to use supernatural
healing of any description on the wound are at +1 difficulty. Garou using this Gift often screech like
a falcon that has just won its prey as they attack, and many opponents have fallen into fox frenzy
when confronted with such a fearsome strike.
MET: Intermediate Gift. By spending a Gnosis Trait and emitting a fierce falcon-like
screech, the Garou may add two additional levels of aggravated damage to a single claw attack.
This Gift may be used as often as the Garou likes, but the Gnosis Trait must be spent before the
attack challenge is made; if the attack fails, the Gnosis is still spent. This Gift does not work in
conjunction with other Gifts that enhance a Garou’s claws such as Razor Claws or Silver Claws;
only one may apply for a given attack.

Tame Sunbeam
Source: Mokolé Breed Book.
Sun, whom the Mokolé call The Face of God, is opposed to evil and darkness. He teaches his
children to call upon his aid when they need it. A Sun-spirit teaches this Gift.
System: The Mokolé must spend a Gnosis point, roll Intelligence + Occult, difficulty 6, and
add any True Faith in Sun to the result. The effects last for one scene, plus one more scene for each
additional Gnosis point spent.

Successes Effects
1 Illuminate any dark area with ambient light.
2 Sun can pierce clouds or trees with enough brightness point out targets or
injure vampires.
3 The sun’s rays are as strong through water, glass, clouds or cover as from
a clear sky.
4 Sun’s rays can light fires or bring heat when it is cold, or appear inside
windowless building during the daytime.
5+ Sun can shine at night.

Tangling the Skein


Source: Rage across the Heavens.
This Gift enables the Garou to cause confusion among her enemies by mixing up their
perceptions so that they cannot decide who to follow or what to do next. The effect resembles that
of the Gift: Mitanu’s Deliberate Misinformation, except it distorts what others discern through sight
or memory rather than through what they hear. Victims may mistake one person for another and

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follow the wrong leader or they may go to the wrong meeting place in the mistaken impression that
they are proceeding to the correct spot.
System: The player spends a point of Gnosis and rolls Manipulation + Enigmas (difficulty of
the victim’s Willpower). Each success allows the character to alter one visual or remembered
perception for her victim. She can cause a Black Spiral Dancer to confuse the weakest member of
his pack for his pack leader or make a rival show up at the wrong caern for an important meeting.
No success means that the Gift fails, while a botch actually arranges the victim’s perceptions so that
they work against the character rather than the victim.

Tarantula’s Kiss
Source: Ananasi Breed Book.
The Ananasi may stiffen the hairs on his body, making them as hard as the quills on a
porcupine. Once they are hardened in this manner, however, the Damhan can fire them away from
his body in a volley of arrowlike missiles.
System: This is primarily a defensive Gift, and the character doesn’t have fine control over
where the hair-arrows go. The character must spend one blood point and roll Dexterity + Firearms,
difficulty 6. Each success means one of the hairs strikes a random target within thirty feet, doing
Strength + 1 nonaggravated damage. The hairs are coated in a mild toxin, which, while not fatal, is
extremely irritating. Living targets struck by the hairs must make a Stamina roll, difficulty 8, or
suffer from a painful, itchy rash that lasts for several hours. All Willpower rolls are at a +2
difficulty while the stings’ effect remains.

Targeted Heave
Source: Book of the Wyrm Second Edition.
A trick swiped from real buzzards, Targeted Heave may well be the most disgusting weapon
in the Scab’s arsenal. When cornered or just feeling ornery, a Buzzard can call upon this Gift and
heave up the contents of his stomach – digestive juices and all – at a target up to 10 feet away.
System: The results of this Gift are very similar to the fomori power: Stomach Pumper. The
attack does two dice of damage if it hits (Dexterity + Athletics to hit, difficulty 7), but any victim
struck must expend a point of Willpower to keep from stopping whatever they are doing and start
gagging.

Taste of Madness
Source: Ratkin Breed Book.
Share my delusion! The Munchmausen can construct a brief variant of reality for his victim to
experience. This must be summarized in one sentence of no more than ten words.
System: Spend a point of Gnosis and roll Manipulation + Subterfuge (the difficulty is equal
to the subject’s Willpower). If the roll succeeds, the victim believes the delusion as truth. The
effects last one hour per success.

Teanoi’s Rage I
Source: Hengeyokai: Shifters of the East.
This fearsome Gift is kept highly secret among the Same-Bito. Taught by one of Teanoi’s
servants, this Gift sends the wereshark into an unstoppable blood-fury.
System: After the Same-Bito makes a plea to Teanoi, the player rolls her Willpower
(difficulty 7). If she has at least three successes, the wereshark gains three extra points of Rage,
recovers at least two Rage points per turn of combat, and gains two dice to all her damage pools.

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The danger in this Gift is that a Same-Bito full of Rage is a terrifying thing indeed. The Gift lasts
for the duration of the scene.

Teanoi's Rage II
Source: Players Guide to the Changing Breeds.
Kept secret by the Same-Bito, this Gift causes the wereshark to enter an unstoppable blood-
rage. One of Teanoi's servants teaches this Gift.
System: The wereshark petitions Teanoi; the player rolls Willpower (difficulty 7). Three
successes gives the Same-Bito three additional points of Rage, causes her to recover two Rage
points each combat turn and increases by two dice her damage dice pools. The Gift lasts for one
scene.

Teasing Mate
Source: Frontier Secrets.
The target affected by this Gift starts smelling pretty fine; all creatures of the target’s race and
gender who catch this scent start craving immediate copulation with the target. The Nuwisha
absolutely love the humor value of this trick, especially in small, conservative towns. This Gift is
taught by a Coyote-spirit.
System: The Nuwisha must successfully touch her target (requiring an attack roll in combat)
and the player must roll Wits + Empathy, difficulty 6. The effects are instantaneous, and cause all
creatures of the same race and gender to respond immediately, unless they succeed on a Willpower
roll (difficulty 9). The effects last for the remainder of the scene.

Tech Speak I
Source: Glass Walkers Tribebook.
By mentally interfacing with the Machine, the Garou can send communications through any
technological device. By concentrating her will upon the individual(s) whom she wishes to
communicate with, communication devices will project the information at the intended individuals:
telephones shout, stereos blare and printers print out the message. If no communication device is
present, other devices can be activated: alarms will go off, lights flash or plumbing turns on. This
Gift is taught by Pattern Spiders.
System: The Garou spends a Gnosis point and rolls Manipulation + Science. The difficulty
depends on the distance to the target: the next room is 4, the same building is 5, one block away is
6, one mile away is 7, one time-zone away (from Eastern to Central Standard Time) is 8, anywhere
in the world (as long as there is a technological device present at the location) is 9. The clarity of
the message depends on the number of successes. One success may only communicate one word,
such as "run", while five successes may allow a reading of the Gettysburg Address.

Tech Speak II
Source: Glass Walkers Tribebook Revised.
This Gift allows the Glass Walker to contact others through any technological device. The
Garou speaks to a Pattern Spider in or near a technological device and tells them the message to be
delivered and whom it should be delivered to. The Pattern Spider then finds the receiver and uses
any communications technology near them to deliver the message; Telephones yell it out, (without
picking up the handset), electronic billboards display it, computer printers print it out as text. If no
communications technology is present, any other technology will activate, though no message will
be imparted. If no technology whatsoever is present near the receiver, the Gift fails. A Pattern
Spider teaches this Gift.

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System: The player spends a Gnosis point and rolls Charisma + Science. The difficulty is
relevant to the distance the message needs to be sent: The next room is difficulty 4, the same
building 5, one block away 6, one mile away 7, a time-zone away 8. Beyond that is difficulty 9. The
more successes achieved, the longer the message can be. A single success will only allow one word
to be sent, five would allow unlimited length.
MET: Find a Pattern spider to play messenger (it must be inhabiting or near a technological
device), then spend a Gnosis Trait and make a Social Challenge (retest with Science). With success,
the Pattern spider scuttles off to find the target and deliver the message. This is not the subtlest of
Gifts-anyone near the recipient will see or hear the message as well.

Technotheocratic Apocalyptica
Source: Players Guide to the Garou.
They say the Glass Walkers worship their technology. That’s foolishness. Worshipping mere
tools confuses the master with the servant. Worshipping monsters, though, now that has some more
flair. This Gift allows the Glass Walker to turn all machines in the room into possessed monsters;
mobile phones suddenly begin ringing at their loudest volume and hurl themselves at the person
nearest to them, televisions deliberately explode, and electrical wires whip around, tripping and
strangling whomever they can see. This Gift is taught by a Pattern Spider.
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 filled 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.

Teeth of the Skin


Source: Rokea Breed Book.
As the Level Four metis Gift: Gift of the Porcupine. This Gift comes easily to Rokea, as their
skin normally inflicts damage similar to the Garou Gift. The Gift may be used in any form except
Homid or Glabro.

Ten Chi
Source: Players Guide to the Changing Breeds.
The Kitsune always knows where he is in the Middle Kingdom, Yin or Yang Realms by
feeling his relationship to Gaia. Additionally, he carries his "territory" with him wherever he goes.
Natural foxes and animals sense this, allowing him to pass through their territories without
challenge. Other Roko usually show the same courtesy. Migratory bird spirits such as crane or
goose teach the Gift.
System: The Roko spends a Gnosis point to know whether he is in the Yin, Yang, Yomi or
physical realm, where the cardinal points are and what direction his home lies.

Terrify
Source: Werewolf: the Apocalypse Revised.
The Dancer with this Gift is more intimidating and terrifying than normal. A sneer from her is
as effective as a full-throated growl from another.
System: Roll Charisma + Intimidation (difficulty is the target’s Willpower). If successful, the
difficulties for Social rolls made against that target decrease by one — but only if intimidation
could conceivably alter the outcome in the Dancer’s favor. The target’s difficulty to strike the
Dancer in combat is one higher as well.

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Territory
Source: Red Talons Tribebook Revised.
The Red Talon with this Gift doesn’t need to patrol his hunting ground to know what
transpires there. With but a moment of concentration, he may extend his senses to any area he has
marked. This Gift is taught by a wolf-spirit.
System: To use this Gift, the Red Talon must first mark one or more areas with his own urine.
A Talon may have a number of marked locations equal to his Gnosis (and does not have to establish
such a mark every place that he urinates). Thereafter, the player may roll Perception + Primal-Urge
(difficulty 7) to extend the Talon’s senses to that location. The character can sense the area as
though standing in the same place he was in when he marked the area originally. The scent marks
last for one week per dot of Gnosis the character possesses (for wilderness) or one day per dot of
Gnosis (for urban environments).
MET: First, mark your chosen areas (for the sake of the game environment and public
healthy, don’t actually use your own urine!); you may have as many marked locations as you have
Gnosis, and not every place that your character urinated is part of this Gift. With the areas marked,
you can make a Mental Challenge (retest with Primal-Urge) and extend your senses to a spot in
question, allowing you to sense it as though you were physically present. The markings last for one
week per Gnosis (in the wilderness) or one day per Gnosis (in the city).

Terrors
Source: Players Guide to the Changing Breeds.
As the Ahroun Gift: True Fear.

The Bountiful Dominion


Source: Bastet Breed Book.
A ruler must be prepared to provide for his subjects. By laying this Gift upon the land, a
Simba can make the local crops grow quickly, the soil turn fertile and the waters run clear. This Gift
comes from the hand of Manu T’Chaa, who ended a famine with his wisdom and passed the secret
to his descendants.
System: As the Level Four Metis Gift: Redeem the Waste, except that the magic doubles crop
growth and health, purifies water immediately, and costs one Gnosis per success.

The Cleaving Hoof


Source: Children of Gaia Tribebook Revised.
Unicorn’s powerful hoof blows often killed the humans that hunted him. This gift allows the
Garou to focus inner strength into a single blow, ending a fight before further harm can take place.
A Unicorn-spirit teaches this Gift.
System: The player spends a Gnosis point before rolling to hit. If he successfully strikes his
opponent, the dice gained from Strength in his damage pool count as automatic successes rather
than dice. Dice in the damage pool gained from weapons, claw damage or extra successes on the
attack roll must be rolled as usual. For example, a werewolf with Strength 5 uses this Gift before
successfully clawing an opponent; his damage pool works out to be 9 dice (5 for Strength, +1 for
the claw maneuver, +3 for three additional successes on the attack roll). The player rolls tour
damage dice, adding any successes (or subtracting in the case or rolling ones) to the five automatic
successes on the damage roll. The defender may soak as usual.
MET: Spend a Gnosis Trait. You receive one free retest on your next damaging attack. This
Gift lasts for one turn.

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The Crawling Hand
Source: Players Guide 1st edition.
The Garou can detach his hand, allowing it to crawl off and perform tasks (such as untying his
bonds). Roll Dexterity + Primal-Urge (difficulty 9). The Garou must concentrate for this hand to
act, and must allocate at least one die from the character’s Dice Pool to the hand per turn. To
perform fine manual tasks, the Garou must lend his Dexterity + Athletics Dice Pool to the hand, in
any amount he chooses. The character must retrieve his hand before the end of the scene or it
cannot be reconnected: he must regenerate another (as if he lost four aggravated Health Levels, but
they "heal" at a rate of one per week). The range the hand may travel from the body is equal to the
Garou Wits x3 in yards.

The Dragon's Tongue


Source: Players Guide to the Changing Breeds.
The Zhong Lung calls lightning down on an enemy with this Gift.
System: The player spends a Willpower point and rolls Strength + Intimidation difficulty 6,
to inflict one level of aggravated damage per success on the target.

The Fleeing Scarab


Source: Bastet Breed Book.
One of the Bubasti’s most obscure tribal secrets, this Gift allows a cat to remove her soul,
incarnate it, and send it out of harm’s way while her body dies. The soul, which often takes the form
of a flying scarab beetle, searches out an appropriate new host body, climbs into its mouth while it
sleeps, and “lays” the old soul into the new host. The Bubasti who knows this forbidden secret (and
less than eight such cats exist) is theoretically immortal, though such longevity is purchased in other
being’s lives.
System: Collecting the soul for transport requires three Gnosis points and a successful
Manipulation + Occult roll (difficulty 8). Failure traps the soul in the body as it dies (although the
Gift may be tried up to three times, if the cat has enough time to do so). Once freed, the soul wings
forth, searching for a host. It has 24 hours to find one before the soul-essence scatters. Once a host
is found, the beetle climbs into his mouth and tries to take the body over. This “possession”
demands an additional Gnosis point and a roll of the Bubasti’s current Willpower at the time of her
death. This roll’s difficulty is the host’s current Willpower + 3 (maximum 10). If successful, the
Bastet takes over the body, retaining her old memories and the host’s as well. If not, she can make
one final try before her soul fades away forever.
To retain command of the host, the cat makes weekly Willpower rolls against the host’s
original Willpower. Hence, the Bubasti rarely commandeer supernatural creatures or stubborn
individuals, at least for long. After a lunar month has passed n the body, the host becomes a Bubasti
with five points in the Past Life Background. Although all her previous Gifts are lost in the process,
her memories remain intact. Thus, she knows where to learn them again later. A botch at any point
in the use of the Gift sends the soul straight into the Oblivion spoken of by the Dead, so this magic
is not lightly undertaken.

The Freezing Night


Source: Werewolf: The Wild West.
Wendigo is the totem of the frozen North. At night and in winter, he steals across the plains,
freezing the land and anyone on it. This Gift calls Wendigo’s power to the Garou; through it, he
may call a killing ice storm down. It is taught by an avatar of Wendigo himself.

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System: The player spends two Gnosis points and rolls Willpower (difficulty 6). Each success
inflicts two normal Health Levels against everyone in the path of the storm. This may be soaked,
but even the hardiest characters will be uncomfortable. Characters with thick winter clothing or
magical protection (like the Song of the Seasons Gift) reduce that damage by half. The storm itself
comes in a few turns after the Gift is used (time depends on climate); it begins as a cold wind and
rises to a frigid gale before subsiding at the end of the scene (or one hour). The nexus of The
Freezing Night covers roughly half a mile, and kills small animals, plants or unprotected humans at
the Storyteller’s option. As the name suggests, The Freezing Night can only be called at night.

The Good Death


Source: Get of Fenris Tribebook Revised.
No true Get of Fenris fears death – only dying poorly. This Gift is Great Fenris’ final blessing
to his children; the Fenrir who activates this Gift intends to die with her foe’s heartsblood on her
claws. The werewolf calls on Great Fenris to aid her and sets herself against her foe. The Fenrir
continues fighting long after she should be dead, and doesn’t fall until her enemy (or enemies) dies
with her. The avatar of Great Fenris himself teaches this Gift.
System: The Fenrir concentrates for one full turn and spends all her Gnosis in calling for
Fenris’ favor. Once the Gift has been activated, the Garou suffers no wound penalties whatsoever,
and will not fall until her foe is dead, at which point she dies immediately. This Gift works only if
the named enemy is already on the battlefield with the Fenrir; it cannot be used to hunt down an
absent enemy. Once the battle is won, an avatar of Fenris descends on the battlefield to devour
what’s left of the hero and her worldly possession. For obvious reasons, this Gift can be used only
once, most likely when the character is out of all other option. Improper use of this Gift (such as
attempting to use the Gift to slay an old rival rather than a “true enemy of Gaia”) angers Fenris, who
strikes the unworthy Get dead on the spot.
MET: Spend a full turn in concentration and spend all Gnosis in calling on Fenris’ aid against
the foe she names (you may not name an entire army – pick one). When the Good Death is
activated, the Garou suffers no wound penalties and will not fall until her foe is dead, whereupon
she dies immediately. This Gift can only be used against an enemy that is on the field of battle. This
Gift is considered a last resort, as an avatar of Fenris will devour what is left of the hero after her
death.

The Great Leap


Source: Werewolf: the Apocalypse 2nd Edition.
The Garou can jump incredible distances in one bound. This Gift is taught by a Jackrabbit
spirit.
System: The Garou spends one Willpower point and rolls Strength + Athletics (difficulty 6).
Each success enables the Garou to leap 100 feet.

The Hungry Earth


Source: Bastet Breed Book.
The Mother is not at peace. Some Pumonca know how to rouse her enough to show her
displeasure. When this Gift is employed, the ground shakes, opens or gives way, covering tracks,
sealing passages or burying the cat’s opponents alive.
System: Depending on the cat’s environment, this Gift takes many different forms among
hills or mountains, it causes an avalanche; in the swamps, it begets quicksand; in deserts and plains,
it causes the ground to open up beneath a target. To invoke these disasters, the cat’s player rolls
Manipulation + Survival, with the difficulty being the area’s Gauntlet + 2 (maximum 10) and
spends a Rage point. The exact effects are up to the Storyteller, but often affect a 100-foot radius for

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each success rolled. If the attack causes damage, assume that the victim takes two or three normal
Health Levels for each success. Some attacks, like falling rocks, are more deadly, but may allow the
target a Dexterity + Athletics roll (difficulty 6-8) to get clear.

The Hungry Hound


Source: Bone Gnawers Tribebook Revised.
A Garou with this Gift can hunt down the closest source of discarded, safe, edible food. The
user might find a bag of nacho puffs dropped out a passing car window or the one perfect warm
slice of cheese pizza buried at the bottom of a dumpster. The Gift may also reveal people who are
willing to give a handout or spare some munchies. The Hungry Hound only reveals food that’s
available for free. For instance, it won’t automatically detect the hot dogs in a vendor’s cart, but if
the man selling them would be happy to give one away to a hungry-looking wolf-dog, the chance of
finding them improves considerably. This Gift is taught by a raccoon-spirit, often in exchange for
liberating a few choice treasures the spirit really wants.
System: Roll Perception + Primal Urge (difficult 7). One success produces an unremarkable
snack. More successes can either uncover more food (like a feast of discarded donuts or cold pizza)
or tastier food (like a single heavenly untouched éclair). This Gift is somewhere between a
specialized version of hunting and the lupus Gift: Sense Prey. A successful roll means that the scent
of tantalizing food has just wafted past the werewolf’s nose. Three successes and a couple of sniffs
can give more details about the "prey," even from great distance. ("Wait! It smells like... a birthday
cake... there’s writing on it...")
MET: With a successful Static Mental Challenge, the Garou can hunt down the closest free
source of discarded, safe, edible food. The Narrator sets the difficulty based on the availability of
food nearby: an alleyway in back of a row of restaurants would be a 1-Trait challenge, while the
freeway by the outskirts of town might be a 7- or 8-Trait challenge. If the Garou wins, she can find
food in about a minute; if she ties, it’ll take five minutes. Many Bone Gnawers prefer the exotic
bounty of the Hungry Hound to the stale diet of cardboard afforded by the Cooking Gift.

The Living Wood


Source: Werewolf: the Apocalypse Revised.
The Garou calls upon the spirits of the forest to come to her aid. The trees around the Child of
Gaia animate, and they can restrain or fight foes. A Glade Child teaches this Gift.
System: The player spends one Gnosis point and rolls Charisma + Survival (difficulty 8).
Each success animates one tree. The trees move with the Dexterity of the Child of Gaia, and they
can have Strength ratings from 4 to 15, depending on their size. Other Traits are up to the
Storyteller’s discretion.

The Madness of Crowds


Source: Bastet Breed Book.
As tales from the witch-craze demonstrate, some Ceilican indulge their darker appetites after
sundown. The more sadistic of these games involve bystanders whipped into a frenzy by this nasty
secret, then set louse. By capering around a room or clearing, the Ceilican can stir up the wild side
of everyone nearby, causing an orgy or riot unless her “subjects” are unusually stubborn or
controlled. The same Gift can tame an angry mob, although it’s generally easier to start trouble than
to end it.
System: The fae cat’s player rolls Manipulation + Empathy to turn the mood of a crowd her
way. By adding a Willpower point to the mix, she seizes control of their collective will. The
difficulty of the task depends on the size of the mob, and on wow inclined it is to follow her
suggestion. A packed nightclub is more likely to be led into an orgy than a Baptist congregation

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(though the results of the latter might be more disturbing…). All targets must be within 700 feet
when the cat begins to use the Gift. Circumstances and surroundings may add or subtract from
overall difficulty; calming a disturbance raises that difficulty by 2. A person caught up in the Gift
can attempt to resist with a Willpower roll (difficulty 7). The Madness lasts for one scene, and
leaves the werecat’s control once in motion.

Size of Group Difficulty


Small Group (2-20 people) 6
Medium group (20-50 people) 7
Crowd (50-100 people) 8
Mob (100-300 people) 9
Riot (300-500 people) 10

The Many Tongues of Ptah


Source: Bastet Breed Book.
As the Level Three Homid Gift: Babel’s Cure.

The Mark
Source: Bone Gnawers Tribebook Revised.
The Garou can mark a person or place with a scent only other werewolves can sense. The
mark is subtle; placing it isn’t. This Gift is taught by lost-dog-spirits.
System: Using this Gift requires one Gnosis and a stream of the Garou’s urine. The Garou
must use his own fluids to mark his victim. Any Garou with at least one dot in Primal-Urge can
sense the mark within line of sight. With three dots in Primal-Urge, the Garou can sense it up to a
mile away. If the user of this Gift has five dots in Primal-Urge, he always knows where the mark is.
The effects last for twelve hours then persist until the following sunset or sunrise (whichever comes
first).
MET: Marking an item that’s just lying around is easy; simply spend the Gnosis and take a
turn to complete the appropriate action. Marking an unwilling individual is a bit more difficult – in
general, don’t allow a resist character to be marked. (The Garou would wind up in an untenably
dangerous, not to mention embarrassing, position.) Since The Mark requires that a Narrator keep
track of the marked item and be ready to report its location to the Garou, this Gift can place some
difficulty on the staff. If your game is small, in a limited location or has lots of Narrators in contact
with a radio, this isn’t too much trouble. Otherwise, simply don’t allow characters to learn this Gift.
For the sake of sanity, the Garou should only be allowed to mark one target at a time.

The Paradox of Time


Source: Bastet Breed Book.
To most followers of Hinduism, time is not the linear stream Westerners believe it is. Rather,
all times is one time, viewed from a perspective that shifts. In other words, it only appears to move
because we believe it does. A skilled Bagheera can employ this seeming paradox to utterly confuse
an enemy or enlighten a pilgrim. By showing him the relative nature of time, the panther can offer
him a glimpse of his folly – or baffle him for minutes on end.
System: While other cat talks to his target in low, hypnotic tones, the player rolls
Manipulation + Enigmas against the target’s current Willpower rating. For each success, the
subject’s perceptions skew slightly, disorientating him for two turns. Until the Gift wears off, he
subtracts three dice from all Dice Pools due to terminal confusion. Mages who understand the Time
Sphere are totally immune to this Gift’s effects.

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The Scarab’s Flight
Source: Bastet Breed Book.
By calling together the elements of her soul, a Bubasti can send them out of her body for a
while. The body itself enters a deathlike trance until the Scarab returns; although it doesn’t
decompose, all other signs (magical and otherwise) declare that the cat has died. The flying Scarab
resembles an ordinary insect unless inspected with magical senses, in which case it glows brightly.
System: Manifesting a soul into the beetle shape requires a Manipulation + Occult roll
(difficulty 8) and one Gnosis expenditure. From there, it takes wing from some orifice or crawls
away unnoticed (Perception + Alertness, difficulty 9 to spot). The body remains intact for one day
per success, during which time the Scarab can reenter and resurrect the cat. After the time limit
passes, the body instantly decays, even if it has been preserved somehow.

The Secret of Gaia I


Source: Silver Fangs Tribebook.
When the Great White Wolf died to save Gaia, he learned her secrets. The nature of the actual
"Secret of Gaia" is obscure, but few question that the Silver Fangs have a deep and ancient
connection with the Earth Mother. This Gift is a powerful aspect of this relationship.
The Garou who uses this Gift becomes completely aware of her immediate vicinity in vivid
detail. The Fang is aware of the area’s topography, wildlife and the local spirit population. The
Silver Fang also becomes aware of Gaia’s condition in the area, but in a very general sense — Gaia
is pained, feels trapped, whatever.
An avatar of Gaia teaches this Gift, but only to the worthy. Silver Fangs of any auspice may
learn it, but it is most common among Theurges and those of House Wise Heart.
System: The Secret of Gaia is a more powerful version of the Theurge Gifts: Spirit Speech
and Pulse of the Invisible. The player rolls Gnosis (difficulty 7) and spends one point of Gnosis to
activate this Gift. The Garou becomes preternaturally aware of a one-mile radius for each success,
almost becoming part of it. The Garou can automatically see into the Penumbra and all Perception
rolls are at -3 difficulty. Furthermore, all local non-Wyrm spirits are well-disposed toward the
character, granting +2 on all Social rolls involving them. Finally, one extra die is added to all Dice
Pools (save those involving combat) while the Garou is in the higher state bestowed by this Gift.
The Gift’s effects last one hour for each point of permanent Gnosis the Garou possesses. If the
player botches the roll, the character becomes acutely aware of Gaia’s agonies and succumbs to the
most severe pangs of Harano for an entire scene.

The Secret of Gaia II


Source: Silver Fangs Tribebook Revised.
Some Silver Fang legends tell of a Great White Wolf who gave his own life to save Mother
Gaia. He was the ancestor of the Silver Fangs, and of all the werewolves. Those werewolves who
rise to the highest rank amongst the tribe sometimes learn the secret that Gaia imparted to the Great
White Wolf after his sacrifice, one that deepens their connection to Her and allows them to be
completely aware of their surroundings.
Everything about her environment suddenly be-comes part of the werewolf s awareness. She
can sense the lay of the land, the type and nature of the plants growing on it and what forms of
animal life live there. She can sense what spirits are at work in the area’s Penumbra. The werewolf
also gains some sense of the health of Gaia in that area. In an urban area, she might feel constricted
or restrained, while in an area under attack by the Wyrm, she might feel itchy or in pain, depending
on how successful the Wyrm minions are.
Any Silver Fang of sufficient rank may learn this Gift, but the majority of those who learn it
are Theurges. For some reason, members of House Wise Heart receive this Gift more frequently
than to those of any other House. It is technically possible for a Garou of another tribe to learn this

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Gift, but it has not happened in living memory, and no song records such an event occurring. Those
werewolves who do learn this Gift are often changed as a result. Many choose to walk barefoot on
the earth whenever they can, and show a greater than usual aversion to cities. None of them can
actually articulate what the secret is, saying that it is either something you understand, or you don’t.
System: Secret of Gaia is a more powerful version of the Theurge Gifts Spirit Speech
(Werewolf: the Apocalypse, p. 138) and Pulse of the Invisible (Werewolf: the Apocalypse, p.
139) and works in a similar fashion. The player spends a point of Gnosis to activate the Gift and
then rolls the character’s permanent Gnosis (difficulty 7). The werewolf gains an uncanny
awareness of her surroundings for a one-mile radius for every success achieved on this roll, almost
integrating her awareness into the very landscape. She can automatically see into the Penumbra and
may look at both the Penumbra and the material realm simultaneously if she wishes and can step
sideways at -2 difficulty. Some Theurges have likened the experiences to what the world must have
been like before matter and spirit separated. All Perception rolls made within that radius are at -3
difficulty. All local spirits that are free of Wyrm taint can sense the character’s oneness with Gaia
and are well disposed towards her. All social rolls are at -2 difficulty while dealing with spirits. This
same oneness grants the player an extra die in all rolls, save those involving combat, that occur
while the character is in this state in addition to the other bonuses.
The Gift lasts for one hour for each point of permanent Gnosis the werewolf has. If the roll is
a botch, the pain of Gaia overwhelms the character’s senses and Harano cripples him for the
duration of the scene.
MET: Advanced Gift. This effect is largely descriptive, and in essence is a combination of the
Gifts Spirit Speech and Pulse of the Invisible, as outlined above. The Garou must spend a Gnosis
Trait to activate this Gift; once it is in effect, she is up two Traits on all tests to cross the Gauntlet,
and can automatically see and communicate with any local spirits without difficulty. In addition, the
Garou is up three Traits on all tests involving sensory perception due to her acute aware-ness of her
surroundings, and receives a free retest on all friendly Social tests with nearby spirits devoid of
Wyrm taint. In addition to these game benefits, the Spirit Keeper should keep the character abreast
of any major changes in the spiritual landscape, and at the Narrator’s discretion the Garou’s intense
closeness to the immediate area may occasionally manifest in less direct ways as well, such as
receiving premonitions of important events about to occur, sensing impressions of a great triumph
(or tragedy) that happened there in the past, and so on. This Gift lasts for one scene per Gnosis Trait
the Garou possesses.

The Serpent’s Voice


Source: Nagah Breed Book.
The Kartikeya, more than any other Nagah, have a great love for song and euphonious sound.
This Gift allows the Kartikeya to imitate any sound he has heard with perfect accuracy - sirens,
gunshots, musical instruments, and even conversations.
System: Once the Kartikeya has learned this Gift, he may reproduce any sound he hears. This
is not the same thing as voice imitations; the Nagah cannot improvise in another’s voice, only
repeat the things he’s heard the imitated person say. If the Nagah is clever, he can create new
combinations to form new sentences, but this tends to be choppy. The player must roll Charisma +
Performance if the intended audience knows the voice very well or suspects a ruse.

The Silken Cloth


Source: Stargazers Tribebook Revised.
This Gift takes its name from an ancient Stargazer tradition. It’s believed that those who are
not shapechangers cannot enter the Mirror Lands of the Umbra because they are impure. They do
not have a kernel of the celestial substance of cosmos within them, as the Garou and the other Fera
do. But many Stargazers still wished to show mortals (or others unable to access the Umbra) the

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hidden truths and puzzles found only in the Mirror Lands. Once, Stargazers could purify others with
a silken cloth, rubbing them with it, so that they may enter the Umbra together. Now, that ability
has been made into a Gift. This Gift lets a Stargazer bring one other human (or otherwise Umbra-
banned individual) with her when she Steps Sideways. An Engling teaches this Gift.
System: The player must make two stepping sideways rolls: one for the Stargazer, and one
for her "guest." However, the Stargazer must spend one Gnosis point for the guest to come through
with her. If the roll to bring her guest across botches, the poor soul is lost somewhere in the Umbra
— even someplace as horrible as the Abyss or the Atrocity Realm.
MET: Intermediate Gift. Although many Stargazers surround this Gift with appropriate
preparatory rituals and lessons to ease the shock of the journey, at its heart all this Gift does is allow
the Garou to make an additional stepping sideways test to bring one additional "guest;" this test is
otherwise treated as a normal crossing test in every way, save that the Garou pays any attendant
costs. At the Narrator’s discretion, a particularly dramatic failure on this crossing test may have all
manner of unpleasant results, and even if it proceeds normally, the Garou should remember that
their guest will still depend on them to provide a means of returning as well. This Gift can never be
used on an unwilling subject, nor can it bring over imbued hunters.

The Spirits’ Displeasure


Source: Book of Auspices.
Theurges use this Gift as a form of mystical warning against those who have offended the
spirits. It causes the victim to suffer ill luck, and to witness an omen from his own culture indicating
foreboding or cosmological displeasure. Note that many modern people may not recognize an omen
as an omen, but they will still find it unsettling by it’s very nature. A Stormcrow teaches this Gift.
System: The Theurge spends a point of Gnosis, burns an effigy of the victim and rolls her
Manipulation + Occult (difficulty 7); the intended target does not need to be present. Sometime in
the same story the Gift is used, the target will botch an important (but not life-threatening) roll
automatically, or suffer botch-like effects at one time in his everyday life.

The Teacher’s Ease


Source: Stargazers Tribebook Revised.
The Stargazers of the Sacred Thread are teachers, first and forever. They hold a great love of
sharing information and enlightening others to knowledge, and those with this Gift may find their
students a little more "enlightened" than others. With it, a ksatriya may actually open a student’s
mind a little further than it already was, allowing the learner to absorb more information, more
quickly. This Gift is taught by a Stargazer ancestor-spirit.
System: The player rolls Manipulation + Expression (difficulty is 10 minus the student’s
Intelligence score). Each success gives the learner a number of bonus dice on a roll featuring a
specific Ability. The learner may not use these bonus dice on any Ability, however; he may only
use it on a single Ability of the ksatriya’s choosing. If the Sacred Thread Stargazer demands that the
dice must go toward a roll involving the Investigation Ability, then the learner has no choice but to
assign those dice to a single roll involving Investigation.
MET: Basic Gift. By teaching a suitable lesson and making a Social test (retest Expression,
student cannot relent) with her pupil, the Stargazer may put her student up a number of Traits equal
to her Expression rating on a single test involving an Ability of her choosing. The student chooses
when these bonus Traits are applied, though he must use them on the Ability specified when this
Gift is used. Multiple uses concerning a single Ability are not cumulative, and a student cannot
receive more applications of this Gift at any given time than he has Willpower Traits or that the Gift
user has Expression levels, whichever is lower. This Gift cannot be used on the Stargazer herself,
though it can be used for an Ability that the student actuary possesses at an equal or higher level
than the ksatriya herself has mastered — sometimes the innocent eyes of the less experienced spot

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new ways of doing things even old masters had yet to notice. This Gift lasts for the rest of the
session or until the bonus Traits are used.

The Thousand Arrows


Source: Mokolé Breed Book.
This Gift allows a Makara marksman to greatly multiply his missiles in mid-flight; an archer
can send a swarm of arrows, and a machine gun spits forth a cloud of bullets. This Gift is taught by
a Wasp-spirit.
System: The Makara spends one Gnosis and one Rage. Whatever firearm, bow, crossbow or
hurled weapon he is using gains the benefits of firing full auto (Werewolf: the Apocalypse, p.
230), but the difficulty to hit is raised by two rather than three.

The Usual Suspects


Source: Book of Auspices.
The wary Ragabash often wants to keep tabs on others, whether to know the location of a
wandering cub or trail a suspicious government agent. The Usual Suspects allows the user to know
the general whereabouts of several subjects at any time. Owl-spirits or urban spirits of Wisdom
teach this Gift.
System: The Ragabash can keep tabs on a number of individuals equal to her Gnosis rating.
To choose a target, the New Moon must either have an unobstructed view or have a strong scent
trail of the target and make a Gnosis roll (difficulty 7). Thereafter, by spending a Gnosis point and
concentrating for three turns (the player rolls Perception + Enigmas, difficulty 8 for physical beings
or Gnosis rating for spirits) the Ragabash can sense the general location of the target. Successes
increase accuracy; one success would give "Southwest, a mile or two away," while five would
allow "South-southwest, 1.3 miles, on the porch of his house." If the Garou already has a maximum
number of targets saved, she must "lose" one before acquiring another.

Theft of Stars
Source: Corax Breed Book
In some Native American legends, Raven was responsible for placing the sun, moon and stars
into the sky. However, what Raven gives, Raven can take away — or at least borrow with the help
of the Corax. This Gift has a truly terrifying effect, rendering the target completely unable to see
any light derived from a natural light source (the sun, moon or stars). Victims of this power are
reduced to stumbling around in a bizarre twilight, if not absolute darkness. Helios’ Avatar teaches
this Gift, but only to Corax whom the Sun trusts in its use.
System: A point of Willpower and a point of Rage are needed to activate Theft of Stars, as is
a contested Willpower roll with the victim. If the Corax wins the roll, her victim is immediately
plunged into darkness, as no natural light registers with his eyes. Artificial light (lamps, fire, etc.)
registers just fine, but who’s got their lights on in the middle of the day? The effects of Theft of
Stars last a single hour, but that’s usually more than enough.

There Is No Body
Source: Players Guide to the Changing Breeds.
The Balaram is capable of freeing himself from the limitations of flesh, becoming effectively
incorporeal while remaining in the physical world. For the duration of the Gift, the Nagah is
immune to any physical contact that he does not desire; fire, silver, walls, nothing save magic
designed to affect the immaterial is proof against him.

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System: The player spends three Gnosis points and rolls Perception + Enigmas, difficulty 7.
The Nagah may remain immaterial for two turns per success.

Thieving Talons of the Magpie I


Source: Werewolf: the Apocalypse Revised.
The Garou can steal the powers of others and use them herself. These powers can be Garou
Gifts, spirit Charms, vampiric Disciplines, True Magic or any other such power. Naturally, a
magpie-spirit teaches this Gift.
System: The player must gain three successes on a Wits + Stealth roll (difficulty of the
target’s Willpower). If successful, the Ragabash can use the specified power (and the victim cannot)
for each successive turn she is willing to spend a Gnosis point. The werewolf s Gnosis is substituted
for any Traits exclusive to the victim that might be necessary to work the power, such as a
vampire’s blood pool or a mage’s Arete. The Ragabash must know something about his target’s
powers, and he must target a power in the terms by which he would understand it.

Thieving Talons of the Magpie II


Source: Dark Ages: Werewolf.
The Garou who learns this Gift becomes as gleeful a thief as the magpie, capable of stealing
the magical abilities of others and using them herself. Any magical power can be stolen: a Gift used
by another Garou, spirit Charms, a vampire’s Disciplines, even a mage’s spells. (Whether a
werewolf can steal an inquisitor’s God-given blessings is up to individual Storytellers). A magpie-
spirit teaches this Gift, of course.
System: The player rolls Wits + Stealth (difficulty is the target’s Willpower). Three successes
are necessary for the character to steal a power, thereby depriving the victim of its use. The power is
taken piecemeal, so a werewolf who wishes to deprive an undead voivode of his terrifying battle
form takes away only that form, leaving the vampire the remaining facets of his Vicissitude
Discipline. The Garou may keep the power for as many successive turns as she wishes, as long as
she spends a point of Gnosis each turn. The Ragabash uses her Gnosis in place of any required traits
that she does not possess, such as a vampire’s blood pool. The thief must know something about her
intended victim’s abilities, whether from observation or through tales, but she may describe it in
terms that are familiar to her. She does not gain any new understanding of the powers she has stolen
except through trial and error, so botches incurred while using stolen powers tend to be dramatic
and explosive.

Thieving Talons of the Magpie III


Source: Corax Breed Book
Identical to the Fifth Level Ragabash Gift, Thieving Talons was taught to the Garou by the
Corax. Of course, you don’t find too many Garou admitting that these days.

Thieving Touch of Spiders


Source: Players Guide to the Changing Breeds.
As the Ragabash Gift: Thieving Talons of the Magpie.

Thousand Forms I
Source: Werewolf: the Apocalypse 2nd Edition.

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The Garou may take the form of any animal between the sizes of a sparrow and a bison,
gaining all the special abilities thereof (flight, gills, etc). This Gift is taught by an Animal Father
Incarna. No monsters at all may be mimicked.
System: The Garou spends a Gnosis point and rolls Dexterity + Animal Ken. The difficulty
depends on the form chosen.

Thousand Forms II
Source: Werewolf: the Apocalypse Revised.
Most trickster archetypes are shapeshifters, and the Ragabash is no different. The Garou with
this Gift may change herself into any animal between the sizes of a small bird and a bison. The
Garou gains all the special powers (flight, gills, poison, sensory abilities, etc.) of the animal she
mimics. She may not take the form of Wyrm-beasts (not that she would wish to!), but she may take
the form of mythical beasts with some extra effort.
System: The player spends a Gnosis point and rolls Intelligence + Animal Ken. The difficulty
varies; rising higher the farther removed from the Garou’s natural form the desired animal is. For
example, an ape or panther (mammals of roughly equal mass) might be difficulty 5, while an
alligator (a reptile of slightly larger size) would be difficulty 7, and a frog (a much smaller
amphibian) would be difficulty 9. Mimicking mythical animals is always difficulty 10.

Thousand Forms III


Source: Werewolf: the Apocalypse Revised.
As the Ragabash Gift. The Fury that chooses to risk taking the form of a mythical beast
typically honors Pegasus by assuming her form.

Threads of the Tapestry


Source: Rage across the Heavens.
This Gift allows the Garou to determine the basic elements of a situation that seems confused
or deliberately obfuscated. The Garou can discern which individual in a group really holds power or
whether someone is acting under duress.
System: The player rolls Wits + Enigmas (difficulty 7). Each success allows the character to
uncover one basic behind-the-scenes fact, usually the leader of a group or the emotional context of
an otherwise poker-faced contact. Failure denotes an inability to find out anything beyond the
obvious about a situation, while a botch produces incorrect conclusions.

Threads of the Weaver


Source: Werewolf: The Wild West.
With this Gift a Stargazer can sense the threads woven through reality by the Weaver. The
werewolf thus knows if the effects of the Weaver have been felt in an area, but also senses the
direction in which those spirits head, and perhaps for what purpose. This Gift is taught by a Spider-
spirit.
System: The player rolls Perception + Enigmas (difficulty 6) and the character concentrates
on his surroundings. The Garou gets a glimpse into the Penumbra, but to see only the webs strung
by the Weaver and its minions. The character then knows if the Weaver has affected an area
recently, if it still docs and sometimes if it will in the near future. On a roll of Wits + Enigmas
(difficulty 8) the character gets a sense of how the Weaver affects the area, and an inkling of the
repercussions of that effect.
Stargazers have used this Gift to sense where railroads, telegraph wires and other trappings of
civilization will penetrate the West. The power can also be used to know where the Storm Eater has

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touched the Penumbra and the material world, and the Gift might be used to follow the trail of the
Storm Eater or those of its creations.

Threaten I
Source: Gurahl Breed Book.
By standing erect and roaring a challenge, the Gurahl increases her ability to intimidate an
enemy, forcing him to cower in terror or retreat from battle altogether. A Bear-spirit (usually that of
a grizzly or Kodiak) teaches this Gift.
System: The player rolls Charisma + Intimidation (difficulty of the target’s Willpower + 2,
maximum difficulty of 10). One or two successes force the enemy to cower in terror, while three or
more successes cause the target to turn and run. Five successes can incite a fear frenzy in
werecreatures and vampires (i.e., supernatural creatures capable of succumbing to frenzy) or cause a
human or other normal creature to fall into a coma (or drop dead) from fright.

Threaten II
Source: Players Guide to the Changing Breeds.
The Gurahl stands upright and roars, causing her opponents to flee in terror.
System: The player rolls Charisma + Intimidate (difficulty of the victim's Willpower + 2).
One or two successes cause the opponent to cringe in fear; more successes make the victim flee.
Five successes can cause fear frenzy in vampires or shapechangers subject to frenzy and make
humans collapse in dead faint or die from fright.

Throat Snake
Source: Nagah Breed Book.
Through the use of this Gift, the Nagah may transform his tongue into a delicate foot-long
pink-scaled snake that resides in his throat. The Nagah senses everything the smaller snake senses,
so the throatsnake can perform reconnaissance work for the Nagah by crawling through tight spaces
where the wereserpent cannot go. Alternatively, the throat snake can be the bearer of the
wereserpent’s venom, biting an enemy who was much too concerned with larger threats.
So long as the throat snake is extant, the Nagah is incapable of speech. When the throat snake
has done its work, it crawls back into the Nagah’s mouth and becomes his tongue once more.
System: The player spends 2 Rage points and roll Dexterity + Primal-Urge. If the roll is
successful, the throat snake detaches, possessing one health level for each success. For purposes of
combat, the throat snake has Strength 1, Stamina 2, Dexterity 5, Brawl 2, Dodge 5 and Stealth 5.
The throat snake possesses one dose of the Nagah’s venom, which is taken from the Nagah’s own
reserves; if the Nagah has used all his venom before invoking this Gift, the throat snake has no
venom of its own. If the throat snake is killed, the Nagah immediately takes two levels of
aggravated damage and cannot speak until that damage is healed.

Thought-Form of the Twelve Ministers


Source: Stargazers Tribebook Revised.
The spoken mantra for this Gift is Aum-ka-la-rim-sa-ka-la-rim-ha-ka-la-rim. This Gift allows
a Stargazer to attain true spiritual balance for a single moment. In that moment, all extreme desires
and impure emotions are blasted away by an unmitigated blast of the Self. A startling crackle of
energy travels like lightning to each of the Stargazer’s chakra points. It only lasts for a second, and
then it is gone. But in its wake, the Stargazer is left empowered and burning with a halo of pale
green light. There is only a handful of Stargazers who have ever been worthy enough to learn this
Gift, and it can only be taught by an avatar of Chimera.

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System: The player spends a single temporary point of Gnosis, Rage, and Willpower. For the
remainder of the scene, the Garou gains a series of Trait bonuses: +2 to Perception, +3 to Enigmas,
+3 to Empathy, and +2 to Brawl. There are two other benefits, as well. First, any Garou standing
within ten feet of the Stargazer using this Gift find that their temporary Gnosis pools are suddenly
refreshed. Also, this Gift burns out any corruption that was contained in the werewolf grasping the
power. Hence, any Wyrm-taint that the character had thus disappears.
MET: This mighty Gift requires the expenditure of a Trait of Willpower, Gnosis and Rage to
activate; for the remainder of the scene, the Stargazer becomes and impressive balance of martial
skill and mental prowess. She is considered two Traits up on all Mental tests, and receives three
additional levels of Enigmas and Empathy, as well as two additional levels of Brawl — these
bonuses may cause her to exceed normal Trait and Ability limits. What’s more, any other Garou
standing within three paces of the Stargazer when this Gift is first activated have their Gnosis Traits
immediately refreshed to their normal maximum, and the Stargazer using the Gift is automatically
purged of any Wyrm-taint.

Thousand Hands
Source: Players Guide to the Changing Breeds.
This Gift enables the Myrmidon to perform several tasks at the same time.
System: The Myrmidon spends a Gnosis point to gain 15 dice to her dice pool for the
remainder of the scene. These dice may be used only for splitting her dice for multiple actions and
she can never use more dice for one action than she normally possesses.

Thousand Secret Faces


Source: Mokolé Breed Book.
This Gift is taught only to trusted friends. It allows the user to assume the illusion of almost
any shape that she has personally seen. This is not true shapeshifting but is an almost perfect
simulation. This Gift is taught by a spirit of deception.
System: The user must spend some times studying the shape she wishes to take. At the
Storyteller’s discretion, the difficulty may increase if she does not study it long enough. She then
spends one point each of Willpower and Gnosis and rolls Manipulation + Subterfuge, difficulty 7.
The effects last for one day per success; the user may dispel the illusion at any time. When trying to
penetrate this illusion, such as by using Gifts, the difficulty is at least 9.

Thousand-Thunder Strike
Source: Bastet Breed Book.
By slamming his paws together and invoking Rahjah or one of his manifestations (Shiva, Pan
Gu, etc.), an angry tiger causes a shockwave that can level buildings or disrupt unclean spirits. The
King of Cats, in his more regal guises, teaches this Gift to worthy Khan.
System: The player spends two points of Gnosis and rolls Willpower (difficulty 7). Each
success inflicts three points of Power damage against Asura or other Banes, whichever side of the
Gauntlet they might inhabit. This wave also shakes structures in a 200-foot radius. The severity of
the damage depends on the Khan’s successes: One breaks windows, two crack plaster, three snap
wood, four shatter concrete and five bend metal. The wave lasts only a moment, but can be felt for a
mile or more.

Thunderbird's Cry
Source: Players Guide to the Changing Breeds.

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As the feline Gift: Wrath of Nala, only the storm may last longer if five or more successes are
rolled. This Gift is taught by Thunderbird himself.

Thunderbolt I
Source: Bastet Breed Book.
A pact with the spirits of storm allows some Pumonca to call down a thunderbolt. So long as
at least one cloud hangs in the air, the cougar can call down lightning. Most cougars learn this
mighty spell from Thunderbird himself.
System: The cougar’s player spends a point of Rage to summon a bolt of lightning, and rolls
Dexterity + Survival to hit the target. Under normal conditions (partly cloudy skies, human-sized
target), the roll’s difficulty is 8, large targets or stormy skies can decrease it to 7 or 6, while dry
conditions or unusually small targets can raise the difficulty to 9 or even 10. The bolt inflicts two
Health Levels worth of fire damage for every point of the werecat’s Gnosis. Even if the
Thunderbolt misses its victim, it’s still a terrifying experience to be on the receiving end of a
lightning strike. Would-be victims to roll their Willpower against difficulty 8 to avoid running in
fear.

Thunderbolt II
Source: Players Guide to the Changing Breeds.
A pact with the spirits of the storm allows some Pumonca to call down a thunderbolt. If at
least one cloud hangs in the air above, the cougar can summon lightning. Most cougars learn this
Gift from Thunderbird himself.
System: The Pumonca spends a point of Rage to summon a bolt of lightning and rolls
Dexterity + Survival to hit his target. Under normal conditions the difficulty is 8; a large target or
stormy skies can reduce the roll to 6, while dry conditions or unusually small targets can raise it to
10. The bolt inflicts two dice of fire damage for every point of the werecougar's Gnosis. Whether or
not the lightning strike hits, victims must make a Willpower roll (difficulty 8) to avoid running in
fear.

Thunderous Charge
Source: Past Lives.
The Grondr’s fighting style centered on powerful charges meant to overbear their opponents,
followed by repeated slashes with their long, razor-sharp tusks. This Gift added supernatural hitting
power to a charge, allowing the Grondr to knock even a giant to the ground.
System: When using the Body Tackle maneuver (Werewolf: the Apocalypse, p. 209), the
player may spend a Rage point to invoke this Gift’s effects. The Gift user gains three dice to both
the attack roll and the Dexterity + Athletics roll to remain on his feet; in addition, the damage
caused by the body tackle is considered lethal, not bashing.

Tick Body
Source: Players Guide to the Changing Breeds.
The Ananasi concentrates her blood, enabling her to store more sustenance in the same
volume (10 blood points).
System: The werespider does not have to roll. Once she learns the Gift, it takes effect,
increasing her blood pool by 5 blood points per rank, beginning with third rank. (Rank 3 = 15 blood
points; Rank 4 = 20; Rank 5 = 25). Unless she possesses the Gift: Blood Pump, she may still only
spend one point per turn.

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Tides of Lust
Source: Mokolé Breed Book.
This Gift is most common among the Gila monsters and Mexican beaded lizards of the
American Southwest, the Unktehi, who learn it from a Rooster-spirit. It gives them power over the
tides within someone’s body.
System: The Mokolé begins to dance and rolls Rites + Expression, difficulty 7. If the target
already loves someone else the difficulty is 8, or 9 if the target if very old or attracted to the same
sex. The number of successes determines the number of hours that the person will be unnaturally
lusty. Impotence, if any, disappears, the target becomes fertile if ordinarily sterile (unless the target
is metis, of course), and the target also becomes a little more open-minded about potential partners.
Even so, the Mokolé must still seduce the person through role-playing, as the Gift does not implant
obvious desire – it merely removes barriers.

Ties of Destiny
Source: Past Lives.
The Apis, like many ancient human cultures, believed that certain people were tied together
from birth to share a common destiny. This Gift allowed the Apis to perceive the threads that tie a
person to his destined mate - or someone who was tied to him by a darker fate.
System: The player spends one Gnosis and rolls Perception + Enigmas, difficulty 8. If
successful, she perceives the ties of destiny as shimmering red threads that stretch out from the
observed subject’s heart, liver or hands in the direction of the person or persons fated to share a
common destiny with the subject. The threads may appear slack or taut; the more taut the thread,
the closer the tie between people or the nearer the shared fate is to coming to pass. This Gift,
however, does not reveal whether the shared destiny is good or bad - only if it is strong or
imminent.

Tinker’s Touch
Source: Werewolf: Wild West – The Wild West Companion.
The Theurge can mend a broken object with a touch, as long as the item contains metal. This
Gift is especially useful for emergency wagon repairs or fixing guns during a siege.
System: The player spends one Gnosis point to activate the Gift. She must place together and
continuously touch any separated portions of the item to be mended for one turn. During which
time, slipped nails slither solidly back into place, bent rifle barrels straighten, shattered blades re-
form, and so forth. Items blasted to bits (such as an exploded artillery shell) are beyond the scope of
Tinker’s Touch. A Metal-spirit teaches this Gift.

Tireless Running
Source: Silent Strider Tribebook Revised.
Young Silent Striders quickly learn the need for extraordinary speed and stamina - often the
messages that even untested youths are asked to carry cannot wait for the message bearer to sleep or
eat. A Garou with this Gift can run from moonrise to moonrise subsisting on nothing more than her
spiritual energy, crossing almost four hundred miles, but as soon as she breaks her run she must eat
and rest. This Gift is taught by a wolf-spirit.
System: The player spends one Gnosis point. The character (who must be in Lupus form)
may long run for twenty-four hours without the player making a Stamina roll. After twenty-four
hours, and each twenty-four hour period thereafter, the player must spend one point of Gnosis and
one point of Willpower to allow the character to continue running; otherwise, she must stop.
Whenever the character stops running, for whatever reason, she suffers -2 dice to all pools until she
has a chance to eat and rest, unless she has run a number of hours that is less than her Stamina.

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MET: Expend one Gnosis trait, and the character may run for 24 hours without any static
Physical tests to do so. Further running requires an additional Gnosis and Willpower trait for every
24 hours. When the character does stop running he gains two Negative Physical Traits, Exhausted.

Tommy’s New Trick


Source: Glass Walkers Tribebook Revised.
While one of the Wise Guys favorite gun Gifts (Trick Shot, rediscovered from the Iron Riders
by Gianluigi Lucci) eventually leaked to the whole tribe, this one may well go with them to their
grave. This Gift ensures that when spraying bullets from an automatic gun, not a single bullet
misses its target. A bird spirit (though never a pigeon) teaches this Gift.
System: The player spends one point of Gnosis and makes a standard Dexterity + Firearms
roll to make a spray attack, (See Automatic Fire, Werewolf: the Apocalypse, p. 207.) However, the
standard +2 difficulty does not apply. Before the attack is resolved, the Wise Guy may spend one
Willpower point to turn one failed die into a success, and this may be repeated until all dice are
considered successes. The only exception to this is if the roll is a botch, in which case no Willpower
may be spent and every bullet misses their target by exactly an inch.
In addition, not one bullet is left at the scene, nor will any bullet hit anything but the Wise
Guy’s opponents. This Gift cannot be used on a single enemy; the attack must be a spray involving
at least two targets.
MET: Spend a Gnosis Trait and make a standard firearms challenge, The Gift allows you to
spend a Willpower Trait to change any subsequent failed firearms challenges to successes. You may
not spend more than three Willpower Traits, and the attack must be a spray against at least two
targets. No bullets will be left at the scene, and no one will be hit except your targeted opponents.

Tongues I
Source: Players Guide to the Garou.
The world grows ever smaller in the Last Days and the Garou do their battle in further flung
locations than ever before. While those who would seek to fight the Wyrm in foreign lands should
still practice their Español (or whatever) for speaking, this Gift at least gives them a chance to blend
in reasonably well without effort. Many Galliards also employ the Gift to decipher ancient texts that
they may encounter.
System: The player spends one Willpower point and then rolls Intelligence + Linguistics.
Difficulty is determined by the relative age of the language. Modern French would be difficulty 4,
old Gaelic difficulty 7, and something truly obscure would be difficulty 10. The more successes
gained, the more fluent the character will be. All effects last one scene. The Gift works strictly on
mundane human languages; it will not decipher other Shapeshifter glyphs or Hunter code, for
example.

Tongues II
Source: Hengeyokai: Shifters of the East.
The Fox can read and write any language encountered, even obscure or forgotten tongues and
scripts. This Gift is taught by a Wind-spirit.
System: The player rolls Intelligence + Linguistics (difficulty 5 for one language, +1 for each
additional roll) and spends one Willpower point. This ability lasts until the next sunrise.

Tongues III
Source: Players Guide to the Changing Breeds.

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The Fox may read and write any human language she encounters, including language and
script. A wind-spirit teaches the Gift.
System: The player rolls Intelligence + Linguistics and spends one Willpower point,
difficulty depending on the age of the language. This ability lasts until the next sunrise.

Tornado Rider
Source: Werewolf: The Wild West.
Carried on the wings of Thunderbird, a Wendigo may call up a twister, then ride it, safe from
harm, as it tears up the works of man. This Gift comes from Thunderbird himself, who often
cleanses the iron-stink from his lands by force.
System: The player spends two Gnosis points and rolls Willpower (difficulty 6). The twister
starts to take shape one turn later and hits the ground two turns after that. Once the tornado lands,
the Wendigo can leap aboard and ride the winds without injury. The twister lasts three + (number of
successes) turns and effectively demolishes anything the Storyteller rules would be destroyed. The
player may suggest a path, but cannot influence the tornado once it comes. Anyone caught by the
twister takes five Health Levels (or more) in normal damage before being flung off in a random
direction (which’ll probably cause even more hurt). Fortunately, this can be soaked.

Totem Form
Source: Book of the Wyrm 2nd Edition.
This powerful Gift allows a Black Spiral to taken on the appearance -and much of the power-
of her pack’s Bane Totem. For instance, a Dancer sworn to the Dark Fungus might proud slime
molds and toadstools in place of fur, radiating a cloud of hallucinogenic spores, while a bastard of
the Green Dragon might swell into a draconian war form the equal of any Mokolé.
This Gift is only taught by the pack’s totem spirit, and only to the Dancer who shows the most
promise. Some packmates have been known to horribly maim one another in the process of proving
who is worthy to learn the Gift.
System: The Dancer must spend a point of Willpower and roll Stamina + Primal Urge
(difficulty 7) to make the shift. It takes a full turn to transform, although the form lasts for the
duration of the scene. The Storyteller must best adjudicate the appearance and abilities of totem
form; for a instance, one of Hakaken’s bastard might radiate fear so act against him, much less
confront him. The results, of course, should always be impressive.

Totem Gift I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou is in touch with the totem of her tribe and can actually plead with the totem,
gaining some of its power. The effects of this power are up to the Storyteller, but should be in
keeping with the totem; thus Chimera (totem of the Stargazers) might grant the Garou increased
insight or the ability to shapeshift into anything desired, while Rat (totem of the Bone Gnawers)
might send swarms of rats to attack the Garou’s enemies, and Grandfather Thunder (totem of the
Shadow Lords) might smite the 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).

Totem Gift II
Source: Werewolf: the Apocalypse Revised.
Due to the Metis’ strong ties with Garou society, she can plead directly with her tribal totem,
gaining some of its power. The effects of this Gift depend on the nature of the tribal totem power.

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Rat (totem of the Bone Gnawers) might send swarms of rats to attack the Garou’s enemies, and
Grandfather Thunder (totem of the Shadow Lords) might smite the Garou’s enemies with a blast of
thunder and lightning. The potential of this Gift depends only on the favor of the totem, and it may
cross over into the miraculous. Only the tribal totem teaches this Gift.
System: The player spends one Gnosis point and rolls Charisma + Rituals (difficulty 7). The
greater the number of successes, the more dramatic the effects. One success might cause a minor
distraction, whereas 10 successes are the dramatic equivalent of summoning a localized twister to
destroy the Metis’ foes.

Totem Gift III


Source: Dark Ages: Werewolf.
Despite the years of abuse that a metis endures while growing up, she does not come away
from the experienced empty- handed. The strong ties she develops with her tribal totem serve her
well, and she can plead directly with that mighty spirit, gaining some of its powers. The effects of
this Gift depend on the nature of the totem in question. (Unicorn, for example, might send a
Gaffling to heal the metis’ pack, while Rat might lead the metis to hiding place.) Only the tribal
totem teaches this Gift.
System: The player spends a point of Gnosis and rolls Charisma + Rituals (difficulty 7). The
more successes the player rolls, the greater the effect is. One success might distract the foe, whereas
five successes might result in the totem manifesting in the Realm to attack a foe on the metis’
behalf. The character can make some general stipulations on what she wants the totem to do ("Save
me from my foes," for example), but the mighty spirit will act according to its nature.

Totem-form
Source: Book of the Wyrm 1st Edition.
This Gift allows a Black Spiral to take on the appearance of his pack’s Bane-totem. The
Garou has all the powers of the Bane-totem, and the Garou even changes in appearance to look
exactly like the Bane. The powers and limitations placed on the Black Spiral vary greatly, so it is up
to the Storyteller to specify the exact effects of this Gift. It costs one point of Willpower and it
requires a transformation roll as if the Garou were changing into another Garou form (Stamina +
Primal-Urge, difficulty 7). It takes six seconds to make the shift.

Touch of Blood
Source: Ananasi Breed Book.
This Gift allows the Hatar to use either of the Gifts: Blood of Pain or Blood of Illusion
through contact rather than ingestion. By simply having the character’s ichor touch the target, the
Ananasi can affect her victim as if he had ingested her blood.
System: The system for determining the effects remains consistent with the respective Gifts,
except that the ichor need only touch exposed flesh on the target. Touch of Blood costs nothing to
use, but does not change the cost of the other Gifts.

Touch of Death I
Source: Players Guide 2nd Edition (1st Edition).
The Silent Striders learned this Gift from the wraiths who prowl the Underworld. With it, a
Garou can cause the victim to see the moment of her death. Although the victim does not remember
what she sees, the experience disables her with fear.
System: The Garou must touch his target for this Gift to work. She must spend two Gnosis
points and roll Manipulation + Occult (difficulty 8). The number of successes determines the

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number of dice removed from the victim’s Physical Traits (Storyteller discretion as to which ones).
These "wounds" 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.

Touch of Death II
Source: Silent Striders Tribebook.
The Garou can touch a target, the target will then receive a premonition of his own death, as if
someone “walked on his grave.”
System: The Garou must touch his target (normal combat action), spend two Gnosis points,
and roll Manipulation + Occult (difficulty 8). The number of successes is the number of dice
removed from the victim’s physical Trait Dice Pool (allocated by the Storyteller); these lost dice are
“healed” as if they were aggravated wounds. The Garou will not know what the target sees, and the
target will not remember afterward, but the target’s fur will be streaked with white thereafter. This
may be used only once on a given target – ever. This Gift is taught by a Death-spirit.

Touch of Death III


Source: Silent Strider Tribebook Revised.
The Garou can inflict visions of death upon an unsuspecting opponent. Worse, these visions
are highly personal premonitions of the opponent’s untimely demise, as if someone "had walked
over his grave." The fear this creates is paralyzing; in the worst cases, the victim falls catatonic and
cannot be revived for days. On recovery, the stricken individual cannot remember details of what so
terrified him, simply that involved his death. Victims who survive the encounter with the Eater of
the Dead are forever marked with a white lock or patch of hair. This Gift is taught by a death-spirit.
System: The Garou must touch her victim; the player rolls Dexterity + Brawl if in combat,
Dexterity + Stealth if sneaking up unnoticed, or Manipulation + Subterfuge if casually touching him
in the course of conversation. On success, the player spends two points of Gnosis and rolls
Manipulation + Occult (difficulty of the victim’s Willpower). If the Eater of the Dead achieves
more successes than the target has Willpower, the victim becomes catatonic with fear. If the
successes are fewer than the target’s Willpower, the target suffers a -1 penalty to all dice pools for
each success due to the debilitating fear. In both cases, the successes are eliminated as a rate of one
per day - a catatonic victim does not awaken until all of the initial successes are eliminated.
MET: The character must touch her victim by succeeding in a Physical test as though making
a normal attack (in a noncombat situation, simply declare "I touch you", remembering the no
touching rule, or make a Social test if the target is wary). If the Garou successfully touches her
target, she should spend two Gnosis Traits and make a Social test against the target. If the Garou
succeeds, the target becomes catatonic with fear for one day. On a tie, the target loses all ties on all
tests until the next moonrise.

Touch of Rage
Source: Book of Auspices.
Using this Gift, an Ahroun can channel a portion of her Rage to another, be the beneficiary
Garou, human or animal. In the former case, the effect is fairly mundane, lending an ally strength in
combat; in the latter, it grants an awesome and destructive quality to beings that do not normally
possess such. On a social level, this Gift can be a potent source of inspiration (and instigation) as
well — while Rage is an intensely visceral and difficult-to-control quality, it also bestows the
ability to feel righteous anger at corruption and injustice — a faculty many humans have lost in the
quiet apathy of the World of Darkness. A fury-spirit teaches this Gift.

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System: The Ahroun spends one Willpower, or two if bestowing Rage on a mortal. He then
expends a number of temporary Rage points, and the target gains them and may spend them
normally. Once any points above the target’s normal maximum Rage (zero for humans) are spent,
they are gone for good barring a second use of this Gift. This Gift cannot grant Rage to mages,
ghosts or other kinds of supernatural beings that do not already possess Rage. Spirits already have a
Rage Trait, but can receive the temporary points to use to gain extra actions in combat as Garou do.

Touch of the Eel


Source: Book of the Wyrm 1st Edition.
This Gift enables the Black Spiral to release a current of electricity through any conductive
material. In addition, if the Black Spiral is touched in any way, the smacker receives a charge. It
costs one point of Rage per use of this power. The electricity has an effective range of 30 yards if
transmitted through a conductor. The current does three Health Levels (aggravated, difficulty 7).

Touch of the Eel


Source: Book of the Wyrm 2nd Edition.
The Black Spiral Ragabash releases a current of electricity through conductive materials
nearby. If he is touched in any way during the use of this talent, the assailant receives an even great
shock.
Only a Ragabash has the patience and deviance to learn this Gift. With the assistance of a
servitor of its Bane-totem, the Black Spiral must capture an electricity elemental. In most urban
environments, this may take several hours. The dancer then torments, taunts and tortures the spirit
until it offers him this Gift. Alternatively, the Ragabash might have to survive a Dance of
Endurance involving electricity.
System: The Gift burns one point of Rage. The resultant charge can carry up to 30 yards if
transmitted through the proper conductor. At a distance, it does three dice of damage (difficulty 7 to
soak); by touch, it does four dice.

Touch of the Muse


Source: Black Furies Tribebook.
With the Gift, the Black Fury invokes the spirits of art and artifice, allowing her to lower the
difficulty of any Social Attribute rolls for the duration of the scene. A Gnosis roll (difficulty 8)
reduces the difficulty of Social rolls by one per success. The roll itself depends on what the
character attempts. A poetry reading, for example, would require Manipulation + Expression,
whereas a seduction would involve Appearance + Subterfuge.

Touch of the Tree-Frog


Source: Bastet Breed Book.
By touching a victim with her paw, teeth or even spittle, a Balam can paralyze him for
minutes on end. Some jaguars takes this opportunity to get away, or to deliver a warning; others
make more sadistic use of that time. This Gift stems from the Tree-frog-spirits, whose fluids coat
the arrows of the ancient folk.
System: The jaguar spends a Gnosis point to activate the Gift; once done, it lingers in her skin
until she brushes against someone. Unless the target makes a Stamina + Awareness or Primal-Urge
roll (difficulty 8), he is frozen for one turn per point of the Balam’s current Gnosis (the score she
had before she cast the Gift). He may, if he’s lucky, break the paralysis with a Willpower roll
(difficulty 9); if not, he remains helpless for the duration.

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Touch of the Unweaver
Source: Players Guide to the Changing Breeds.
The Hatar can make a targeted creature incapable of healing diseases or regenerating damage.
System: The character must touch the victim, spend two points of Gnosis and roll Intelligence
+ Medicine (difficulty of the target's Gnosis). If the target has no Gnosis, the difficulty is the target's
Willpower -2. Success completely stops the healing process and gives the target a +5 difficulty
(maximum 10) to resist disease. The Gift's effects last for one day per success or until nullified.

Touch the Mind


Source: Players Guide to the Changing Breeds.
As the Garou metis Gift: Mental Speech.

Touch the Spirits


Source: Ratkin Breed Book.
In animist philosophies, all objects hold some spiritual essence. Through this Gift, a Shadow
Seer can speak directly to these inanimate spirits, learning where physical objects have been and
what they’ve been used for. Psychics call this "psychometry." Knife-Skulkers don’t care what it’s
called... they just call for the Shadow Seers to do it on command.
System: Spend one Gnosis and roll Perception + Empathy. Each success allows you to se
back one day, sensing the gist of where the object has been and who was using it.

Tourniquet
Source: Wendigo Tribebook Revised.
A werewolf with this Gift may use it to drastically reduce any amount of her own bleeding,
specifically blood loss that she experiences as a result of combat. A bloody wound taken in a duel
or in battle by a klaive, blade, fang or claw can be staunched swiftly with a whisper of gratitude to
the spirits. Tourniquet does not heal, numb or close the wound, but simply keeps it from bleeding
further. Wendigo consider it very bad form to use this Gift to stem bleeding caused by self-inflicted
wounds, causing the loss of Honor Renown if its use is known. Accordingly, Wendigo may not use
this Gift while attempting to complete a rite or other ritual that requires any check of Stamina. A
hawk-spirit teaches this Gift.
System: The player spends one Willpower point and rolls Strength + Survival. This gift
converts Lethal wounds into Bashing wounds, and does not repair Bashing damage on its own. The
more successes she rolls, the more bleeding she can staunch, at the ratio of 1 success to 2 Health
Levels converted.
MET: Basic Gift. By spending a Willpower Trait, the Wendigo may spend Strength-related
Physical Traits to convert lethal damage to bashing damage on a one-for-one basis. This does not
require an action, but the Wendigo must be conscious to use this Gift; it does not activate
automatically. In addition, this Gift instantly halts blood loss; this does not guarantee the Wendigo’s
condition cannot worsen by other means; merely that bleeding to death is no longer a concern. This
Gift cannot be used on others.

Toxic Claws
Source: Werewolf: the Apocalypse Revised.
The Dancer can cause toxic waste to ooze from her claws, coating them with an unhealthy
greenish-gray slime. Wounds left by these claws tend to leave unhealthy-looking scars.

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System: This Gift requires the expenditure of one Rage point and a turn of full concentration,
for the remainder of the scene, the Dancer’s claws inflict an additional die of damage and leave
residual Wyrm-taint on anything she slashes.

Trackless Waste I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou employing this Gift must have at least a rough familiarity with the terrain in a
given area (have spent at least a week in the vicinity). The Garou may completely disrupt others’
perceptions of that terrain’s landmarks, etc. Humans and the like will automatically become lost
(compasses won’t work and maps will become misleading). Even Garou may become lost. This Gift
is taught by any wilderness-oriented spirit.
System: The Garou spends one Gnosis point and rolls Intelligence + Primal-Urge (difficulty
6). Each success enables a two-mile radius to be affected. Other Garou must roll Perception +
Primal-Urge (difficulty 6) and equal or exceed the Gift users’s roll. The effect lasts four hours.

Trackless Waste II
Source: Werewolf: the Apocalypse Revised.
Humans have no sense of direction, the Talons assert. With this Gift, the Garou can make
certain that they don’t. The Talon employing Trackless Waste must have some familiarity with the
terrain in question. Upon using the Gift, humans become hopelessly lost. Compasses malfunction,
maps are misleading, and landmarks seem to be out of place. A spirit of the wilderness teaches this
Gift.
System: The player spends one Gnosis point and rolls Intelligence + Primal-Urge. Each
success "scrambles" a two mile radius. This Gift functions on other werewolves, but they can resist
with a Perception + Primal-Urge roll, and they must score more successes than the Talon to remain
unaffected. This Gift lasts for four hours.

Trackless Waste III


Source: Dark Ages: Werewolf.
The Talon calls upon the spirits of the wilderness to disorient any who invade his home.
Humans and other travelers are completely confused by this Gift, and even the most skilled yeoman
loses his bearings and becomes lost. Even werewolves are not immune to its effects. Any
wilderness spirit teaches this Gift.
System: The player spends a Gnosis point and rolls Intelligence + Primal-Urge (difficulty 6).
The Talon can affect up to a two-mile radius for every success. Other werewolves can avoid the
effects of the Gift by besting the Red Talon’s success with an Intelligence + Primal-Urge roll
(difficulty 7). Humans and other beings, however, get no such chance. The effect lasts for four
hours.

Tractor Beam
Source: Glass Walkers Tribebook.
The Garou can transport non-dedicated objects with her to the Umbra when she steps
sideways. She may not take living creatures, only objects. This Gift is taught by Weaver spirits.
System: The Garou spends on Willpower point for each object brought over to the Umbra. It
must be something she can carry and it must weigh no more than her own body weight. However,
two or more Garou with this Gift can team up and carry larger items into the Spirit World. Despite
its name, the user of this Gift does not emit a beam.

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Trail of Pain I
Source: Players Guide 2nd Edition.
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.

Trail of Pain II
Source: Players Guide to the Garou.
Once solely the province of the Amazons of Diana, this Gift has become the property of the
tribe as a whole. It allows the Black Fury to sense people in torment of any sort. Some Black Furies
use it to find those who have suffered from abuse or neglect; others prefer to wound abusers and
then use it to track them. It is taught by a spirit servant of Pegasus.
System: The Fury must spend at least one turn in silent thought before using this Gift,
clearing her soul of it’s own pain so she can sense that of others. After this, one Gnosis point and a
successful Perception + Empathy roll (difficulty 6, raised by 1 for every wound level the Black Fury
herself currently carries) will either pick out a particular individual as suffering in a crowd, or will
sense the direction of someone suffering within 50 yards.

Trail of the Larder


Source: Werewolf Dark Ages.
It’s said that the Children of Famine were the first to learn this Gift and teach it to their
fellows. This Gift allows the Bone Gnawer to scent out the best source of surplus food - that is, food
currently in the possession of someone who has more than he requires. Said food is almost always
guarded or locked away - not that this bothers the Children of Famine. The Gnawers also use this
Gift for more creative effects from time to time; the renowned elder Simon Clubfoot found his way
out of the twisting dungeons of Count Kimos by following his nose to the kitchen. A Squirrel-spirit
teaches this Gift.
System: The player rolls Perception + Primal-Urge (difficulty 7) and spends a Willpower
point. The number of successes determines how far away the Gnawer can sense the food, and how
accurately he can gauge the amount of surplus.

Trailblazer
Source: Werewolf: Wild West – The Wild West Companion.
With this Gift, the Garou can wend his way through thick underbrush as if walking on the
open plains. The Ragabash also finds the fastest trails and shortest routes from one location to
another. When used in a town or city, the Garou can still find the shortcuts through alleys and dart
through crowded streets with ease. A Crow-spirit teaches this Gift.
System: The player must roll her Perception + Survival, or Larceny in cities (difficulty 7).
The number of successes equals the quality of the new route and decreases the travel time. Every
success reduces travel time approximately 10 percent, up to a maximum of half the original travel
time. The difficulty of any rolls to track the user increases by two when this Gift is active.

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Trap Door
Source: Ananasi Breed Book.
This Gift allows the Ananasi to craft an Umbral "pocket" much like a trapdoor spider’s lair.
Such lairs can be placed anywhere, whether deep wilderness or the sides of a skyscraper. The
Nuwisha borrowed this Gift some time ago, a fact which irks the Ananasi to this day.
System: Once the Ananasi has chosen a location, she must sacrifice one permanent Gnosis to
create the Umbral pocket, then roll Wits + Subterfuge (difficulty 7) to properly camouflage the
"door."

Trash Magnet I
Source: Players Guide 2nd Edition (1st Edition).
Ordinary street garbage becomes the Bone Gnawer’s ally as it swirls about his opponent or
engulfs his rival. All the trash nearby assails the target of this Gift, making life difficulty. Older
Bone Gnawers can completely immobilize a smart-mouth, upstart Garou in heaps of trash and piles
of garbage. Trash spirits teach this Gift, although Rat-spirits teach a version that animates sewer
flotsam.
System: The player rolls Charisma + Streetwise (difficulty 7) to determine the amount of
trash involved. With one success, a minor distraction of newspapers and plastic bags causes a small
increase in difficulties. With 5 successes, the target is buried in garbage and must dig his way to
freedom. This Gift affects toxic waste as well. Note that this Gift does not create trash but instead
draws upon the garbage in an area. An attempt to use this Gift in a sterile environment would fail.

Trash Magnet II
Source: Players Guide to the Garou.
One of the crucial lessons for survival is simple: Use whatever comes to hand. Bone Gnawers
that know this Gift use one of the most common things to come to hand in the streets, that is,
garbage. Upon using this Gift, a specific target is buried beneath rubbish and litter. A garbage-spirit
teaches this Gift, though rat-spirits teach a similar Gift using sewer flotsam instead of trash.
System: The player rolls Charisma + Streetwise, difficulty 7. Each success dredges up a
portion of any surrounding garbage and hurls it onto the Bone Gnawer’s target, adding +1 difficulty
to all rolls that target makes until he spends a turn dragging himself free. If five successes were
gained, the target is effectively buried. Note that this Gift only moves trash, it doesn’t create it. If a
fight were to occur in an open courtyard, then the Storyteller might limit the number of successes
possible to one or two. In a sterile laboratory, he could disallow it.

Traveler’s Tongues
Source: Bastet Breed Book.
As the Rank Three Homid Gift: Babel’s Cure.

Tread Sebek’s Back I


Source: Silent Striders Tribebook.
A Silent Strider may call on the river to support her steps. By activating this Gift, a Strider
may walk or run across water or other liquids. However, her feet are not protected — running
across a pit of Wyrm-toxin is still a hazardous enterprise. Some Striders are rumored to have
crossed seas by use of this Gift. It is taught by a Crocodile or Basilisk spirit.
System: The Strider spends a Gnosis point and rolls Dexterity + Survival (difficulty 7). Each
success allows her to travel across water as if it were open ground for an hour.

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Tread Sebek’s Back II
Source: Silent Strider Tribebook Revised.
When activating this Gift, the Garou calls upon the spirit of Sebek the crocodile to bear her up
as she runs across the water. The werewolf can also run across other liquids (a vat of industrial
cleaner, sewage, or even lava), but this Gift provides no protection for her feet - any damage is
greatly lessened as the harmful substance only comes into contact with a small part of her body, but
she must soak it nonetheless. Particularly fast and spiritually attuned Silent Striders claim to have
run across seas using this Gift. It is taught by a crocodile-spirit, or that of a crocodile bird.
System: The player spends a Gnosis point and rolls Dexterity + Survival (difficulty 7). Each
success allows the character to travel across water as if it were open ground for an hour. In areas
inhabited by crocodiles, the difficulty to invoke this Gift drops to 5.
MET: Spend a Gnosis trait and make a static Physical test (Survival allows a retest). Success
allows the character to travel across water as if it were dry land for one scene. It is recommended
that the player find an alternate means of transit to simulate his character’s movement over water.

Treeclimber
Source: Players Guide to the Changing Breeds.
By extending and sharpening his claws, then invoking this Gift, the Bagheera can travel up or
down any vertical surface, from tree bark to concrete.
System: Climbing this way requires a Dexterity + Athletics roll. Really hard or slippery
surfaces, like ice or steel, are difficulty 8, while easy ones like rock or bark are at difficulty 6. A
character traveling this way moves at 10 feet per turn or so, and may have to make new rolls if the
circumstances change (in an avalanche, for example).

Treeshake I
Source: Gurahl Breed Book.
This Gift allows the Gurahl to procure ample food for one or more individuals simply by
grasping the trunk of a tree and shaking acorns and other edible tree-fruits to the ground where they
can be gathered up and eaten. The tree does not have to be a fruit-bearing tree in order to give forth
food, nor does it have to be “in season”.
System: The player rolls Strength + Rituals (difficulty 7) and spends a point of Gnosis. One
success provides enough food to feed one individual. More successes add to the bounty of the
harvest.

Treeshake II
Source: Players Guide to the Changing Breeds.
The Gurahl may procure food for one or more individuals by shaking the trunk of a tree,
shaking down acorns and other tree-fruits regardless of the tree's type or whether it is in season.
System: The player spends a point of Gnosis and rolls Strength + Rituals. Each success
provides enough food for one individual.

Treesnake’s Blessing I
Source: Nagah Breed Book.
Many species of snakes are excellent climbers. This Gift allows the Nagah to take advantage
of that heritage to climb trees, cliffs and even walls.
System: The player spends one Gnosis point and rolls Dexterity + Athletics. For the rest of
the scene, the wereserpent’s climbing speed is equal to his crawling speed multiplied by the number
of successes on the roll.

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Treesnake's Blessing II
Source: Players Guide to the Changing Breeds.
The creature with this Gift is unusually swift when climbing trees, mountains, cliffs, and even
rough walls. She can also climb any surface a snake normally could without making a roll for
climbing, regardless of her current form.
System: The player rolls Dexterity + Athletics (difficulty 6) and spends one Gnosis. For the
rest of the scene, the wereserpent's climbing speed is equal to his slithering speed for that form (or
walking speed, if in human form) multiplied by the number of successes on the roll. Surfaces a
snake could not normally climb, such as a sheer wall, may require an additional Dexterity +
Athletics roll to climb, but the creature still moves at this increased speed.

Treppelganger
Source: Ratkin Breed Book.
There’s safety in numbers, or so you’ve been told. The Doppelganger Gift helps a Ratkin
imitate another person. The Treppelganger Gift splits you into a gang of little Ratkin. They must all
stay within the same immediate area, but they can also coordinate their actions based upon your
thoughts.
System: Roll Intelligence + Performance; for each success you obtain, this Gift remains
active for one turn. Each turn, you can split one little nine-inch Crinos off the side of your body.
You may form up to three little "gangsters," and you must spend a point of Gnosis for each one.
This continues until they are all complete or you stop forming them. When the last little one is
formed, you shrink down to the same size. Al members of the gang act on the same initiative. A
gangster may only make one attack each turn. They cannot use any of your Gifts, and they cannot
join in the Gift: Pack Attack; they’re al extensions of you.
These tiny ratlings can scurry through a number of yards equal to their Dexterity each turn.
They can make amazing vertical leaps, jumping onto tables, chairs, shelves and drawers when
necessary. At the end of the combat, all of the little critters reform into one big Crinos rat again.
Although they look like little Crinos wererats, they’re actually weaker. In Treppelganger form, each
one has Strength +1, Dexterity +2 and Stamina -1. These little rugrats are cute, though: they get
Charisma +2 and Appearance +2. When you shrink down, you have the same traits.

Trick Shot I
Source: Werewolf: The Wild West.
With this Gift, the Garou need not know the meaning of the word "impossible." Shooting an
arrow through a two-spot at one hundred paces, ricocheting a bullet around a corner or even firing
down the barrel of an opponent’s gun — the Ahroun can do them all. However, this Gift can only
indirectly do any harm to a living thing — by shooting out a rope holding a chandelier, for instance.
More direct usage is considered unsporting by the spirits, who will not permit such vulgarity. This
Gift is taught by an Air-spirit.
System: The player adds her character’s permanent rating in Glory to her Dice Pool for the
trick shot. The shot must be declared prior to roiling, and only for a truly bizarre attempt (simply
saying "I shoot ‘im in the head!" doesn’t count).

Trick Shot II
Source: Werewolf: the Apocalypse Revised.
This Gift, once an acquired taste, has undergone a recent surge in popularity. It allows the
Garou to execute brilliant feats of sharp shooting, such as shooting a weapon from an opponent’s

627
hand or firing down the barrel of an enemy’s gun. The Garou cannot use this Gift to harm an
opponent directly, however, and he can use Trick Shot only with rifles or pistols. Air-spirits teach
this Gift.
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 chandelier over his head!") The effects are permanent.

Trickster Beacon
Source: Book of Auspices.
Known as the "Kick Me Gift" by particularly irreverent New Moons, this places a spiritual
beacon on the unwitting target, attracting the local troublemaking spirits. While potentially lethal
pranks are off limits, anything else is fair game: items are moved or lost temporarily, the target is
surrounded by jeering spirits in the Umbra or momentarily loses his way in familiar territory. The
beacon cannot be removed or hidden (and the target can never see it although all spirits and
perceptive Garou can), but an eloquent and lucky victim may be able to "buy off’ the spirits with
the appropriate chiminage. This Gift is taught by any trickster spirit.
System: The Ragabash expends a point of Gnosis and touches the target (a pat on the back or
handshake do as well as a punch). The player rolls Wits + Enigmas (difficulty is the target’s Rank
+2; difficulty 5 for nonshapeshifters). The Gift effects last for one day per success. A botch marks
the Ragabash instead (the unfortunate must roll against himself to determine how long the plague of
spirits lasts, and a botch on the second roll means a full lunar month). Even spirits agree there is
such a thing as carrying a prank too far. A Ragabash who uses this Gift more than once per lunar
month or against a given individual more than once per season risks becoming the target of the
spirits’ attention (subtract one success from the die roll for each consecutive use of the Gift).

Trickster’s Skin I
Source: Frontier Secrets.
The Nuwisha can effectively "swap skins" with her target; she takes on the likeness of her
target, while her target assumes the Nuwisha’s appearance. Nuwisha use this Gift primarily to flee
packs which lack a good sense of humor. Such a pack invariably finds itself hounding its own
packmate in the interest of catching "that damn coyote", while the errant "packmate" finds an
excuse to slip away before her trick is revealed. This Gift is taught by a Coyote-spirit.
System: The player spends one Gnosis and rolls Wits + Subterfuge (difficulty of the target’s
Primal Urge +3).This Gift may be used at a distance. The effects of this Gift last for one scene.

Trickster's Skin II
Source: Players Guide to the Changing Breeds.
Similar to Sheep's Clothing, this Gift allows the Nuwisha to "trade skins" with a target. The
Nuwisha takes on the appearance, voice, and scent of the target, while the victim becomes identical
to the Nuwisha. Superb for making an escape from an angry werewolf pack, this Gift is also useful
in combination with Swollen Tongue; the hapless target knows the truth, but cannot communicate
to his friends that he is anything but a stranger.
System: The player spends one point of Gnosis and rolls Wits + Subterfuge (difficulty of the
target's Primal-Urge +3, or 7 if the target cannot possess the Prima-Urge Trait). The Nuwisha may
use this Gift on any target within line of sight, and it lasts for one scene.

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Troll Skin I
Source: Get of Fenris Tribebook.
With this Gift, a Garou can make her skin grow tough and thick, covered with warty knots of
hard, armored flesh. This Gift is taught by an Earth Elemental.
System: The Garou spends one Gnosis point and rolls Stamina + Primal-Urge (difficulty 7).
For each success, the Garou receives one extra die on her soak roll. This Gift does not protect
against fire or silver, and lasts for one scene. However, when imbued with Troll Skin, the Garou is
+1 difficulty on Social rolls due to the ugly skin and its accompanying smell.

Troll Skin II
Source: Get of Fenris Tribebook Revised.
This Gift allows the Fenrir to draw on the power of earth for protection, just as the legendary
trolls and even Jotunn were able to do. When the Get activates this Gift, her skins grow tough and
thick, covered with warty knots of hard, armored flesh. This Gift is taught by an earth elemental.
System: The player spends one Gnosis point and rolls Stamina + Primal-Urge (difficulty 7).
For each success, the character receives one extra die on her soak roll. These extra soak dice cannot
be used to soak silver damage; this Gift lasts for one scene, or until the Get chooses to dismiss it.
Troll Skin is, alas, quite disconcerting and unpleasantly pungent. While the Gift’s effects last, the
difficulty of all Social rolls is increased by 1.
MET: Spend a Gnosis Trait and make a Physical Challenge (retest with Primal-Urge). For the
rest of the scene (or until the Get dismisses it), the character’s hide is thick and warty (not to
mention strange-looking and smelly), and the character receives three bonus Healthy health levels.
The character also suffers a one-Trait penalty on all Social Challenges (except those relating to
intimidation).

Troll’s Bridge
Source: Player Guide 1st Edition.
The Garou can set up a temporary fortress. Despite the name, it does not have to be near a
bridge. It does have to be in a relatively enclosed area, such as in a gully or a thick grove of trees.
Roll Wits + Repair, difficulty 6. The number of successes +5 is the Defensive Factor of the lair: the
amount of Strength an intruder must possess to break through the magical barrier as per the Strength
Feat chart in Werewolf rulebook. Enemies cannot gang up to assail the barrier: they must each
attack individually. Each intruder who breaks through will lower the Defensive Factor by one. The
effect lasts for a number of hours equal to the Defensive Factor.

Troubleseeker
Source: Silent Striders Tribebook.
The Harbingers are noted for their intuitive ability to find trouble or Wyrm-corruption, no
matter how well hidden. They sometimes appear from nowhere, just “happening across” some
problem or threat. This Gift allows a Harbinger to discover trouble without really searching for it –
he just starts down a road and sees where it takes him. Almost invariably, his path crosses some
threat that needs seeing to.
System: The Harbinger rolls Perception + Enigmas (difficulty 9). Success indicates that his
travels will indirectly but quickly take him to a “trouble spot” of some gravity. Multiple successes
on the roll allow the Harbinger to discover more dangerous or subtly hidden threats, at the
Storyteller’s discretion.

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Truce of Helios I
Source: Silver Fangs Tribebook.
Helios is, among other things, a spirit of reason and diplomacy. Garou who follow him are
often skilled diplomats. This Gift helps ensure that the other side at least listens to the Garou’s
words. Helios is also an honorable Celestine; the Silver Fang may not use this Gift as a ruse to gain
momentary advantages (gain time to set an ambush, for example). A Garou may learn this Gift from
one of the Children of Karnak or from a Firebird-spirit.
System: The player must roll Charisma + Etiquette (difficulty 7). If successful, the Silver
Fang negotiates under a spiritually enforced flag of truce. All those whom he negotiates with must
make Willpower rolls (difficulty 9, two successes needed) to attack the Garou. The truce lasts one
hour for each success rolled. If the Silver Fang breaks the words of the truce, the effects of the Gift
end and will never work on the same target again. Additionally, the Silver Fang loses three points of
temporary Honor. This Gift costs a Gnosis point to use.

Truce of Helios II
Source: Silver Fangs Tribebook Revised.
Helios brings reason and tact to the werewolves who honor him. He teaches the Garou to
temper their instinct and Rage with thought and logic. Thus, those who follow him often become
skilled diplomats and negotiators. Often the biggest problem in achieving a truce, treaty or alliance
is getting the other side to listen to the argument that the character is putting forward. This Gift
forces them to listen to what the Silver Fang has to say. However, Helios values truth and justice.
He does not force the listener to accept what is said. Neither does he allow his followers to use this
Gift to gain a combat advantage over another by using it to delay the listener while an ambush or
attack is organized. Any werewolf using the Gift in that way will find that it doesn’t work, and may
find it never working for them again. Helios sends a Child of Karnak or a Firebird spirit to teach
this Gift to those he finds worthy.
System: To enforce a truce, the player spends a point of Gnosis and rolls Charisma +
Etiquette (difficulty 7). If the roll succeeds, the negotiation proceeds under the force of a spiritually
imposed peace. All those involved in the debate must make a Willpower roll (difficulty 9, minimum
of two successes needed) to attack the speaker, ignore him or otherwise disrupt the proceedings.
The truce endures for one hour per success rolled. However, should the Silver Fang calling upon
this Gift break the truce, its effects immediately end and will never be effective against the same
target again. Doing this is a terrible insult to Helios and results in the loss of three points of
temporary Honor and may lead to the character’s expulsion from the Sun Lodge.
MET: Basic Gift. In order to activate this Gift, the Garou must openly propose a truce that the
other side(s) in a dispute agrees to accept; if this condition is met, the Garou may spent a Gnosis
Trait to spiritually enforce the conditions of the peace for all present. During the following
negotiations, those who seek to attack the speakers, outright ignore them or otherwise disrupt the
proceedings must first defeat the Garou in a test of their Willpower versus the Garou’s Social
Traits. Even if they are successful, they may still suffer loss of Honor Renown unless pressing
reason exists for them to have violated a truce agreed upon in good faith in this manner; should the
Garou using this Gift violate the peace himself, he suffers an immediate loss of Honor Renown
regardless of the circumstances, and may even be expelled from the Sun Lodge unless the situation
was truly dire. In addition, this Gift is never again effective against those who were present for the
Garou’s violation of this sacred trust. This Gift lasts for the duration of one day or one negotiation,
whichever comes first, although it should be noted that while those present are forbidden from
attacking each other as part of the truce, they are still able to defend themselves from sudden attacks
or other outside threats that may fall on them while this Gift is effective, without loss of Honor.

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True Fear
Source: Werewolf: the Apocalypse Revised.
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 Strength + Intimidation (difficulty of the target’s Willpower). Each
success she achieves 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.

True Intentions
Source: Rokea Breed Book.
Similar to the Philodox Gift: Truth of Gaia, this Gift allows the Dimwater to determine a
target’s goal during any given action. For example, if used on a human wading after young sharks
in the shallows, the Gift shows the Rokea what the human plans to do with them. True Intentions
does not work on spoken words, only on actions, and is taught by a spirit-servant of Sea.
System: The player rolls Intelligence + Empathy (difficulty of the target’s Manipulation +
Subterfuge). Multiple successes grant slightly greater understanding of the target’s motivations
behind his actions (e.g., whether he is being coerced).

True Shot
Source: Black Furies Tribebook Revised.
The accuracy of Artemis on the hunt could not be equaled by any other; this Gift allows
Maidens to replicate their aunt’s spectacular feats of archery on the battlefield or on the hunt. It is
less effective for Mothers and Crones than for Maidens, but still gives them some benefit. This Gift
is taught by a Lune.
System: Spend a point of Rage and receive +3 to your dice pool for a single arrow shot.
Mothers and Crones receive only a + 2 bonus; Luna is said to favor those Garou who replicate her
own aspect as Artemis. This Gift can be used in conjunction with Flurry of Arrows, below, but can
be used for only one arrow per turn.
MET: Expend one Rage Trait to gain a three-Trait (Maiden) or two-Trait (Mother or Crone)
bonus on the resolution of a single arrow shot. This can exceed your usual Trait maximum, but
functions only once in a turn.

Truest Sacrament
Source: Black Furies Tribebook Revised.
The Order of Our Merciful Mother frequently leavens Christian ceremony with Gaian
supplication, to better aid their flocks. Truest Sacrament enables them to do so without rousing the
suspicion of the faithful; humans with faith in Christianity see Gaian ritual as innocuous and even
appropriate, after this Gift’s application. In so doing, the Furies are better able to free the most
dogmatic and closed-minded followers of patriarchal faiths to accept a broader spiritual mindset.
This Gift takes advantage of humans’ ability to rewrite their memories of an event to suit their
preconceptions in the same way that the Delirium does. This Gift is taught by a Unicorn-spirit.
System: Truest Sacrament can be used either before or after a Gaian ritual begins. Used
before a ritual, the character must make a Charisma + Subterfuge roll, with a target equal to the
highest Willpower of the surrounding crowd; she will need to achieve one success for every seven
onlookers. Should the Fury succeed, the next Gaian ritual she participates in will seem innocuous
and appropriate to the crowd on hand. If Truest Sacrament is used during or after a ritual - if one or
more humans happen upon a group of Garou during a rite - the same dice pool as above is used, but
the character must also spend one point of Gnosis.

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Note that Truest Sacrament will not cover up truly egregious or spectacular violations of the
Veil - spattering blood, spirit fireworks, and so on, will be remembered and probably not thought of
as harmless or normal. But if the rite is simpler, or the more hallucinatory effects can somehow be
concealed from witnesses, the Furies may get away with it.
The salutatory effects of this Gift on the psyches of the most reactionary and closed-minded
humans should be role-played out over time; there is no explicit game effect.
MET: Make a Social Challenge (Subterfuge for retests) against the individual with the
highest Willpower in the group you wish to affect - the difficulty is twice the target’s permanent
Willpower. If you invoke Truest Sacrament after performing a rite, you must also expend one
Gnosis Trait. If you succeed, then any one rite or ritual you perform that has no egregiously violent
or visibly supernatural effects is considered mundane to any human witnesses, who have no
memory of the ritual being anything more than a simple religious celebration (and probably a non-
denominational one). The wit-nesses only remember vague terms of the ritual: That it involved a
speech, or perhaps some prayer; witnesses will agree on the general form of the ritual, but do not
remember any religious specifics.

Trust Me
Source: Bone Gnawers Tribebook Revised.
Once each game session, a Bone Gnawer with this Gift can tell an outrageous lie so well that
ordinary humans accept it as truth. The story must at least be vaguely possible and end with the
words, "Trust me." What the human does with this knowledge is entirely a matter of role-playing.
Munchmausen Ratkin teaches this Gift.
System: No roll is necessary; ordinary humans automatically believe the Bone Gnawer’s tale.
This Gift does not work on supernatural creatures or animals.
MET: Once each session, you can automatically win one Social Challenge by saying the
words, “Trust me.” Your opponent can only retest if he has at least twice as many Social Traits as
you do, but this requires him to overbid. The Storyteller should present you with a signed and dated
card for this Gift at the beginning of each session; you tear it up immediately after using it. As noted
above, this Gift only works on normal humans, not on supernatural creatures or animals. Still, it’s a
great way to get out of jail free.

Trust of Gaia I
Source: Children of Gaia Tribebook.
With this Gift, the Garou instantly earns the trust of all who meet him or hear him, even over
a telephone or television. They feel instinctively that he is a good and trustworthy person. This
feeling wells up from such a deep level that it cannot be changed by even the most invasive mind
control. People affected by this Gift can still be mind-controlled to attack the Garou, but hate doing
so. Those who are Wyrm-corrupted feel intense dislike instead of trust.
This trust is strong, but it does not supersede the person’s common sense. If the Child of Gaia
is firing a machine gun into the crowd, the people will still scatter, rather than trust that he’ll miss
them. However, they will all be convinced that he had a very good reason for firing.
The Children of Gaia warn that this Gift has a great potential for abuse, and punish those who
use it for petty gain. This Gift is taught by an avatar of Unicorn.
System: The Garou rolls Manipulation + Empathy against a difficulty of 6. The difficulty
against Garou, or humans corrupted by the Wyrm, is 8. Wyrm beasts are immune. If successful,
everyone who sees, hears or experiences the Garou in any way must make a resistance roll
(Willpower against 6) or feel a high degree of trust for the Garou. They will confide in him as they
would a trusted friend. The effect will last for one scene, or as long as the person remains in contact
with the Garou. However, even once the Gift’s effect has worn off, the person will feel good will
toward the Garou.

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Trust of Gaia II
Source: Children of Gaia Tribebook Revised.
The Child of Gaia with this Gift can instantly earn the trust of any who hear her speak, even
over electronic devices like telephones or loudspeakers. Affected listeners feel that the speaker is a
good and trustworthy person, although it does not coerce them in any other way. Those affected will
not willingly attack the Garou, although they can be mind-controlled to do so (and will hate doing
so). Banes, Black Spiral Dancers and other creatures of powerful Wyrm-taint feel intense dislike
instead of trust.
The trust evoked by this Gift doesn’t supersede common sense; if the Child of Gaia drives a
speeding car through a crowd of affected listeners, they’ll still scatter for cover, although they’ll
feel certain she had a good reason to be in such a hurry. An avatar of Unicorn teaches this Gift, and
demands that the recipient swear never to abuse its power.
System: The player spends a Gnosis point and rolls Manipulation + Empathy; the difficulty is
6 to affect humans, 8 to affect humans corrupted by the Wyrm or other shapeshifters, or 10 to affect
supernatural corrupted by the Wyrm (such as vampires). Creatures born directly of the Wyrm such
as fomori or Banes, or ritually enslaved to the Wyrm, such as Black Spiral Dancers, are immune.
All listeners must make successful Willpower rolls (difficulty of the Garou’s Gnosis) to resist. For
the duration of the scene, all affected listeners treat the Garou as if she were a trusted friend. After
the Gift’s effects end, those affected by the Gift do not remember being supernaturally swayed.
MET: Spend a Gnosis Trait and make a Static Social Challenge (retest with Empathy. Mob
rules apply); all listeners within earshot resist with Willpower. The difficulty is six Traits to affect
humans, eight traits to affect Wynn-tainted humans or other supernaturals, and 10 to affect
supernatural creatures indirectly affected by the Wyrm (such as vampires). Any affected targets that
fail their Willpower tests treat the Garou as a trusted friend for the duration of the scene, and do not
remember being induced into this trust. Black Spiral Dancers, fomori. Banes and other creatures
directly born of or enslaved to the Wyrm are immune (Storyteller’s discretion regarding the effects
on Sabbat vampires, Thallain, fae of House Balor or the Shadow Court, Nephandi or Spectres).

Truth of Gaia I
Source: Werewolf: the Apocalypse Revised.
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 rolls Intelligence + Empathy (difficulty of the subject’s Manipulation +
Subterfuge). This Gift reveals only whether the target speaks the truth or lies.

Truth of Gaia II
Source: Dark Ages: Werewolf.
The Half Moons of the Garou are entrusted with the duty of settling disputes and dispensing
justice. This Gift, which allows them to sense truth or falsehood in another’s words, is vital to
fulfilling that duty. A Gaffling of Falcon teaches this Gift.
System: The player rolls Intelligence + Empathy (difficulty is the subject’s Manipulation +
Subterfuge). This Gift reveals only which of the words that have been spoken are true and which are
false. It does not reveal the truth behind a lie unless the speaker utters it.

Truth of Olodumare
Source: Players Guide to the Changing Breeds.
As the Garou Gift: Truth of Gaia; taught by a sun-spirit.

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Truth of the Hunted
Source: Werewolf: Wild West – The Wild West Companion.
This Gift enables the Wendigo to follow his prey’s passage regardless of the user’s tracking
skills. The Gift reveals course, speed, size and even the health of the target. All of the clues an
accomplished tracker notices become blatantly obvious to the user of this Gift, which is taught by a
Wolf-spirit.
System: The player rolls Perception + Survival (difficulty 7). He needs only one success to
follow the target precisely. Multiple successes eliminate false trails and provide more detail –
height, weight, state of mind (panicked, calm, etc.), general health (healthy, tired, wounded), etc.

Tsunami Form I
Source: Hengeyokai: Shifters of the East.
For short periods of time, the Same-Bito can effectively double her size while in Karva or
Watasami form. She’s bigger, stronger and if possible, even more terrifying than before. This Gift is
taught by a servitor of Teanoi.
System: If the player spends a Willpower point and achieves at lest three successes on a
Stamina + Primal Urge roll, the Same-Bito may grow large for an hour. Each success over three
adds an hour to the time. While enlarged, the Same-Bito gains two dots of Strength (maximum of
10) and two extra Bruised Health Levels.

Tsunami Form II
Source: Players Guide to the Changing Breeds.
In Karvu or Watasami form, the Same-Bito may double his size. A servant-spirit of Teanoi
teaches this Gift.
System: The player spends a Willpower point and rolls Stamina + Primal Urge. Three
successes means that the Same-Bito doubles in size for one hour. Each additional success adds an
additional hour. The wereshark gains +2 to Strength and two more Bruised Health Levels.

Tune of Orpheus
Source: Glasswalker Tribebook.
Intrigued by the Orphic mysteries and patrons of Renaissance poetry and song, the
Tetrasomians invented a Gift that distracted anyone who heard them sing, play an instrument or
recite poetry.
System: The Garou spends a point of either Rage or Gnosis and makes a Wits +
Performance roll. If successful, everyone in the area will be forced to focus their attention on the
Tetrasomian. It does not mean that they are well inclined toward the Garou, simply that they cannot
ignore him.
MET: Spend a Rage or Gnosis Trait and make a Mental Challenge (retest with
Performance). With success, everyone in earshot must focus their attention on you. This does not
work like the Toreador Clan Disadvantage, whereby everyone stares at you with dreamy smiles;
they don’t even have to like you. But they can’t ignore you until you finish performing.

Tunnel Echoes
Source: Ratkin Breed Book.
There are some tunnels that even Runners fear to tread. In these places, scouts often
communicate across long distances by scraping on walls, rattling bones, chittering to set up echoes,

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and so on. High-ranking rats don’t just spread messages this way; they also listen closely to get a
rough idea of the tunnels ahead, just in case they need to bolt through them. Whisper in a ventilation
shaft of a big corporate building, or rattle some bones at an open sewer lid, and there’s a chance you
may sense a passageway you never realized was there.
System: Spend one Gnosis and roll Perception + Performance. While performing this Gift,
your senses will be hyperattenuated for the duration of the scene, especially to the sounds of echoes
and rustling down the system of tunnels you’re using. If anyone makes a loud noise while you’re in
this state, you’ll take one health level of non-aggravated damage.
Once you take this risk, however, you can communicate to anyone in that tunnel system. Each
point of Willpower you spend allows you to relay one sentence (up to ten words in length). Any
Ratkin in the tunnel might receive this message. Unfortunately, the harmonics get distorted over
distance; another Tunnel Runner using this Gift won’t receive the words you sent, but instead,
detect a sensory image that relays the same information. This image can be intercepted by other
Tunnel Runners who spend a point of Gnosis and make a successful Blood Memory roll (difficulty
8); other shapechangers, humans, or supernatural creatures just hear unearthly subterranean noises.
Even if you don’t spend Willpower, you can also roll temporary Gnosis to get a sense of a
section of the tunnel system. With three successes, you might also get a vision of someone stalking
down there. With five successes, you may uncover a secret tunnel, an entrance to a room you need
to access, or an object that has been lost or abandoned. When other shapechangers go crawling in
the sewers, they learn to fear the strange echoes ricocheting around them; they foretell the approach
of a skilled Tunnel Runner!

Turn the Moon


Source: Book of Auspices.
This Gift essentially makes a werewolf "walk a mile in someone else’s shoes." For a short
period of time, the New Moon can change the auspice of another werewolf to whatever she deems
appropriate. Any spirit of Luna can teach this Gift.
System: The Ragabash spends a Willpower point, and the player rolls Manipulation + Primal
Urge. For each success, the target must spend a day in his new auspice. The Ragabash can end the
effects of the Gift earlier, if she so chooses. The target loses access to specific auspice Gifts, gains
or loses enough temporary Rage points to bring him to the base minimum for the appropriate
auspice, and suddenly finds his thinking influenced by the duties of the new auspice. For example,
if the Ragabash changes an Ahroun into a Philodox, he’ll start trying to lead by example, feel an
urge to settle disputes and try to bring things around him into balance (an opportunity for some fun
and creative roleplaying). The New Moons of rank use this Gift to teach a lesson to those taking the
duties of their auspice too much to heart, and it can be quite effective at showing them a different
perspective.

Turned Fur I
Source: Players Guide to the Changing Breeds.
As the Wendigo Gift: Camouflage, save that the Qualmi must discard any clothing and gear
before the Gift takes effect — only the lynx himself changes color.

Turned Fur II
Source: Werewolf: Wild West – The Wild West Companion.
In her native wilderness, a Qualmi can become nearly invisible by blending into her
surroundings. This Gift is taught by a Deer-spirit.

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System: For this Gift to work, the Qualmi must first remove all of his clothing. Turned Fur
works only in the wilderness and increases the difficulties of all rolls to spot the Riddle Dancer by
three. This Gift lasts for one scene.

Turtle Body
Source: Past Lives.
Many of the Croatan’s Gifts emulated the power of their patron, Turtle. This Gift allows the
Garou to emulate Turtle’s stoicism by slowing his metabolism into a torpor-like state. The werewolf
becomes inactive, but can go without breathing for hours at a time and ignore extremes of heat or
cold. Uncontrolled bleeding stops, and any poison working its way through the werewolf’s system
is greatly slowed, not taking effect for hours.
System: The player spends one Gnosis and rolls Gnosis, difficulty 6; success indicates that
the werewolf enters the trance. The trance lasts for up to one hour per success, although the Garou
may choose to awaken after a specific amount of time has passed.

Turtle Shell I
Source: Croatan Song.
By calling on Turtle, the Croatan can seal himself in a mystic protective shield that resembles
a turtle’s shell. The shell is opaque from the outside, but those on the inside can see through it. The
werewolf can opt to bring others into the shell with him, if his power is sufficient. This Gift is
taught by a Turtle-spirit.
System: The player spends one Gnosis and rolls Stamina + Survival. Each success gives the
shell two soak dice and two effective health levels; the radius enclosed is two yards per success. A
Crinos-form werewolf requires about two yards radius, so with two successes, two werewolves in
Crinos could be protected (or three humans or Homid-form Garou, or so on, at the Storyteller’s
discretion).
The shell lasts for one scene, or until broken either by the Croatan will or by sustaining too
much damage — whichever comes first. When broken, it shatters into pieces that dissolve like so
much mist.

Turtle Shell II
Source: Wendigo Tribebook.
The Garou can form a mystic protective shield around herself. The shield appears as a large
turtle shell that encases the Garou. The shell is opaque on the outside but translucent from the inside
(attackers can’t see in, but the Garou can see out). The Garou can choose to encase others in the
shell with her. This Gift is taught by a turtle-spirit.
System: The Garou spends one Gnosis point and rolls Stamina + Survival (difficulty 6). For
each success, the shell has two soak dice and two Health Levels (when the shell has no more Health
Levels, it breaks apart).
In addition, a two-yards radius can be encased per success (two hexes, if miniature rules are
used). A Crinos-form Garou requires about that much space to fit into the shell, so with three
successes three Crinos-form Garou can fit into the shell (or perhaps six Homid- or Lupus-form
Garou or any such combination — Storyteller’s discretion).
The shell lasts for one scene or until a Garou decides to break it, which ever comes first. Once
its time is up or it is broken (whether by a Garou on the inside or an enemy pounding his way in),
the shell disintegrates.

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Twist of Fate
Source: Guardians of the Caern.
Some Stargazers metis have used this Gift to deliver a fatal blow to unsuspecting enemies,
even knowing that the cost will be their own lives. After a Garou has been dealt her own deathblow,
if she invokes this Gift, she may strike her enemy once more ere she dies. It’s bittersweet but often
leads to an enemy falling dead alongside the metis warrior. This Gift is taught by a Cobra-spirit.
System: The player need only spend one Rage point to get that final shot; no wound penalties
apply. The attack doesn’t automatically land, although the metis may spend Willpower to add to the
attack roll’s successes (even though she’s already spent Rage in the turn). The metis’ damage pool
is increased by ten dice - a metis’ parting shot channels a lifetime of Rage, and is almost always
lethal.

Twisting Tongues
Source: Nuwisha Breed Book.
The Nuwisha may understand any written or spoken language while using this Gift. Even sign
language and facial expressions offer no trouble. While under the influence of this Gift, the
Nuwisha can speak with spirits, Banes and even computers (which hardly makes for interesting
conversation, but can prove worthwhile). This Gift is taught by a Trickster-spirit.
System: The player rolls Wits + Expression, difficulty 7. For every success, the character can
fully comprehend the language - complete with all slang terms - for one full day. The character
must employ this Gift separately for each language she wishes to comprehend.

Übermensch
Source: Players Guide to the Garou.
The Garou is human plus. Human plus strength, agility and health. Human plus devoted,
assured spirituality and meaning. Human plus animal instinct and lightning reflexes. He is as man,
but greater and more whole. Every Garou radiates this to some extent, causing humans to fear and
avoid them instinctively. This Gift warps this perception, turning the Garou from a figure to be
avoided into a figure to be admired or adored.
System: Once learned, this Gift is always active. Humans dealing with the character will
immediately pick her out as more desirable, attractive, smarter or more charismatic compared to
those around them, regardless of their actual capacity in such matters. The Curse still applies, but
rather than being instinctively feared as a predator, the werewolf is dreaded as an intimidating
figure of great presence. Also, the character may boost his Social Attributes by spending Rage or
Gnosis, each dot of either spent raises one Social Attribute by one point for a single scene.

Ubiquitous Presence
Source: Players Guide to the Garou.
Paranoia is a wonderful weapon. It keeps enemies from resting, from thinking properly and,
done right, from ever attacking you. And if you can’t be everywhere at once, at least you can appear
to be. The Shadow Lord can curse an enemy with paranoia, giving the victim an unflinching
suspicion that the Garou is watching her, even when that belief would otherwise be entirely
illogical. Shadow or night-spirits teach this Gift.
System: The player spends one Gnosis and rolls Charisma + Intimidation, difficulty of the
victim’s Intelligence x 2. Success indicates that the curse takes effect, reducing all dice pools of the
victim by one for each two successes rolled. The effects last for one day and night.

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Ugly Truth
Like the Homid Garou Gift: Part the Veil. The Ratkin must bite or claw a human victim to
transmit this Gift. Moreover, his experience is "embellished" by visions similar to those granted by
the Birthing Plague—usually torturous reminders of the dangers of human overpopulation. If the
wererat wants to finish off the experience by punishing the guilty human, he can make the disease
extremely toxic. At the end of the scene, the victim will then be ravaged by the last lingering effects
of the infection.
System: The roll to bite or claw is made normally; the player then rolls Charisma + Empathy
(difficulty 6) and spends one Gnosis. The wererat has the option of inflicting damage with this Gift;
he does not need to declare this until the end of the scene. If the human is worthy of punishment, he
takes aggravated damage; the number of health levels he loses is equal to the number of successes
on the initial Charisma + Empathy roll.

Uktena's Freezing Stare


Source: Uktena Tribebook Revised.
The Uktena can use this Gift to mesmerize an opponent by making direct eye contact. If the
Gift is successful, the target freezes dead in his tracks. A spirit of Uktena teaches the Gift.
System: First, the Uktena must make direct eye contact with an opponent; the player then
rolls Manipulation + Intimidation to activate the Gift, with the difficulty equal to the target's
Willpower. The paralysis lasts one scene or until the opponent is physically or mentally attacked in
some fashion.
MET: Basic Gift. As the Homid Gift: Staredown, save that all manner of targets freeze in
their tracks; none flee. The same restrictions against being physically or mentally attacked still
apply.

Uktena's Glare
Source: Uktena Tribebook Revised.
Just as the anger within Great Uktena burns those who dare to face him, so can the follower of
Uktena sear foes with his own Rage. To one who is worthy, Uktena may teach this Gift.
System: The Garou concentrates for a full turn, focusing on the anger that burns within.
Meeting the gaze of a single foe, he must spend a Rage point and make a roll as if to frenzy. If
successful, the Uktena does not frenzy but inflicts one level of aggravated damage per success just
from his heated gaze. The difficulty to use this Gift increases by one with each subsequent attempt
during the same scene.
MET: Advanced Gift. By focusing on a foe with her gaze, the Uktena may take a normal
action and spend a Rage Trait to activate this Gift. Doing so requires intense concentration — the
Uktena cannot move, is considered to act last that turn and suffers a two-Trait penalty to defend
herself against any attacks while activating this Gift. Provided her opponent is still in sight when
her action at last arrives, she makes a number of Simple Tests equal to her permanent Rage rating;
for each test she wins or ties, her foe suffers a level of aggravated damage. Only one foe may be
targeted at a time, and no opponent may be targeted with this Gift more than once per scene. Armor
is effective against this damage, but this attack cannot be dodged or "soaked" short of supernatural
levels of endurance; opponents with powers that convert or reduce damage (such as vampiric
Fortitude) may attempt to modify the damage normally.

Uktena’s Passage
Source: Croatan Song.
This Gift allows the Garou to calm or agitate water, whether in the form of a river, stream or
lake. She may calm rapids or endow a placid lake with waves to help speed along a canoe or wash a

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swimmer to shore. The power to shorten a trip or thwart enemy craft is yet another advantage of this
Gift. The spirits of the river trout and salmon teach this Gift.
System: The player spends one Gnosis point and rolls Manipulation + Survival. For each
success, she may raise or lower the speed and/or roughness of the current within 100 yards by one
degree. Degrees of currents are calm, slow, moderate, swift, and turbulent. The change lasts one
scene.

Ultimate Argument of Logic


Source: Werewolf: the Apocalypse 2nd Edition.
Those who speak with the Garou leave convinced of some fact might otherwise have
disbelieved. If successful, the Garou can cause the target to believe implicitly in one aspect of
existence (true or false) — from the "fact" that the sun revolves around the Earth to the "truism"
that the wolf’s inherent nature is that of the pawn. This Gift is taught by a Coyote-spirit.
System: The Garou needs three successes on a Manipulation + Performance roll (difficulty of
the target’s Wits + Enigmas).

Ultimatum I
Source: Gurahl Breed Book.
By winning a contest of wills against his opponent, a Gurahl may deliver an ultimatum which
reduces the actions of that enemy to a choice between two alternatives. (“Come and get me or else
flee like the coward you are!”) This Gift enables the werebear to dictate the form of attack (or lack
thereof), thus giving him an edge over his enemy. A Wolverine-spirit teaches this Gift.
System: The player must engage the attention of his enemy, then succeed in a contested
Willpower roll. If he succeeds, the Gurahl may then present a pair of options to his enemy, who
must comply with one or the other and may take no action not specified by the Gurahl.

Ultimatum II
Source: Players Guide to the Changing Breeds.
By pitting his will against an opponent's, the Gurahl may reduce his enemy's actions to two
options. ("Fight me now or flee like a rabbit!")
System: The Gurahl must get the opponent's attention. The two then engage in an opposed
Willpower roll. Success means that the Gurahl may present the enemy with two options and the
opponent may take no action not specified by the Gurahl. The Gurahl cannot make one or both
demands clearly suicidal to his opponent.

Umbral Barrier
Source: Ananasi Breed Book.
The Ananasi spins her web into the Great Web, strengthening the Gauntlet in the designated
area and making it far more difficult for any non-Ananasi to pass into or out of the Umbra in that
location. The webs generated by this Gift are intangible and invisible from the Gaia Realm, and
merely look like another piece of the Great Web from the Umbra.
System: The character must spend the appropriate number of blood points for the web she
wants to build; in addition, an expenditure of two Gnosis and a Wits + Occult roll (difficulty 8) is
required. Each success increases the Gauntlet rating between the Gaia Realm and the Low, Middle
and High Umbra by one. These barriers are often used as protection from invasion, and also as
revenge against those who’ve slighted the werespider. This Gift’s effects are permanent, although
from the Penumbra the added webbing can be torn away from the Gauntlet — an involved and
difficult task.

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Umbral Body
Source: Players Guide to the Garou.
The metis body is strange. Born in a form not intended by Gaia or nature, deformed and
occasionally showing signs of animals entirely unrelated to wolf or man, it is little wonder the breed
has been outcast and hated. But some metis have used this body to their advantage, and it is perhaps
this strangeness that allows their body to withstand the pressures this Gift inflicts. With this Gift,
the metis can partially reach into the Umbra, sending certain body parts into the Umbra while
maintaining others in the physical world. Doing so makes the metis difficult to hit in combat, to say
the least. A Pattern Spider teaches this Gift.
System: The metis rolls Gnosis (difficulty of the local Gauntlet) and, if the roll succeeds,
spends one Gnosis. For the rest of the scene, the metis receives one extra automatic success on all
Dodge rolls.

Umbral Burrowing
Source: Past Lives.
The Umbral tunnels that the Croatan used to travel don’t always lead precisely where one
would like. This Gift neatly sidesteps that problem by allowing the Garou to dig his own tunnels
through the Umbrascape, between any two points he chooses.
System: The player expends three Gnosis; the Garou starts digging. A successful Perception
+ Occult roll is necessary to make sure that the tunnel comes out in the right place. The process is a
slow one, about twice as long as ordinary Umbral travel (although the burrower need not eat or rest
as he digs), but the tunnel is permanent once dug. It isn’t necessary to know the Underearth Gift to
use Umbral Burrowing, but the werewolf without knowledge of Underearth cannot necessarily
travel tunnels not of his own make without getting lost.

Umbral Camouflage
Source: Werewolf: Wild West – The Wild West Companion.
Although perfectly visible in the physical world, this Gift renders the Garou undetectable by
spirits. In conjunction with other Gifts, Umbral Camouflage can make the user vanish from all
perception. Garou who use this Gift in the Umbra might as well be someplace else entirely. A
Wind-spirit teaches this Gift.
System: The player spends one Gnosis point, and for the remainder of the scene, she is
completely invisible to spiritual senses. She may move about as normal but cannot make any attack
actions without disrupting the Gift. In the Umbra, the Garou becomes completely undetectable.

Umbral Compass
Source: Uktena Tribebook.
This Gift helps the Garou cross the Gauntlet and traverse the Umbra more easily. Once in the
Umbra, the Gift helps the Garou orient herself so she has less chance of becoming lost or confused
as to where she is. Further, it seems to urge the Garou toward a direction she needs to travel. Thus,
if something terrible is happening in the Umbra, use of this Gift will point the Garou right toward it.
This could be a good thing or very inconvenient and potentially deadly, depending on the Garou’s
point of view and her ability to talk or fight her way out of difficult situations. This Gift is taught by
a Bird spirit.
System: The player rolls Perception + Survival (difficulty 7). A single success allows the
Garou to lower the difficulty of crossing the Gauntlet by one and to find her way through the Umbra
with little difficulty. If she then needs guidance while in the Umbra, she may roll her Gnosis

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(difficulty 6) to find her way. Should the Garou using Umbral Compass botch her roll to cross
through the Gauntlet, she is allowed to make a single Gnosis roll (difficulty 8) to escape the effects
of the botch. Failure on this roll means the botch takes effect as normal, while a botched means the
caught Garou is difficult for others to find and free.

Umbral Gateway
Source: Nuwisha Breed Book.
The Nuwisha can open a portal into the Umbra. The Umbral Gateway is a direct opening in
the Gauntlet between the worlds, and is open to anyone or anything the Nuwisha chooses to take
with him. This Gift is connected to the Nuwisha, and no other creatures may use the opening
without the Nuwisha’s consent. Any entity attempting to pass through the portal must effectively
have the Nuwisha’s permission to do so. This Gift is taught by a spirit of the Trickster.
System: The player rolls Wits + Occult, difficulty 8, and expends four Gnosis points. The
Umbral Gateway remains open for as long as the Nuwisha desires, but no longer than one scene.

Umbral Map
Source: Nuwisha Breed Book.
The Nuwisha using this Gift can locate any part of the Umbra, and in some cases can even
locate an individual entity in the Umbra. This Gift is taught by an Ancestor-spirit.
System: The player makes a Gnosis roll, with a varying difficulty. If the character has never
before been to the target part of the Umbra, the difficulty is 7. If the character has traveled the area
before, the difficulty is 6. If the character frequents the area, the difficulty is only 5. With one
success, the character can pinpoint where in the Umbra he is. With two, he can determine how best
to approach any area or Realm in the Umbra. With three successes, the character can get a feel for
where a target is within the Umbra. With five or more successes, the character can pinpoint a
target’s exact location within the Umbra.

Umbral Motorcade
Source: Glass Walkers Tribebook Revised.
A "motorcade murder" was the Mafia equivalent of a drive-by killing. The idea was to be
gone the moment after the deed was done. Lucci always felt this never went far enough, and came
up with the trick of never being there in the first place. This Gift allows the Wise Guy to shoot a
victim in the physical world from the Umbra. A rat spirit teaches this Gift, a fact that made the Gift
unpopular in some quarters.
System: The Garou fires a gun at the target as normal, but the player should then spend one
Willpower point and roll Gnosis, difficulty equal to the Gauntlet in the area. In effect, the Wise Guy
is making the bullet "reach" across the Umbra, so normally three successes are needed. Should the
target be immobile for some reason (such as being asleep), then one or two successes might be
sufficient. Since the target is probably unaware of the attack, most attacks made with this Gift are at
point blank range and probably lethal.
MET: Make a normal ranged attack for firearms, then spend a Willpower Trait and make a
standard challenge to step sideways (in essence, the bullet is doing the "stepping sideways"). This
Gift works only for a single discharge.

Umbral Sight
Source: Players Guide 2nd Edition.
Although all Garou can Peek from the Penumbra into the Realm, the Theurge is capable of
shifting his sight into the Penumbra from the physical world. This Gift is taught by an Owl-Spirit.

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System: The player spends a Gnosis point and rolls Perception + Alertness (difficulty of the
area’s Gauntlet). In all other ways, this Gift works exactly like Peeking. The ability lasts for the rest
of the scene or until the character moves to an area with a higher Gauntlet. Note that while focused
on the Umbra, the character cannot see in the physical realm

Umbral Target
Source: Nuwisha Breed Book.
The Nuwisha using this Gift literally throws a target into the Umbra and into any location in
the Umbra that she desires. A Garou suffering from a strong Wyrm taint could be thrown into the
Atrocity Realm, or into the silver waters of Erebus. A Technocracy mage could end up in a Wyld
Realm, or even tossed through the gates of Malfeas. This Gift is commonly used as a severe form of
punishment, or to assist someone or something in need of special help. Several Kithain have been
dropped at the Arcadia Gateway to prevent them from falling completely away from their Dreaming
aspects. This Gift is taught by Coyote himself.
System: If the target of this Gift is already in the Umbra, the player need only make a Gnosis
roll, difficulty 5. If the target is in the Gaia Realm, the Nuwisha must first grab the target, and the
player expends one Gnosis to force the opponent into the Umbra. The effects of this Gift are
instantaneous.

Umbral Tether I
Source: Players Guide 2nd Edition.
Although most Theurges would never admit it, even they can become lost in the spirit world
from time to time. This Gift allows the werewolf to spin a spiritual line, resembling spider silk,
behind her as she explores the Umbra. Only the Garou using the Gift can see the trail, thus
increasing the Theurge’s reputation as master of the spirit world. A spider spirit teaches this gift.
System: The player does not need to roll to create the trail, but must spend one Gnosis point
for every hour of Umbral travel to maintain it. At dawn, the player must spend an additional Gnosis
point to maintain the trail in the physical world. Although only the werewolf using this Gift can see
her trail, some Gaffling pests occasionally sever or alter the tail without knowing it.

Umbral Tether II
Source: Players Guide to the Garou.
The Umbra is a shifting world where logic does not always apply, and losing one’s way in it
is an easy affair. Theurges have worked around this by using this Gift, which creates a silvery
"umbilical cord" connecting the Garou to their point of entry into the Umbra. Only the Theurge who
creates the tether can see it, though some spirits have a tendency to trip over it, which can sever or
alter the cord. This Gift is taught by a spider-spirit.
System: No roll is needed to create the thread, however after each hour spent in the Umbra, a
single point of Gnosis must be expended to maintain it. If this point is not spent, the line slowly
corrodes from the point of entry and toward the Garou.

Umbral Tracking
Source: Players Guide to the Garou.
As noted above, usually only the Garou who created an Umbral tether can see it. If a Theurge
has this Gift, that is no longer true. This Gift is taught by a fly-spirit.
System: By spending one point of Gnosis, the Garou can see all active Umbral tethers around
her. She does not know to whom the tethers belong, but can tell in which direction it extends to the
Garou. If the Garou attempts to break the tether, the tether’s creator knows immediately and may

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make a resisted Strength + Occult roll at difficulty 6 against the Garou. If the attacker gains more
successes, the tether is destroyed.

Umekochi’s Mouth
Source: Hengeyokai: Shifters of the East.
Named for the Japanese goddess of food, this trick allows a Kitsune to craft a small paper cup,
dish or other container that can hold four times as much volume as it should.
System: The player rolls Gnosis, difficulty 7; the Gnosis cost is one.

Underbelly I
Source: Bastet Breed Book.
By sizing up a foe or obstacle, a feral Bastet can get a feeling for its weakest point. Once
that’s spotted, he can rip through most things with a good swipe.
System: By rolling Perception + Primal-Urge, the Bastet can find a weak spot on living (or
once-living) beings. Picking a weakness on a technological object requires Perception + Repair,
while noticing a flaw in a natural one takes Perception + Survival. Either way, the difficulty
depends on the target’s toughness.

Subject Difficulty
Typical (man, computer, wall) 6
Sturdy (athlete, car, desk) 7
Powerful (vampire, heavy machine, boulder) 8
Reinforced (man in armor, combat vehicle, bank vault) 9

Each success adds one to the Bastet’s damage Dice Pool against that target for the scene.
Spotting a weakness in a magical object or mystical protection requires a Gnosis point in addition to
the roll. This Gift doesn’t work against spirits of any kind.

Underbelly II
Source: Players Guide to the Changing Breeds.
By sizing up a foe or obstacle, a Bastet can get a feeling for its weakest point.
System: By rolling Perception + Primal-Urge, the Bastet can find a weak spot on living
beings. Picking a weakness on a technological object requires Perception + Repair, while noticing a
flaw in a natural one takes Perception + Survival. The difficulty of the roll ranges from 6 (for
typical objects, like humans or computers) to 9 (for heavily fortified objects, like humans in heavy
body armor or heavily armored vehicles). Each success rolled adds one to the Bastet's damage pool
against that target for one scene. Spotting a weakness in a magical object or mystical protection
requires a Gnosis point in addition to the roll. This Gift doesn't work against spirits.

Uncaught Since the Primal Morn


Source: Children of Gaia Tribebook Revised.
This Gift grants Unicorn’s perfect speed to the Garou, allowing her to outrun virtually any
pursuer. An avatar of Unicorn teaches this Gift.
System: The player spends a Gnosis point and makes an opposed Stamina + Athletics roll
against the fastest of any pursuers; the Garou is unfailingly faster than her pursuers for one scene
for each success.
MET: Spend one Gnosis Trait and make a Physical Challenge (retest with Athletics) against
the fastest of your pursuers. If you win, your pursuers have no chance of catching you for one hour.

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Uncloak the Hidden
Source: Rage across the Heavens.
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 traps; 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 character’s knowledge in general terms. (“That man has some sort of
disguise”; “The floor contains a hollow beneath the floorboards.”)

Underearth
Source: Past Lives.
Since Turtle went into his coma-like sleep, many secrets of earth powers once known are now
forgotten - such as the Umbral tunnels beneath the Umbrascape. The Croatan did not always rely on
Luna’s moon paths when traveling the Umbra. This Gift allowed them to use the secret tunnels
under the earth, known to many earth-burrowing spirits and totems, such as Mole, Badger and
Groundhog (who taught them the Gift). In such a way, the Croatan could travel long distances in the
safety of the Umbral underground.
This Gift is all but lost to werewolves by the time of the 20th century, but this is almost a
blessing; in the modern era, Ratkin occupy many of these tunnels, making them hostile territory for
any Garou.
System: The player spends one Gnosis point; the Garou is made aware of the nearest entrance
into one of these tunnels. Such an entrance might not be close at hand; the werewolf might have to
go on a day’s journey just to reach the nearest opening, depending on the local population of
burrowing spirits. Once inside the tunnel, he can reach his destination safely. When he gets to a
multiple branching tunnel, he’ll know the proper way - otherwise, one could get lost for years!
In all other respects, this Gift is much like traveling a moon path, save that the potentially
hostile encounters that may be encountered along the way take the form of Ratkin and other
subterranean denizens, rather than spirits.

Understanding the Tapestry


Source: Ananasi Breed Book.
The Tenere using this Gift can see the connections between items that seem unrelated, thus
making it easier to solve mysteries in which the items have played a part. As an example, the
Tenere could se a gun’s connection not only to a murder, but to the murderer and his motive.
System: The player rolls Wits + Enigmas, difficulty 7. Each success reveals more of the story
behind the items and their connection. One success might indicate that the aforementioned gun
killed Alex Williams in the third house on Maple Street. Five successes, on the other hand, would
reveal that Alex was killed by a man hired by his wife’s lover in a carefully laid out plan to cash in
on the $1,000,000 life insurance policy; that the lover also has plans for getting rid of Joe’s wife in
the near future, and that the hired gun is considering blackmailing the lover for more money. The
character can then use this information to avenge Mr. Williams, or to blackmail the guilty parties
herself, or even to set them up in a situation where they are forced to confront each other in a final
conflict.

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Undertow
Source: Players Guide to the Changing Breeds.
The Rokea stirs up a vicious current that sweeps a target in whatever direction the wereshark
chooses. The Brightwater might use the Gift to pull a human out to sea, force any opponent towards
the surface, or draw a victim towards her waiting maw. A spirit-servant of Sea teaches this Gift.
System: The player spends one Gnosis point and rolls Strength + Primal-Urge (difficulty 7).
The number of successes determines the strength of the undertow — anyone caught in it must beat
the Rokea's successes on a Strength + Athletics roll (difficulty 8) to escape it.

Undisputed Ruler
Source: Rage across the Heavens.
This Gift allows a Garou to take over the leadership of a small gathering of humans (whether
a paramilitary group or town council) or a group of spirits for a period of up to six months. During
this time, the targeted group accepts the Garou as their leader, rendering her the honor, respect and
obedience due her position. The group demonstrates a high degree of loyalty, obeying the Garou’s
orders without question or hesitation (if the group is an army of some sort) or accepting the Garou’s
decisions as legal and binding (if the group consists of a town council, religious cult or other social
organization). If the Garou uses this Gift in the umbra, the targeted group of spirits will follow the
Garou’s commands as if she were a greater spirit such as an Incarna. This Gift lasts anywhere from
a week to six months.
System: The player spends a point of Gnosis and rolls Charisma + Leadership (difficulty of
the Highest Willpower in the target group). One success enables the character to exercise her
authority over the group for a week. Two successes extend the period to a month, while three
successes give the character leadership for two months. Four successes extend the period to four
months, while five successes allow the character six months of undisputed rule. This Gift is only
effective against mortals and spirits of no greater than Jaggling status, although “borderline”
supernaturals such as ghouls and Kin are susceptible. A failure means that the Gift does not take
effect. A botch turns the group against the character.

Undying Serpent
Source: Nagah Breed Book.
Nagah master assassins can not only negate their foe’s attacks but undermine them by
appearing to take the blow, only to become stronger than before. A wereserpent using this Gift is
not wounded by his enemies’ blows, but rather strengthened.
System: The player spends a Gnosis point and rolls Dexterity + Enigmas. All damage
delivered to the Nagah for the rest of the turn, up to the number of successes, is added to his health
levels instead of subtracted from it. Bashing damage heals bashing damage; lethal damage heals all
damage types. Any health levels above the Nagah’s normal maximum fade at the end of the combat.

Unexpected Venom
Source: Nagah Breed Book.
Nagah generally don’t have fangs or access to their venom in Balaram form, but this Gift
allows the wereserpent both. Not only do the fangs give him a secret advantage; they also allow the
Nagah to masquerade somewhat effectively as a vampire.
System: The player spends one Rage point and rolls Stamina + Primal Urge (difficulty 8).
The first success gives the character fangs and additional successes each give the character one dose
of venom, up to the maximum of 3. At the Storyteller’s discretion, use of this Gift may only allow

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the Nagah one dose of venom in Balaram form, simply because there’s not a lot of room in the
human head for venom sacs and associated structures. The Gift lasts until the Nagah shapeshifts
again.

Unicorn’s Grace I
Source: Players Guide 2nd Edition.
A Garou with this Gift never loses her poise and rarely loses her temper. Even in the nastiest
arguments or the bloodiest combats, Children of Gaia can maintain their cool with this blessing. An
avatar of Unicorn teaches her followers this Gift.
System: By spending one Gnosis point, the Garou represses her Rage for an entire scene. No
matter how many Rage points the Garou has, humans and animals are unable to detect her
supernatural essence. The Garou also cannot frenzy and can spend Rage points only up to a
maximum of her Empathy.

Unicorn’s Grace II
Source: Children of Gaia Tribebook Revised.
The Garou blessed by Unicom are calm even in the midst of chaos. This Gift, taught by an
avatar of Unicorn, allows the Garou to keep a tight lid on her anger.
System: The player spends a Gnosis point; for the rest of the scene, her Garou cannot frenzy,
and her ability to spend Rage is limited by her Empathy rather than Dexterity. Further, her Rage is
considered three-points lower for purposes of determining whether surrounding humans are affected
by the Curse (Werewolf: the Apocalypse, p. 191). This Gift does not work if the Garou is in
Crinos form.
MET: Spend a Gnosis Trait; for the remainder of the scene, you cannot frenzy. Your ability
to spend multiple Rage Traits in a turn is limited by your Social Traits rather than your Physical
Traits. This Gift also softens the Curse when dealing with humans. This Gift will not work if you
are in Crinos.

Unified Force
Source: Book of Auspices.
The Galliard can bond the pack into a truly unified force, striking as one. As long as no one in
the pack succumbs to frenzy, each member strikes at the same instant, and few foes can stand up to
such an attack for long. A wolf-spirit teaches this Gift.
System: The player must spend one Gnosis point for each turn in which this Gift is to be
active. Every turn that she does so, each player rolls for initiative as usual, but the entire pack acts
on the highest initiative rolled (so if the character’s initiative totals wind up being 10,8,14, and 17,
the entire pack acts on 17, even if the pack’s alpha wound up with the 8). The entire pack must be
present in the battle for this Gift to be effective, and if even one pack member frenzies, the effect is
lost. Also, only pack members bonded by a totem may enjoy these benefits. All pack tactics are at -
1 difficulty while this Gift is active.

Universal Interface
Source: Glass Walkers Tribebook Revised.
Most Random Interrupts use two methods for dealing with computers- some use mundane
computers and techniques, others leap into the Umbra and deal with the technological spirits driving
computers directly. This Gift allows a Random Interrupt to strike a balance between these two
techniques, using the Umbra itself as a computer. He can simply type on air and visualize a screen
in his own mind. A pattern spider teaches this Gift.

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System: The player spends one point of Gnosis and rolls Wits + Enigmas (Difficulty 7). Only
one success is needed to fashion the intangible computer, but no more successes may be achieved
using the computer than were achieved on the original Wits + Enigmas roll. The Glass Walker need
not be in the Umbra to use this Gift, and the computer is considered to be connected to both the
Internet and GWnet.
MET: Spend a Gnosis Trait and make a Mental Challenge (retest with Enigmas). For one
scene, you can turn the Umbra into an intangible computer, seeing the screen in your mind and
typing into the air. The computer is connected to the Internet and GWnet.

Unravel
Source: Rage across the Heavens.
This Gift allows the Garou to put together seemingly random bits of information to form a
tentative 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 circumstances.
System: The player spends a point of Gnosis and rolls Intelligence + Enigmas (difficulty 7).
Only one success is necessary to make some basic sense out of even the most confusing situation,
but each additional success further 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.)
A failure means that the character cannot make sense of a situation while a botch means that the
character puts together a totally false scenario and draws erroneous conclusions from her
“knowledge.”

Unsea’s Blessing
Source: Rokea Breed Book.
Unsea considers the Rokea to be her nieces and nephews, created as they were by her sister,
Sea. As such, she does them the favor of healing their wounds if they but ask. The spirit of a
stingray or other fish that burrows into the earth teaches this Gift.
System: The Rokea must touch Unsea directly, be it the sea bottom or dry land. The player
rolls Charisma + Rituals (difficulty 5). For every success, the Rokea heals one health level,
regardless of the type of damage. The Rokea can take no other actions in the turn he uses this Gift.

Unseelie Faerie Kin


Source: Book of the Wyrm 2nd Edition.
The Black Spiral can call upon changelings, just as Fianna do, but this fae allies will be
members of the Unseelie Court.
This Gift cannot be learned in Shattered Labyrinth. However, an Unseelie noble or Shadow
Court instigator may offer to teach the proper rituals of this Gift in return for a quest or geas. In
some instances, the changeling may also learn to summon the Black Spiral’s pack!
System: As with the Gift: Bane Protector, the petitioner must explain his dilemma, usually in
rhyme or dance (in some cases, this performance is particularly violent or destructive). He must
then burn a point of Gnosis and roll Manipulation + Leadership.

Unseen Attack
Source: Rokea Breed Book.
If the Brightwater can approach her target without being seen, she may attack without fear of
retaliation. All her victim will feel is a stirring in the waters behind him... and then teeth. This Gift
is taught by a shark-spirit.

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System: The Rokea must approach her prey undetected — this requires the player to succeed
in a Wits + Stealth roll (difficulty varies by how perceptive the target is; Storyteller’s discretion).
She then attacks first, no matter how high her opponent’s initiative. The opponent cannot attempt to
dodge this attack. Once the Rokea has attacked with this Gift, she may not normally do so again in
the same scene (unless she can somehow get out of sight and sneak up on the target again).

Unstoppable Warrior
Source: Storyteller Handbook 1st Edition.
A Garou who uses this potent Gift can regenerate aggravated damage. This works against all
attacks except those from silver weapons.
System: Each turn, roll Stamina + Primal Urge against a difficulty 8; if successful, then spend
one point of Rage per Health Level healed (much like a vampiric Blood Pool). The Garou cannot
attack in the same turn, unless he has the Level Three Ahroun Gift: Combat Healing.

Unwitting Pawn
Source: Werewolf: Wild West – The Wild West Companion.
Over time, the Shadow Lord can convince a target that the Gift user holds the other’s best
interests at heart. At first, the newfound friend performs small favors; much later, the pawn might
even die for the Shadow Lord. A Rat-spirit teaches this Gift.
System: The Gift affects just one pawn at a time, over the period of a week, the Shadow Lord
must pretend to be the person’s friend (the friendship can be real as well). During that time, he must
spend one Gnosis per day to seal the arrangement. After the first week, the pawn sides with the
Shadow Lord in arguments, helps with the Garou’s chores and rolls his cigarettes. The effect fades
in one week unless the Shadow Lord spends additional Gnosis. If the Gift affects the same person
for over a year, the small favors and general friendliness turn obsessive and dangerous.

Uproot
Source: Past Lives.
The Grondr knew that the tallest tree could be toppled by striking at the root. This Gift
conveys the ability to cause considerable damage to a tree or structure if the user strikes at the
foundation. The Grondr often used this Gift to topple diseased trees, but were not averse to using it
against human dwellings as well if the need arose.
System: The Garou strikes at the base of a tree, cornerstone, support beam or other
foundation of a structure. The player spends one Rage and one Gnosis and rolls Wits + Primal-
Urge, difficulty 7; this is a reflexive action and must be performed in the same turn that the
character strikes. For each success, the character gains three dice to her damage pool against the
foundation. If the tree or structure falls as a result of this Gift, the player may choose the direction
in which it falls (if applicable).

Urban Camouflage I
Source: Ratkin Breed Book.
Experienced Tunnel Runners don’t look like they’re wandering beggars; instead, they blend in
wherever they go. A highly talented traveler can wander almost anywhere looking like he’s a
native. Why be invisible when you can be ignored? Runners carry this to an extreme: even
whenever they’re barefoot and broke, none will question their presence if the Ratkin is using this
Gift. Other supernatural creatures rely on being invisible or obfuscated; wererats with this talent just
remain nondescript. Unlike other abilities, you can activate this Gift as soon as someone approaches
you. Disappearing from plain view tears the Veil apart; being inconspicuous doesn’t.

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System: Roll Intelligence + Stealth and spend one Gnosis. If the number of successes exceeds
a viewer’s Perception, you’re not invisible, but you will be ignored. For large groups of people, just
use the highest Perception rating in the crowd. This Gift cannot be used during the stress of combat,
however.

Urban Camouflage II
Source: Players Guide to the Changing Breeds.
The Tunnel Runner can become nondescript enough that people ignore her presence utterly.
This Gift doesn't work during combat.
System: The player spends one Gnosis and rolls Intelligence + Stealth. If the number of
successes exceeds a witness's Perception rating, the witness ignores the Tunnel Runner. For large
groups, compare this against the highest Perception in the crowd. The Gift lasts for one scene, or
until the Ratkin decides to end it.

Urban Ward
Source: Bone Gnawers Tribebook Revised.
If your home has no walls, sleeping can be a nightmare. There’s no guarantee that someone
won’t sneak up on you to steal your stuff... or even take your life. Some werewolves solve this
problem by sleeping in packs, but it never hurts to take extra precautions. Rural Garou sets twigs
and branches that easily snap underfoot; Bone Gnawers rig the same warnings with tin cans,
tripwires, or even broken glass. With a little mystical aid, a werewolf can enlist spirits in similar
defenses. The werewolf can never be sure exactly where the boundary of the urban ward is set, but
he may is paranoid enough to spend more time setting multiple layers of trash around his
encampment. This Gift is taught by a Rat-spirit, who usually warns its students to always collect
trash and shiny things for just this purpose.
System: By spending one Gnosis, a Bone Gnawer can ward an area against intrusion. The
"area" can be anywhere between the size of a room and the size of a building. Trash is set around
the periphery, usually junk that makes noise when disturbed. If anyone crosses this imaginary
boundary, the Bone Gnawer hears the spirits scream a silent warning to him. The ward remains in
effect for eight hours (or in some cases, from dusk ‘til dawn).
The Storyteller secretly rolls the character’s Wits + Enigmas (difficulty 6). Any supernatural
creature attempting to use its powers to overcome the Urban Ward (for instance, with the discipline:
Obfuscate) must score more successes on its roll to activate the proper supernatural power than the
Garou did. For more mundane creatures, like humans, crossing the boundary automatically warns
the Garou, who may consciously decide whether to wake up. If the trespasser is also using Stealth,
the sleeping Garou can make an opposed Perception + Alertness roll without penalty, as if he was
awake. Creatures that "teleport" in by means of Gifts such as Shadow Step still count as having
crossed the boundary; instantaneous passage through the Umbra is still Umbral passage across the
boundary.
MET: Using this Gift costs one Gnosis Trait and requires a rather unusual prop: a ball of
string. The Garou stomps out a roughly circular area at least five giant steps in diameter (see the
Giant Steps sidebar for more details). Alternatively, if the game is played indoors, string can be laid
across the threshold of each door and window leading into a room – the Gift can ward an area
roughly as large as a hotel room. If the game is held in a home, hotel, or public area, the urban ward
could be laid across a hallway instead (although this is at the Narrator’s discretion, so ask first). The
characters in the game don’t see a piece of string, of course. They will notice, however, trash,
detritus, bottles and whatnot scattered throughout the area where the urban ward has been left. You
may want to attach some sort of colored tag to the string to make its presence clear, especially if
you use string boundaries to delineate other effects.

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If anything crosses the ward, the Garou using this Gift receives a mental warning only he can
hear. He can set this as anything from a whisper on the wind to a ratlike scream. (Imagine it
however you like). Even if the creature crossing the ward is using Stealth, Blur of the Milky Eye,
Blissful Ignorance, Camouflage, the vampire Disciplines: Obfuscate or Obtenebration, or any other
obfuscative supernatural power, the Garou knows that something is there. If any of the
aforementioned powers are used, he’ll still need to make the appropriate challenge to figure out
exactly what it is. This power can even be used when the character is asleep (although it’s rather
pointless for a player to use it while sleeping).
Since the Bone Gnawer has to be sleeping in the area of this Gift, it’s the player’s
responsibility to stay in the area – not to force a Narrator to wait and then come get him if
something crosses the boundary.

Ursa’s Cleansing
Source: Gurahl Breed Book.
As the Fianna Gift: Resist Toxin.

Ursa’s Coat I
Source: Gurahl Breed Book.
Similar to the Garou Homid Gift: Cocoon, this Gift surrounds the Gurahl with a heavy coat of
protective fur colored like a starry night. This glimmering armor provides the Gurahl with
protection against fire and poisonous gases as well as rendering him extremely difficult to damage,
Ursa Major teaches this Gift.
System: The player spends one Gnosis point. Attacks against a Gurahl thus clothed in Ursa’s
Coat must do damage equal to the Gurahl’s Stamina + Rituals to cause any harm. By spending extra
Gnosis , a werebear may extend the duration of Ursa’s Coat for one scene per Gnosis point
expended. The Gurahl can move while so armored, but at an effective Dexterity of 1.

Ursa's Coat II
Source: Players Guide to the Changing Breeds.
Similar to the Homid Gift: Cocoon; this Gift surrounds the Gurahl with a protective coat of
night-sky colored fur.
System: The character spends a Gnosis point and attacks after that must do damage equal to
the Gurahl's Occult + Rituals to penetrate. Spending an additional point of Gnosis extends the effect
for one scene. The Gurahl is at a -1 penalty to Dexterity while "wearing" the coat.

Ursa’s Light I
Source: Gurahl Breed Book.
This Gift allows the Gurahl to draw down light from the stars to use as either a directional
beacon or provide illumination for an area. Although the constellations of the Great and Little Bear
need not be visible in the sky for the Gift’s effectiveness, their presence enhances the Gift’s power.
System: The Gurahl reaches toward the sky, as if to gather light from the stars. A successful
Charisma + Occult roll by the player causes the Gurahl’s hands to fill with a soft, white light (about
the intensity of moonlight) that can either illuminate an area of 100 square feet or else cast a
penetrating ray of light for 100 yards. If the constellations Ursa Major and Ursa Minor happen to be
in the sky at the time the Gift is invoked, the intensity of the light doubles as well as the range. This
Gift only works at night.

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Ursa's Light II
Source: Players Guide to the Changing Breeds.
The Gurahl may draw down the light of the stars for illumination or a directional beacon.
System: The Gurahl reaches toward the sky while the player makes a Charisma + Occult roll.
Success produces a soft light that illuminates a 100' square area or sends a direction beacon 100
yards. If Ursa Major or Minor is in the sky, the effect is doubled.

Uzume Sings I
Source: Hengeyokai: Shifters of the East.
Kataribe voices are particularly beautiful; with this Gift they become paralyzingly so. A
skilled bard may hold an enemy at a standstill purely with the power of song, or entice him forward
to his doom. Nightingale- and Snake-spirits teach this Gift.
System: The player spends one Gnosis and rolls Charisma + Performance (difficulty of the
target’s Willpower). For every success rolled, the victim remains in the Kitsune’s power one turn –
she must roll again when the fist successes run out, but need not spend more Gnosis. The victim
may be held completely motionless, or (if the singer desires) slowly follow the sound. If the Kitsune
leaves or stops singing, the spell ends after the current duration runs out.

Uzume Sings II
Source: Players Guide to the Changing Breeds.
Kataribe voices become incredibly beautiful, paralyzing an enemy or luring him forward to
his doom merely by the voice's power. Nightingale and snake-spirits teach this Gift.
System: The player spends one Gnosis and rolls Charisma + Performance, difficulty of the
target's Willpower. For every success, the victim is under the Kitsune's power for one turn. The
Kitsune may roll for additional successes once the first ones expire, but need expend no more
Gnosis. If the Kitsune leaves, the spell ends when the duration expires.

Veil of Maya
Source: Players Guide to the Changing Breeds.
As the Fianna Gift: Phantasm.

Veil of the Mother


Source: Rage across the Heavens.
This Gift allows the Garou to assume a different appearance for a short period of time in order
to confuse pursuers or escape detection. Primarily useful in Homid form, the Veil of the Mother
alters the physical features of the face, causes the user to seem either shorter or taller by up to six
inches and changes the body size to reflect a gain or loss of up to 30 pounds. The Gift does not alter
the sex or age of the Garou, though it can change skin, hair or eye color and hair texture or length.
The Garou may use the Gift on herself or on another individual, usually someone she is trying to
hide or draw attention away from.
System: The player spends a Willpower point and rolls Appearance + Subterfuge (difficulty
7). The number of successes indicates the degree to which the character can alter her appearance or
that of another individual. One success allows only minor changes in height, weight, facial features,
skin tone and other similar qualities. Three successes cause a complete change in appearance, while
five or more 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.) No successes represent a simple failure, while a
botch causes some gross malfunction of the disguise. The effect of this Gift lasts for one scene.

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Veil of the Wani I
Source: Hengeyokai: Shifters of the East.
The Nagah may erase the memory of her existence from the minds of any surviving witnesses
or opponents. Anyone who saw the wereserpent may remember that they encountered something -
but that the entity they met was as fleeting as smoke. A Kuei-jin who battled a Nagah might
presume that he was attacked by a Zhong Lung or Mukade, but would not think of the possibility of
a wereserpent.
System: The player spends two Gnosis and rolls Manipulation + Subterfuge against a
difficulty equal to the target’s Perception. While only one success is needed, with three or more
successes the target forgets ever having an encounter and suffers complete amnesia regarding the
incident. This memory isn’t blurred or faded - it is completely removed from the target’s mind.

Veil of the Wani II


Source: Nagah Breed Book.
This Gift allows the Nagah to erase the memory of her existence from the minds of others.
While those who have seen (or fought) the wereserpent remember that an encounter of some sort
took place, they misremember the exact nature of the event, and their minds jump to any conclusion
necessary in order not to remember the Nagah for what she truly is. A Garou might remember
encountering a snakelike Wyrm-beast or a serpentine spirit, even a vampire with the ability to
change into a serpent instead of a bat, but it would never cross him mind that his encounter was
actually with a wereserpent.
System: The player spends two Gnosis and rolls Manipulation + Subterfuge against a
difficulty equal to the target’s Perception + 2. While only one success is needed, with three or more
successes the target forgets the encounter entirely. The memory isn’t blurred or faded - it’s
completely removed from the target’s mind.

Vengeance of the Scorned


Source: Outcasts - a Players Guide to Pariahs.
The Garou can turn part of a Garou’s (or other shapeshifter’s) flesh into silver, causing
extreme pain to the opponent. This Gift is taught by a Rat-spirit.
System: The Garou spends one Gnosis point and rolls Rage (difficulty 7). The Garou must
first touch the opponent. The area touched will turn to silver for one turn per success. This will
cause excruciating pain to (he opponent, adding three to all his difficulties as long as the effect lasts.
In addition, the opponent suffers the normal Gnosis penalty for carrying silver. The opponent must
also make a frenzy roll for each turn he is affected.

Venom I
Source: Werewolf: Wild West – The Wild West Companion.
This Gift allows the werespider’s saliva to contain a powerful toxin, which can they can
inflict with a bite – or a kiss.
System: The Ananasi spends a Blood Point to activate this Gift. The player must either make
a successful bite attack on the target, keeping track of the number of successes that were rolled to
hit, or roleplay kissing the target. If the target suffers even one point of damage, she must then make
a Stamina roll (difficulty 7). If the target gets a number of successes equal to or greater than the
werespider’s successes, then she resists the poison. If not, the poison takes effect and lasts for the
duration of the scene. The venom of the Ananasi is a powerful paralytic poison that lowers the
target’s Dexterity by one for every unresisted success the spider rolled to hit. The venom of the

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Comanche Spiders, on the other hand, is a virulent necrotic poison that inflicts one level of
aggravated damage per unresisted success and doubles the target’s wound modifiers.

Venom II
Source: Players Guide 2nd Edition.
A common trick of desert-dwelling Garou, this Gift allows the user to produce a noxious
venom. The werewolf’s bile can incapacitate or even kill a victim. The Garou is immune to her own
poison, but she can be incapacitated by another Garou’s venom attack. A venomous snake spirit
teaches this gift. Most Garou hesitate to make deals with snakes or serpents, but sometimes
necessity outweighs prejudice.
System: After making a successful bit attack, the Garou must roll Stamina+Primal-Urge in a
resisted roll against the target’s Stamina+4. For every additional success the attacker gets, the
victim receives an additional nonsoakable, aggravated wound along with whatever damage the bite
caused. Each success also reduces the target’s Stamina by one level until the victim loses
consciousness. Additional poison bites can force the victim into a coma and eventually kill her.

Venom III
Source: Players Guide to the Garou.
It was a Silent Strider lupus who first perfected this Gift while talking with Rattlesnake, but
it’s since been learned by many lupus through all tribes. By biting an opponent, the Garou can inject
them with a damaging, or sometimes even lethal, toxin. Any snake-spirit can teach this gift.
System: The lupus must first successfully bite his opponent. After this, the player makes an
opposed Stamina + Primal-Urge roll against the target’s Stamina + 4. Each success the attacker gets
above the victim inflicts an aggravated and unsoakable health level of damage, in addition to the
damage done by the bite itself. Each level of damage caused in this way also temporarily reduces
the target’s Stamina by one, and running out of Stamina in this way will cause a victim to fall
unconscious. All Stamina returns at the beginning of the next scene - should the victim survive.

Venom Bite
Source: Ananasi Breed Book.
The character can use her fangs to inject a mutated venom into a target. This powerful
neurotoxin paralyzes the victim, leaving only the autonomic systems — heartbeat, breathing —
unaffected. Unlike regular spider venom, this toxin is immediate in effect, and capable of dropping
even a raging Garou.
System: The character must first successfully bite the target, then spend a Gnosis point and
make a Gnosis roll, difficulty of the target’s Stamina +4 (never above 9) for the venom to take
effect. One dose of the poison is enough to paralyze the victim. Two doses (administered separately,
of course) can stop even the autonomic systems of the victim, leading to death by asphyxiation or
heart attack. This Gift is costly, and most Ananasi use it only when they are outnumbered by their
opponents. Certain supernaturals, such as vampires, can expel their own blood, which allows them
to remove the toxins. Ovid and other regenerating creatures can also heal themselves, but to cure
themselves of the venom requires enough time to regenerate four health levels of non-aggravated
damage.

Venom Blood I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may change her blood to a black, viscous bile capable of harming anyone who
comes into contact with it. This Gift is taught by any poisonous spirit (Snake, Spider, etc).

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System: The Garou spends on Rage point and rolls Stamina + Medicine (difficulty 7).
Anything that contacts the Garou’s blood takes one die of aggravated damage per success. This
effect lasts for the duration of the scene.

Venom Blood II
Source: Werewolf: the Apocalypse Revised.
The Garou may change her blood into a black, acidic bile that poisons anyone unlucky
enough to come into contact with it. A snake- or spider-spirit teaches this Gift.
System: The player spends one Rage point and rolls Stamina + Medicine (difficulty 7).
Anyone coming into contact with the Garou’s blood for the duration of the scene takes one die of
aggravated damage per success on the first roll.

Vice-Jaw
Source: Werewolf: Wild West – The Wild West Companion.
Thylacines are known for their ability to open their mouths extremely wide and to exert
powerful pressure on anything unlucky enough to be between their jaws. This Gift is identical to the
Lupus Gift: Gnaw.

View the Battlefield


Source: Book of Auspices.
Moon Dancers are renowned for their ability to be everywhere at once during a fight. Some
onlookers say that Galliards have a sort of innate sense of where they need to be during a fight,
either to witness a blood feud consummated or simply to help an overwhelmed packmate. This Gift
is part of the reason for these tales, and allows the Galliard to see the entire battlefield in her mind’s
eye. A hawk spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Wits + Alertness. The difficulty varies
based on the size of the battlefield. One large room would be difficulty 5, while a football field
would be difficulty 7 and an entire forest would be difficulty 9. If the roll succeeds, the character
can see the entire battlefield as if from above (and can look through ceilings and the like to view the
combatants below). This makes ambushing the character nearly impossible, and allows her to know
if any of her allies are in immediate danger. Even if the character’s sight is somehow blocked
(through use of the Gift: Shroud, for example) she still instinctively knows the exact location of her
packmates. This Gift lasts for one turn per success on the initial roll.

View the Seed


Source: Mokolé Breed Book.
This Gift comes from the belief that all things are but a dream of the idea or object that
birthed them. It allows the user to see the “seed” of anything, from the parents of a child to the
mastermind of a plot. Note that some things result from the growth of several “seeds”. A Mokolé
looking at America, for instance, could see any number of things (John Locke in his study, Native
Americans planting maize, Africans bought with Boston rum…). The Gumagan are most likely to
learn this Gift, which is taught by Finch.
System: The Mokolé rolls Perception + Mnesis, difficulty 7. If the thing to be seen is outside
the Mnesis of the Mokolé’s line, the difficulty is 8. In the case of truly alien causes and effects, the
difficulty could be 9 (Vhujunka plotting to sail into the Deep Umbra, etc.).

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Violation
Source: Werewolf: the Apocalypse 2nd Edition.
Those few Garou privy to the secret of Violation well know the hate and revulsion of others.
This power requires the Garou to make physical contact with the target, but once that has happened,
the victim is quickly overwhelmed by feelings of defilement. To learn this Gift, the Garou must
confront a malevolent spirit (not necessarily a Bane) in spirit combat; if he wins, he may wrest the
knowledge of the Gift from it.
System: The Garou rolls Manipulation + Primal-Urge (difficulty of the target’s Willpower).
For the next turn, and for a number of turns equal to the number of successes, the victim cannot
spend Rage or Willpower. Additionally, the difficulties of all Willpower rolls are increased by two,
while the difficulties of Rage rolls are decreased by two (the victim may not be able to direct his
anger, but he definitely feels it).

Virgin Snow
Source: Wendigo Tribebook Revised.
Nunavut, to many Wendigo, remains a symbol of hope and preserved purity among Garou
and Kinfolk alike. The Ghost Dance has always trusted in the power that tradition holds, and it
reveres the perfect and simple ways that have been imparted from generation to generation. This
Gift rewards any Garou who chooses to follow the path of the old ways rather than take a modern or
Wyrmcomer shortcut. An ancestor-spirit teaches this Gift to the Camp of the Ghost Dance in
Nunavut.
System: The player spends one Gnosis point, and then rolls Intelligence + Rituals at a
difficulty of 6. If she succeeds, she may add one point to any ability roll she needs to make; she
must be offered a choice between a human or Wyrmcomer way, and a Garou or Kinfolk way, both
applicable to the same Ability – and consciously choose the Garou way. For example, a Wendigo
who refuses penicillin, and chooses to fight an infection with a time-tested poultice of herbs and
roots, can add a point to her Medicine knowledge; a werewolf who leaves behind a nylon backpack,
GPS, and freeze-dried food before a journey can add a point to her Survival skill. Similarly, a Garou
who decides to travel on foot or by sled, instead of in a car or a snowmobile, can add a point to her
Drive skill.
MET: Basic Gift. By spending a Gnosis Trait and making a Mental test against a difficulty of
five Traits, the Wendigo may gain temporary Ability levels related to areas where he refused to rely
on anything other than traditional Garou ways. (See above). Each use of this Gift adds only one
Ability level, and while it can be used multiple times, no more than one level of a single Ability can
be gained at a time. However, a Garou may temporarily rise above five levels in an Ability through
use of this Gift. This Gift lasts until the duration of the task involved is complete or until the end of
the session, whichever comes first.

Virtual Umbra
Source: Umbra Revised.
This Gift enables a Garou to transport himself into the CyberRealm’s Computer Web from
any part of the Pattern Web. Any spirit affiliated with computers can teach this Gift.
System: The player spends a Gnosis point and rolls Intelligence + Computer (difficulty 8).
The Glass Walker may also transport other (willing) character into the Computer Web, but
attempting this feat raises the difficulty to 10.

Virulent Curse of Hatred


Source: Ratkin Breed Book.

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As the Level Two Warrior Gift: Curse of Hatred, but with a few distinct differences. The
victim’s Traits are reduced by a simulation of the Plague Lord’s favorite disease. Players are
encouraged to research their favorite afflictions; the game mechanics, however, always remain the
same.
System: Spend one Rage and roll Manipulation + Expression; the difficulty is the victim’s
Willpower. With at least one success, the victim loses two Willpower points and two Rage points.
This can only be attempted once per scene. This is an Epidemic Gift, and can be spread to more
than one victim with the Plague Lord Gift: Epidemic Contagion.

Visage of Fenris I
Source: Werewolf: the Apocalypse Revised.
The Get appears larger and more fearsome, commanding respect from peers and cowing his
foes. A wolf-spirit teaches this Gift.
System: The player rolls Charisma + Intimidation. Only one success is necessary to affect
non-Garou and Garou of equal rank. To affect Garou of higher rank, the player must score a number
of successes equal to twice the difference of rank between the Garou and the target. For example,
for a Rank 1 Garou to affect a Rank 5 Garou would require eight successes (not very likely). Allies
and peers affected by this Gift see the Get as impressive and noble (-1 difficulty bonus to al 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.

Visage of Fenris II
Source: Dark Ages: Werewolf.
This Gift allows a Fenrir to appear great and fearsome to his foes while commanding respect
from his equals. This Gift is taught by a wolf-spirit.
System: The player rolls Charisma + Intimidation (difficulty 6). One success is needed to
affect non-Garou and Garou of equal rank. For one scene, foes flinch momentarily, losing a point
from their initiative rating. Allies are awed by the grace and dignity of the Fenrir, gaining him a-1
difficulty bonus for Social rolls. To affect Garou of higher rank, the player must score a number of
successes equal to twice the difference of rank between the Garou and the target. A cliath Fenrir
would require eight successes to impress a Rank 5 Garou.

Visceral Agony
Source: Werewolf: the Apocalypse Revised.
The werewolf s claws change to barbed, wicked talons dripping with black venom. While
wounds caused by these claws cause no extra damage, the pain alone they inflict is crippling. A
pain-spirit teaches this Gift.
System: The player spends a Rage point before the character attacks. Any wound penalties
the target suffers as a result of this attack are doubled (i.e., a foe at Wounded would lose four dice).
If the target is in frenzy or otherwise resistant to pain, he still suffers normal wound penalties.

Vision Cloud
Source: Players Guide to the Changing Breeds.
Among the old folk, the jaguars were respected for their insight. Many Olmecs and Maya
came to them for visions, and the tribe responded by invoking this ageless Gift. By calling to the
spirits of the air and the plants, a modern jaguar can still conjure the Vision Cloud, a swirling fog
that wraps itself through the clearing or cave, bringing mystic insights to those who seek them —
and to those who do not.

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System: By succeeding on a Manipulation + Enigmas roll (difficulty 5) and spending a
Gnosis point, the Balam can fill an area up to 50 feet square with a misty cloud that affects
everyone without breathing gear or magical protection — including the Balam herself. The visions
seen are left to the Storyteller's discretion, but should foreshadow possible future events, reveal lost
lore, or offer clues that clever characters can decipher.

Visions of Slaughter
Source: Past Lives.
This frightening curse derived from the White Howlers’ unusual practices of bonding with the
ghosts of slain animals. By marking a person with his spit, blood or other bodily fluids, the
werewolf can curse his victim to be haunted with visions of any animal or individual killed by his
actions (or inaction). Even animals can be driven to distraction by visions of prey animals that are
always within view, but cannot be touched. This Gift is of course of little use against the innocent,
but against the soldiers, shapeshifters and vampires that werewolves most commonly face, it has
terrible power.
System: The Garou must first bring the victim-to-be into contact with his saliva, blood, sweat
or other bodily fluid; the player rolls Intelligence + Occult, difficulty of the target’s Willpower. The
victim is haunted by bloody visions of any reptile, bird or mammal dead by her hands for one day
per success. The more deaths the victim has been responsible for, the more vivid and distracting the
visions. Each day, the victim must make a Willpower roll at a difficulty set by the Storyteller to
avoid losing a temporary point of Willpower. The difficulty ranges from 4 to 9, based on the
amount of blood on the character’s hands; an all-but-innocent who has done little more than set
mousetraps and accidentally run over an opossum would be a 4, while the average Garou might
resist at difficulty 7, and a murderous vampire at difficulty 9. The amount of remorse the character
would ordinarily feel has no bearing on the curse; a vampire who cares nothing for the people he’s
drained to death will still be horribly distracted, as his victims appear far more real and far more
frequently.
While the Gift is in effect, the victim cannot recover temporary Willpower. Once the victim’s
temporary Willpower has been reduced to half of the permanent score, all rolls she makes (apart
from soak or damage rolls) are at +1 difficulty until the Gift’s effects pass.

Vision of True Spirit


Source: Werewolf: The Wild West.
The Garou bestows a vision upon a person that exposes the subject to the true nature of his
spirit. The nature of this vision differs with each individual, but it always confronts him with the
good, corruption or evil of his ways. Whether the vision has any impression on the subject is also
determined by the individual; some are completely at one with their natures, good or evil. This Gift
is taught by a Crow-spirit.
System: The character must touch the target; the player rolls Perception + Enigmas (difficulty
7) and spends a point of Gnosis. The number of successes rolled indicates the degree to which the
subject is exposed to his true nature. One success might make a rail baron understand that his
company is bringing hard times as well as "progress." Five successes might send a subject reeling
with visions of the harm he’s caused by stealing land deeds from families. If more successes are
rolled than the subject has Willpower, he undergoes a catharsis and collapses for 10 minus
Willpower in turns. Whether the subject undergoes a change of personality must be roleplayed. A
person who willingly embraced the Wyrm may not care about the repercussions of his actions,
while a sheriff who has spiraled into corruption might stand up and mend his ways.

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Visuddha
Source: Stargazers Tribebook.
The throat chakra stirs, allowing the character immense control over his voice and breath. He
can halt others with a bellow or command them to heed his words.
System: The players rolls Manipulation + Expression and spends one Gnosis point. For the
next scene, anything the Stargazer says has a commanding quality to it. Each success on the roll
lowers the 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; characters 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.

Voice of Reason
Source: Werewolf: Wild West – The Wild West Companion.
All too often, emotions obscure rational thought and turn normal people, both human and
Garou, into a bloodthirsty mob. The Children of Gaia use this Gift to break through the emotional
cloud and bring reason back to such a crowd. Once her words reach her listeners’ ears, the Gift
forces them to pay attention. It quells emotional distractions and imparts a moment of clarity on the
audience. While the Gift does not disperse the members of a mob, it does give them a chance to
rethink their actions. A Reason-spirit teaches this Gift.
System: The audience must hear the Child of Gaia for this Gift to work. If she is unable to
speak, or cannot be heard over the roar of the crowd, the Gift has no effect. The player must also
spend one Willpower point. For every success on a Charisma + Empathy roll, two people come to
their senses and shake off the mob mentality. If the Gift can affect the majority of the group, the
mob disperses.

Voice of the Depths


Source: Rokea Breed Book.
In the deep oceans, there are spirits who have lain quietly since before the dawn of man. For
the Rokea brave enough to find them, the knowledge to be gained is great. Using this Gift, the
Darkwaters can converse with their eyes and ears — the sea anemones and polyps that line the
ocean floor — and gain insight. Their advice is always cryptic and usually incomplete, but the
Darkwaters love a challenge. Anemone-spirits can teach this Gift, but usually the Darkwater must
travel to the lightless deeps to learn it directly from a primordial spirit.
System: The player rolls Manipulation + Rituals (difficulty 6) to make the proper overtures to
the primordial spirits. The Rokea is then rewarded with advice and visions concerning the topic in
question. Over the years, the Darkwaters have found that these beings know more about human
affairs than might be expected, which only makes them more interested in these beings’ knowledge.
The Storyteller decides what the Rokea learns, how mysterious the words are, and the roll (if any)
that the player can make to interpret the information.

Voice of the Mimic I


Source: Players Guide to the Changing Breeds.
This Gift allows the Corax to imitate any sound or voice she has heard. Voices and accents
are all covered by the scope of the Gift, as are machine noises, crashes, gunfire and any other noise
you can imagine. Voice of the Mimic is taught by a mynah-spirit.

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System: The Gift requires a Perception + Expression (or Mimicry) roll, with the difficulty
based on the complexity of the sound.

Voice of the Mimic II


Source: Corax Breed Book
This Gift allows the Corax to imitate any sound or voice she has heard. Voices and accents
are all covered by the scope of the Gift, as are machine noises, crashes, gunfire and any other noise
you can imagine. Voice of the Mimic is taught by a Mynahspirit.
System: The Gift requires a Perception + Expression (or Mimicry) roll, with the difficulty
based on the complexity of the sound. When combined with the Merit: Eidetic Memory, the Corax
can replay whole conversations with eerie verisimilitude.

Voice of Woe I
Source: Gurahl Breed Book.
This Gift enables the Gurahl to use her voice as an early warning system to alert other
creatures (including other werebears) in the vicinity to the presence of danger. Regardless of their
species, each animal hears the cry of the Gurahl, understands its meaning and acts accordingly. The
sound mimics that of a Gurahl cub in distress; hence, other Gurahl and some bears may come to the
aid of the user of the Gift, while other creatures may simply flee from the implied danger.
System: The player spends a point of Gnosis and rolls Charisma + Primal-Urge. One success
sends the cry to all creatures within five miles. Each additional success expands the range of the
Gift’s effect by another five miles, up to a maximum of 50 miles. No successes indicates that the
Gift has failed, while a botch sends an inappropriate signal to creatures in the vicinity.

Voice of Woe II
Source: Players Guide to the Changing Breeds.
This Gift sends out a call of distress to creatures in the area, who come to the assistance of the
Gurahl.
System: The player spends a point of Gnosis and rolls Charisma + Primal-Urge. One success
sends the call for 5 miles; additional successes increase the distance in 5-mile increments to a
maximum of 50 miles. Other Gaian shapeshifters who hear the call know a Gurahl is in trouble, and
roughly what direction he's in and how far away.

Voracious Hunger I
Source: Hengeyokai: Shifters of the East.
The Same-Bito are skilled at biting off and swallowing whatever they can get their mouths
around, whether oar, tire or limb. This Gift allows the wereshark to enlarge his maw and sink his
teeth into almost anything. It is taught by a Manta-spirit and is not usable on land.
System: The Same-Bito spends a Rage point to invoke the Gift. The difficulty to bite is
reduced by 2, and the wereshark can now sink his teeth into objects normally too big or oddly
shaped to swallow. The effects last for a scene.

Voracious Hunger II
Source: Players Guide to the Changing Breeds.
The Same-Bito can increase the size and strength of his mouth and jaws so that he can bite
anything. A manta-spirit teaches this Gift, which only works in water.

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System: The player spends a point of Rage to reduce his difficulty to bite by 2. The
wereshark can penetrate objects he cannot normally bite or swallow due to size or shape.

Vulture’s Feast
Source: Corax Breed Book
One of the great advantages of being a carrion eater is that your dinner plate is rarely empty.
There’s roadkill everywhere just waiting for you to dig in. What happens, however, if you want
something a little fresher? After all, who knows how long that hunk of ex-squirrel has been hanging
out in the passing lane?
Vulture’s Feast allows a Corax to rot flesh with a touch, regardless of whether the target meat
is dead or alive. Obviously, this is not a Gift to be used lightly, but there are times when even the
most peaceable Corax has no recourse but to turn someone’s face into a mass of decaying
suppuration. A Vulture-spirit teaches this Gift.
System: The exercise of Vulture’s Feast requires the expenditure of a Willpower point and
two Gnosis. The Corax must then make a successful Dexterity + Brawl roll (difficulty 5) in order to
touch his victim, then he must succeed on a contested Stamina roll. If he wins, the flesh he’s
currently touching becomes withered, dead and rotted; the victim takes one Health Level of
aggravated damage for each success the Corax has left.
Only Corax in Homid can make use of this Gift. Corax who become too fond of using
Vulture’s Feast are often easily turned to the Wyrm, so anyone who gets a reputation for using
Vulture’s Feast frequently will find himself watched carefully by his fellow wereravens.

Waken I
Source: Gurahl Breed Book.
The Gurahl may awaken most creatures from unnatural slumber or supernatural sleep through
using this Gift. By touching the targeted individual, a werebear can rouse a vampire from torpor or
bring a Gurahl Out of Bhernocht-inspired slumber. Occasionally, this Gift may awaken a creature
affected by Rite of the Long Sleep. A Fox-spirit teaches this Gift.
System: The player rolls Wits + Rituals (difficulty of the target’s Willpower) and spends a
point of Gnosis. To overcome the effects of Rite of the Long Sleep, the Gurahl must also expend a
point of Willpower. Recipients of this Gift do not necessarily appreciate its use, and they may react
accordingly.

Waken II
Source: Players Guide to the Changing Breeds.
The Gurahl may arouse an individual from supernatural sleep or unnatural slumber, including
bringing vampires out of torpor and awakening Gurahl from hibernation caused by Bhernocht.
Recipients may not appreciate the awakening.
System: The player spends a point of Gnosis and rolls Wits + Rituals. The Gurahl must spend
a point of Willpower to bring a Gurahl out of sleep caused by the Rite of the Long Sleep.

Waking Dream of Unity


Source: Players Guide to the Changing Breeds.
This Gift sends waking dreams into the minds of a group of hengeyokai, making
communication easier than with the Gift: Mindspeak. Most Gai'nan know this Gift and use it for
communicating with the whole court at once. A Chimerling or spirit-servant of the Ministers of
Heaven teaches this Gift.

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System: The player spends one Willpower point and can place up to 30 individuals into silent
communication. Only those present at the time of the activation of the Gift are included. Actions are
possible at a one-die penalty. Even unwilling individuals may be drawn into the waking dream if
the Gift's activator makes a Manipulation + Expression roll (difficulty of the target's Willpower). If
the user of the Gift fails this roll, the dream terminates.

Waking Dream
Source: Dark Ages: Werewolf.
The Garou reaches into the realm of dreams and pulls back enough dream stuff to forge a
connection among individuals through which they can communicate. A Chimerling teaches this
Gift.
System: The player spends one Willpower point per sentient being included. A Manipulation
+ Empathy roll (difficulty of the target’s Willpower) is only required if an individual is unwilling to
be included. Those included interact with each other in a dreamlike fashion — even if they attack
each other, no harm is done. They may also continue to act with their bodies, incurring a -2 penalty
to dice pools. The Gift ends when all the participants want it to, when the initiating character fails a
roll to bring an unwilling being into the link or when one of the participants leaves the line of sight.

Walk
Source: Hengeyokai: Shifters of the East.
This last-minute escape route allows the Kitsune to vanish from sight as she tears the kami,
reappearing in the Mirror Lands in the form of her choice.
System: The player must invest four Gnosis in a kami and roll Gnosis, difficulty 7 to prepare
this charm. Once the Nine-Tails activates the power, stepping sideways is instantaneous and
automatic.

Walk into My Eyes


Source: Mokolé Breed Book.
This powerful Gift allows weakness to become strength. The Mokolé have been endlessly
persecuted: under some circumstances, this can be an advantage. An Ancestor-spirit teaches this
Gift.
System: The Mokolé stares into the eyes of a foe and rolls Mnesis. The difficulty is 5 for a
relative (including Nagah, Corax and Kin), 7 for a being who shares even one common ancestor
(anyone born human, any saurian and any Changer), and 9 for something completely alien. For each
success, the foe is overwhelmed for one turn by memory as he sees all of life from the Mokolé’s
point of view. During this time he will not attack the Mokolé (although he may defend himself if
attacked) and will not be able to use any specific Gifts or powers of his own kind (such as Garou-
only Gifts, shapeshifting, or vampiric Disciplines). After returning to himself, the target is often
profoundly changed. Reactions vary: Garou have withdrawn into eternal Harano, while a Sabbat
Priscus blessed by this Gift ended his unlife after seeing what he had lost centuries ago. The
Storyteller should determine fairly what each target would do.

Walk Like a Man I


Source: Gurahl Breed Book.
This Gift enables a Gurahl in Ursine, Bjornen or Crinos form to alter her footprints (already
humanlike) to resemble exactly a human step. With this ability, a Gurahl may create a false trail to
confuse and confound pursuers. An Ancestor-spirit teaches this Gift.

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System: The player rolls Dexterity + Stealth. One success enables the Gurahl to leave
humanlike footprints for the duration of the scene. Additional successes increase the duration of the
Gift. No successes means that the Gurahl cannot alter her footprints.

Walk Like a Man II


Source: Players Guide to the Changing Breeds.
A Gurahl in Ursine, Bjornen or Crinos form may use this Gift to leave human footprints
instead of bear prints.
System: The player rolls Dexterity + Stealth. One success causes the Gift to last for one
scene; additional successes extend the duration on a one for one basis.

Walk the Matre’s Mind


Source: Mokolé Breed Book.
Similar to the Gift Dream the Matre’s Mind, this Gift lets the Mokolé actually enter the astral
realm, the Deep Umbra in physical form. Alternately, if she is already astral, she can remove her
cord relatively safely. The use of this Gift is rare, as fewer Mokolé are versed in it, but it allows the
Mokolé to enter the embodiment of Gaia’s memory without leaving a helpless body behind and
without a silver cord. Some Mokolé postulate that the silver cord becomes invisible, but is still
there. This Gift is taught only by various spirits familiar with the Deep Umbra.
System: No roll is needed; the effects are automatic. A Mokolé who has used the Gift: Dream
the Matre’s Mind and passes into the High Umbra may use Walk the Matre’s Mind to remove her
silver cord and continue. If she does this, she must make sure to return before her body suffers too
greatly: her Stamina is the number of scenes that she will be able to voyage (at the Storyteller’s
discretion).

Walk the Web


Source: Stargazers Tribebook.
The Stargazer can walk through Weaver Realms without attracting attention. Pattern spiders
will ignore her and go about their business. The Garou must chant a mantra through sub-
vocalization (mouthing it silently). This Gift is taught by various Enigmatics. However, if the
Stargazer takes direct action against any Weaver minions, the effect of the Gift is canceled and the
spiders will come.

Walk under the New Moon


Source: Werewolf: The Wild West.
As the Gift: Blur of the Milky Eye. The Gift is taught by a Moon-spirit.

Walk Unseen
Source: Werewolf: The Wild West.
The werewolf becomes invisible, as well as nearly scentless and inaudible. The necessary
concentration requires that the Garou not move faster than half speed or perform any distracting or
complicated actions. The Gift is taught by a spirit servant of Uktena.
System: The Uktena concentrates for a turn; the player spends a Gnosis point and rolls
Intelligence + Occult against a difficulty based on prevailing conditions. The number of successes is
recorded, for anyone trying to penetrate this invisibility must roll Perception + Alertness (difficulty
7). If more successes are gained on this roll than on the invisible Garou’s original invocation, that
person can see the Garou

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Walk with Hades
Source: Black Furies Tribebook Revised.
When Persephone entered the lands of the dead with Hades, her lover, her mother, Demeter,
the harvest goddess, went in after her. As an aspect of Gaia, Demeter understood her daughter’s
desire for Hades, but refused to let a powerful spirit remain in the deadlands for long. Eventually,
Persephone acquiesced to return to the living realm, under the agreement that she could periodically
return to Hades’ side, and could return to the Underworld eventually.
Demeter agreed to this arrangement verbally, but eventually performed a secret ritual to block
her daughter from entering the realms of the dead. Such travel is, after all, counter to the proper way
of things. Embittered by her now-permanent separation from her lover, Persephone taught a number
of favored Black Furies the secret roads into the land of the dead; these secrets have been passed
down by Persephone’s servitor spirits and aged Garou to the present day. Technically, use of this
Gift violates one of Gaia’s laws - "The living live, and the dead remain dead." But since it is only
used by the most ancient and respected Black Furies, and even then only in the most extreme
circumstances, few punishments have come down onto those forced to use it.
System: Spend 1 Gnosis and roll Gnosis (the difficulty is the local Gauntlet) to step sideways
into the lands of the dead. If the Fury succeeds, she enters the Dark Umbra rather than the
Penumbra. She can remain there for only a single day (24 hours), after which point she must cross
back to the mortal realm (rolling to step sideways as usual) or risk eternal capture in the ghost-
world. If the character takes more than 24 hours to return, the Gaunt-let equivalent increases by 1
for every 2 hours the Fury remains past the deadline: when it reaches 10, the Fury is trapped and
will begin her afterlife as a ghost. She will not become an ancestor-spirit.
The dead lurk near places, people, and things that were important to them in life, and they are
creatures of almost pure emotion in death. They are still coherent, thinking beings, but are
occasionally possessed of a terrible hate and fury toward the living, and may attack without
provocation. When not so enraged, they do have most of their memories of life, and are likely to be
willing to answer the Fury’s question if the two were friendly in life. This scene should be role-
played out: no dice roll is an appropriate way to describe a character’s encounter with a deceased
loved one.
Note: Storytellers with access to Wraith: the Oblivion are welcome to use that game’s
version of the afterlife-in place of the Gauntlet rating, use the local Shroud, and so on.
MET: Expend one Gnosis Trait and make a challenge to step sideways. If you succeed, you
enter the ghostly Dark Umbra. You are physically in the Under-world and can affect the ghosts of
the departed, but similarly can be affected by them. You must leave within a day of crossing over-
otherwise, every scene/ hour the effective Gauntlet increases (for you only) by one, and once it
reaches 10, you become a ghost, dead and trapped in the Underworld.

Walking Between Worlds I


Source: Players Guide to the Changing Breeds.
Some tales claim that Coyote taught Bastet to step sideways; others insist the trick was stolen
from Garou. In any case, this Gift allows a werecat to step sideways as Garou do.
System: See Werewolf: the Apocalypse, p. 227-228. The talent for stepping sideways
becomes natural once a Bastet learns this Gift.

Walking Between Worlds II


Source: Players Guide to the Changing Breeds.
As the Level Four common Gift. Until recently, the ease with which the Swara learn this Gift
was a closely guarded secret.

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Walking Between Worlds III
Source: Mokolé Breed Book.
Mokolé with this Gift are finally able to breach the Gauntlet and enter the Umbra. Most
typically, they go into water instead of using a mirror in order to step sideways. This Gift is taught
by any spirit who knows how to materialize in the physical world.
System: Once this Gift is learned, the Mokolé may step sideways just as Garou do.

Wall of Granite I
Source: Werewolf: the Apocalypse 2nd Edition.
Philodox have a stronger relationship with the elementals of the earth than do other Garou, 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. This Gift is taught by earth elementals.
System: The Garou spends one Gnosis point. The wall’s dimensions are three yards height,
two yards long and one yard thick; it can soak damage as thought it had 10 dice, and 10 Health
Levels must inflicted to penetrate it at any point. The wall lasts for one scene or until released into
the earth by the Garou.

Wall of Granite II
Source: Rokea Breed Book.
As the level five Philodox Gift. Rokea are used to their surroundings flowing and rising up
suddenly, so this Gift comes fairly easily, provided they can find an elemental willing to teach it.

Wall of Granite III


Source: Werewolf: the Apocalypse Revised.
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 al angles. Earth elementals teach this Gift.
System: The Garou spends one Gnosis point. The wall’s dimensions are three yards high, two
yards long and one yard thick. It has a soak pool of 10 dice, and 15 health levels must be inflicted to
penetrate it at any point. The wall lasts for one scene or until released into the earth by the Garou.

Wanderer’s Boon I
Source: Bastet Breed Book.
Travel is hard, especially given the Spartan ways of Pumonca. This Gift allows a cougar to
adapt to changing climates quickly, or to ignore the pangs of hunger or thirst for some time. Bird
and Bear-spirits pass this Gift along.
System: By rolling Stamina + Survival and spending a Willpower point, the player allows her
werecat to do one of the following things: ignore the worst effects of normal heat and cold for a
week; go one day without water; or go three days without food. The difficulty for the roll is 6,
although harsh conditions (blizzards, droughts, heat waves, etc) can raise it by two or more. The
Gift can be repeated, but the difficulty raises by one each time it’s performed in succession.

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Wanderer's Boon II
Source: Players Guide to the Changing Breeds.
Travel is difficult, especially given the Spartan ways of the Pumonca. This Gift allows the
cougar to adapt to changing climates quickly or to ignore the pangs of hunger or thirst for some
time. Bird-spirits and bear-spirits teach this Gift.
System: By rolling Stamina + Survival (difficulty 6) and spending a Willpower point, the
Pumonca can do one of the following things: ignore the worst effects of normal heat and cold for a
week, go one day without water or go three days without food. Particularly harsh conditions
(blizzards, droughts, etc) can raise the difficulty by 2 or more. The Gift can be repeated, but the
difficulty rises by one each time it's performed in succession.

Wandering Forest
Source: Players Guide to the Changing Breeds.
As the Red Talon Gift: Trackless Waste.

War of Vengeance
Source: Ratkin Breed Book.
Garou stalking through the deep wilderness use the Gift: Song of the Great Beast to call up
the spirits of legendary creatures that stalked the Earth millennia ago. A rodens Ratkin with the
Gift: War of Vengeance can do the same thing... but he can also call up the shades of ancient
creatures slain long ago by werewolves and magi.
System: Spend one Gnosis and roll Perception + Primal-Urge (difficulty 7). The number of
successes determines the spirit’s anger. It will remain summoned for one scene, during which it can
betray long-forgotten secrets or even attack if a werewolf or mage is present. If stats are required,
take a number of points equal to the wererat’s successes times ten, and divide it among the spirit’s
four Traits (Rage, Gnosis, Willpower and Power); no Trait save Power can be raised above 10. The
spirit does not have Charms, cannot reform, and will not go into Slumber if destroyed.

Ward of the Road


Source: Bone Gnawers Tribebook.
This allows a Garou to leap from a quickly moving vehicle and remain undamaged. By
spending one Willpower point and scoring at least one success on a Stamina + Survival roll
(difficulty 6); the Garou takes no damage from the fall. If he fails, however, he takes full damage; if
he 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.

Warp Spasm I
Source: Fianna Tribebook.
Many tales of Cuchulain state he would glow in combat, radiating a great heat. At the end of a
battle, 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.

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Warp Spasm II
Source: Werewolf Dark Ages.
As tales would have it, the Hound of Ulster would work himself into such a battle-rage that he
would literally glow with heat. This power has been passed on to the Fianna, who may use this Gift
to radiate heat enough to ignite nearby flammables and melt any metal they touch. If used in a city
(the cities of this time being absolute firetraps), this Gift would no doubt trigger an inferno. The
Gift may only be used while the werewolf is in a berserk frenzy; when the frenzy ends, the heat
dissipates. The Fianna’s Ancestor-spirits teach this Gift.
System: The player spends one point of Rage to begin the warp spasm. The werewolf
immediately flies into a berserk frenzy, and any flammable material she touches instantly catches
flame. Her blows do two health levels of aggravated damage in addition to their usual damage;
these wounds count as fire damage.

Warp-Fury
Source: Werewolf: The Wild West.
The Fianna can channel all his power into a desperate frenzy, the likes of which normal
humans have never seen — and lived. The werewolf draws some of his own blood and tastes it to
enter this state. Once he’s been driven into this frenzy, nor even armies stand much of a chance of
stopping him.
System: The player spends three Rage points and rolls Stamina + Primal-Urge, difficulty 4.
The Fianna goes into a warp-frenzy for one turn for each success. While in this frenzied state, the
Fianna takes no penalties from wounds, gains +4 Strength, +3 Dexterity, +4 Stamina and three extra
Bruised Health Levels — all above and beyond any normal Attribute modifiers for forms. In
addition, he regains at least one Rage point per turn. At the end of this frenzy, the Fianna takes five
Health Levels of aggravated damage — that can’t be soaked. If be survives, his Rage and
Willpower drop to 1 each until he’s rested for four hours.

Warrior’s Draught I
Source: Werewolf Dark Ages.
By stirring a bit of his own blood into a jack of wine, beer, ale or mead, the Fianna transforms
the drink into a potent elixir. Once quaffed, this potion drives the drinker into a berserk rage,
lending him even more strength than usual during his fury. The Fianna often use this Gift when
alone and making a desperate stand, but many Ragabash also use the draught to wreak havoc in the
household of an enemy by serving it to their foe’s loyal retainer. This Gift is taught by a Boar-spirit.
System: The Fianna spends a point of Gnosis as he mixes the draught. The elixir remains
potent for a day (the Fianna may increase the duration by one day for every extra Gnosis point he
expends during mixing). Once drunk, the draught drives the drinker into a berserk frenzy - but for
the duration of the frenzy, she gains an additional dot in Strength and Stamina.

Warrior’s Draught II
Source: Dark Ages: Werewolf.
By stirring a bit of his own blood into a jack of wine, beer, ale or mead, the Fianna transforms
the drink into a potent elixir. Once quaffed, this potion drives the drinker into a berserk rage. This
Gift is taught by a boar-spirit.
System: The player spends one point of Gnosis s the Fianna mixes the draught. The elixir
remains potent for one day. Once drunk, the draught drives the drinker into a berserk frenzy. For the
duration of the frenzy, he gains an additional dot in Strength and Stamina.

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Warrior’s Eye
Source: Dark Ages: Werewolf.
All Garou become veteran combatants. A werewolf with this Gift has something more — an
uncanny ability to quickly pick out and exploit the weaknesses in an enemy’s fighting style. Some
Garou insist that this knowledge come from the last whispers of the enemy’s dead foes. True or not,
this Gift is taught by wind-spirits.
System: The character must concentrate for a full turn on watching the target fight or
otherwise display his martial prowess. The player then rolls Perception + Brawl or Melee —
dependent on the subject’s current weapons of choice — (difficulty 8). Each success gives the
player one bonus die to add to attack or damage rolls against this opponent. For example, if the
player gets four successes on the roll, she may assign three to attack and one to damage. Once
assigned, the bonus dice may not be rearranged. This Gift can be used against a given foe only once
per scene, and the benefits are lost at the end of the scene.

Wasp Talons I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou may actually hurl her claws through the air at a foe. The Garou is incapable of
using this Gift or making a claw attack the next turn, for her claws must actually regenerate. This
Gift is taught by a Wasp spirit.
System: The Garou rolls Dexterity + Brawl. Damage is normal for the Garou’s Strength,
while the difficulty is determined by range as though the Garou was using a firearm. The medium
range is 20 yards; the Garou receives no modifier at this range. Twice this range (40 yards) is the
farthest the claws 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).

Wasp Talons II
Source: Werewolf: the Apocalypse Revised.
The Fury with this talent can fire her claws from her hand like darts. She is incapable of using
claw attacks with that hand until her claws regenerate, however. A wasp-spirit teaches this Gift.
System: The player spends a Rage point and rolls Dexterity + Brawl to hit. The difficulty is
figured as though the character was using a firearm; the medium range is 20 yards. Damage is
figured normally for a claw-strike. The Garou’s claws take one full turn to regenerate.

Watchful Eyes
Source: Black Furies Tribebook Revised.
Since time immemorial, the Black Furies have been able to determine the location of those
that break the laws of Gaia. Such beings (human, Garou, or spirit) are not always Wyrm- or
Weaver-tainted; as in the classic example, Orestes was not under the influence of any supernatural
being when he killed his mother Clytemnestra, but he did break Gaia’s laws by doing so. This Gift
has been the Furies’s tool for such a hunt; with a few moments’ concentration, the Black Fury who
uses Watchful Eyes can roughly deter-mine the distance and direction to the nearest such criminal.
This Gift is taught by an Owl-spirit.
System: The player spends 1 Gnosis and rolls Perception + Investigation (difficulty 6).
Success indicates the distance and direction to the nearest violator of Gaia’s laws (as interpreted by
the Storyteller). Note that this Gift does not identify the lawbreaker, and it is somewhat vague: it
has a margin of error of roughly 10% of the distance between the Garou and her quarry (that is, if
the nearest violator is ten blocks away, the Gift will point out a one-block area). A botch causes this
Gift to wrongly identify a potential target.

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MET: You spend a moment in contemplation of Gaia’s laws and rely upon your own
spirituality to sense those who’ve violated or upset such laws. Find a Storyteller, spend one Trait of
Gnosis and make a static Mental challenge, difficulty of six Traits (retest with Investigation); if you
succeed, the Storyteller may point you roughly in the direction of the nearest violator of Gaia’s
laws.
Note that there may not always be such a violator within easy reach; it is quite possible for a
Storyteller to announce "There are no violators within close proximity." Over-reliance on this Gift
— a Fury who becomes obsessed with constantly using this Gift and tracking down and killing the
victims — may, in and of itself, lead the user to transgression against Gaia’s laws. Note also that
because this Gift determines only a general area to a transgressor, it does not in any way defeat
supernatural concealment. The Fury might learn "There is a transgressor nearby," but not exactly
where or how to see him.

Water Sense
Source: Werewolf: Wild West – The Wild West Companion.
The most precious resource in the unsettled wilderness may be drinking water, but it can be
hard to find. With this Gift, the Red Talon never goes thirsty. Red Talons also use this Gift to lose
pursuers by crossing rivers or to locate prey near watering holes. A Water-spirit teaches this Gift.
System: The player rolls Perception + Survival (difficulty 6). The character can detect water
from a distance of 100 meters for every success.

Water-Conning
Source: Children of Gaia Tribebook Revised.
The Child may purify water by dipping her hand or bowing her forehead to the surface. An
avatar of Unicorn teaches this Gift as a sign of his favor.
System: The Garou touches the surface and rolls Perception + Primal-Urge. Water that is
poisoned by animal dung or parasites has a 5 difficulty. The difficulty is 7 for chemical waste and 9
for Wyrm-taint. Each success purifies enough water for one person for one day.
MET: Make a Static Mental Challenge (retest with Primal-Urge) against five traits for
biological waste, seven traits for chemical waste and nine traits for Wyrm-taint. Every success
purifies a day’s ration of water for one person.

Water's Vision
Source: Players Guide to the Changing Breeds.
With this Gift, the Qualmi can look through barriers to glimpse what lies beyond them. It
doesn't matter if the barriers are mundane or spiritual — all becomes like glass to a Qualmi who
wants to see past them.
System: Seeing through barriers requires a Perception + Primal-Urge roll against the local
Gauntlet rating. For each success, the lynx can see 100 feet without obstruction. Every object, living
or not, appears translucent and immaterial. It's unfortunately rather difficult to focus on one thing
when you can see through everything; it often requires a Perception + Alertness roll to notice
details. The vision stops at ground level, but the Qualmi can see into basements or cellars if her
sight extends far enough. This Gift lasts for one turn per success.

Waterwalk
Source: Ananasi Breed Book.

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Through intense concentration, the Ananasi is able to walk on water as though it were a solid
surface. The water does not become level or unmoving unless it is naturally calm, making it a
difficult walk for anyone in Homid form.
System: The Ananasi must make a successful Willpower roll (difficulty 7) before beginning
the walk. If he is unsuccessful, he cannot attempt the Gift again for the remainder of the scene. The
character must continue to make Willpower rolls each turn for the duration of the walk; if he fails
his roll at any time, he can no longer stay on the water’s surface, and cannot attempt to Waterwalk
again that that scene.

Wave's Passage
Source: Players Guide to the Changing Breeds.
By focusing on a object, the Rokea can cause it to age as though left under water for years.
Wood becomes brittle, paper yellows and falls apart, metal tarnishes and rusts, etc. A spirit-servant
of Sea teaches this Gift.
System: This Gift takes one full turn to invoke. The player rolls Wits + Enigmas (difficulty
7). Each success ages the object one year underwater. One is usually enough to erode wood to the
point that it crumbles, while metal might require three or more. The Rokea may use this Gift as an
extended action, wearing away at the object until it breaks.

Waxwork Monster
Source: Mokolé Breed Book.
Brought to light recently by the Shining, this Gift lets a Mokolé take advantage of the fact that
“dinosaurs are extinct” to hide in plain sight even in Archid form. Essentially, the Mokolé takes on
the appearance of a model or dummy. A Tatuara-spirit teaches this Gift.
System: The Mokolé spends a Gnosis point and rolls Stamina + Expression. For each success,
he can freeze in place for one hour unnoticed by anyone. In Suchid form, he appears to be a stuffed
crocodile; in Homid form, he seems to be a mannequin or waxwork. In Archid form the Mokolé
appears to be a life-size fiberglass or cement dinosaur model, but cannot cause the Delirium unless
he moves or speaks. Some Shining will even carry around a small label designating the species of
dinosaur that they are supposed to be. Of course, the “statue” will arouse suspicion if there is not
supposed to be a statue in the place where the Mokolé is hiding. Whole clutches have concealed
themselves this way as roadside attractions and the like.

Ways of the Tapestry


Source: Players Guide to the Changing Breeds.
The Gurahl gains insight into a mystery or puzzle, seeing how an event fits into the larger
scheme of things.
System: The player rolls Wits + Enigmas (difficulty 8). For each success, the Gurahl gains an
important piece of information about a problem or puzzle, receiving hints and clues rather than
specific knowledge.

Weak Arm
Source: Werewolf: the Apocalypse Revised.
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 + Brawl (difficulty 8). Each success gives her one bonus
die to add her attack or damage rolls against this opponent. For instance, a Philodox who gets four

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successes on this roll could add two dice to her attack rolls and two to her damage pool. This Gift
can be used against a given foe only once per scene, and the benefits are lost at the end of the scene.
The Garou must concentrate for a full turn to use this Gift.

Weakest Link
Source: Book of Auspices.
With this Gift, a New Moon can delve into the hearts and minds of a given pack. He can sense
the fears and concerns of either friends or enemies to best help or harm them. Armed with this
knowledge, the Ragabash can guide his own pack in attacking foes or use his own peculiar brand of
wisdom to facilitate peace and healing. Any Weaver spirit can teach this Gift.
System: After spending a Willpower point, the player rolls Perception + Enigmas. With each
success above one, he can find out crucial information on two pack members per success. For
example, with two successes, he can target two pack members; with three, he can learn about four
pack members. The Storyteller should word things in a descriptive way; she needn’t give specific
rank or auspice, for example, but might point out who’s leading and who’s following. Moreover,
this Gift can clue in a Ragabash on specific fears or phobias he can best use to his advantage. At the
Storyteller’s discretion, he might also discern the ranking of pack members, who has the most Rage
and Gnosis, and possibly certain Merits or Flaws. Storytellers should be generous, as this is a rare
and powerful Gift.

Weaponmaster
Source: Werewolf Dark Ages.
Over the past few centuries, humans have developed a bewildering array of weapons. The
Warders have great respect for this talent for war, and have learned this Gift to take advantage of
that talent. A Warder with this Gift can utilize any man-made weapon as if he were fully trained in
it from childhood; this Gift is particularly popular among lupus. This Gift is taught by a War-spirit.
System: No roll is necessary; the granted expertise is automatic. When using any weapon, no
matter how unfamiliar, the Warder’s attack dice pool is equal to the total of his Dexterity + Melee
(or Archery, as appropriate) or his Gnosis pool, whichever is higher. In addition, no matter how
many modifiers may apply, the difficulty of his attack roll cannot exceed 8. This Gift is not
effective when dealing with firearms, a fact that contributes to its eventual obsolescence.

Wearing the Bear Shirt


Source: Get of Fenris Tribebook Revised.
Fear is for cowards; Rage is for warriors. The Fenrir who learns this Gift hardens himself
against fear, even on an instinctual level. This Gift is taught by a bear-spirit.
System: No roll is required; once this Gift is learned, the effects are automatic. The Fenrir
who learns this Gift never enters fox frenzy; instead, he enters a berserk frenzy, regardless of the
stimuli. In addition, the player can make a Willpower roll to resist any Gifts or other supernatural
powers that incite fear, even if a resistance roll is normally not allowed.
MET: Once learned, the Gift’s effects are automatic. The Garou with this Gift never enters
fox frenzy, but always goes into berserk frenzy, regardless of circumstances. The Get also receives
a single retest against Gifts or supernatural powers that incite fear (the results of the retest must
stand).

Weather Watch I
Source: Gurahl Breed Book.

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With this Gift, the Gurahl can sense changes in the weather and make predictions about
approaching storms or other significant weather patterns with some accuracy. The Gurahl need have
no knowledge of meteorology, climatology or other human means of weather forecasting.
System: After the Gurahl spends one full turn gazing at the sky and smelling the air, the
player spends a point of Gnosis and rolls Perception + Primal-Urge. A single success allows her to
determine major changes in the weather (such as approaching storms or periods of drought).
Additional successes add specific details to the Gurahl predictions, such as how soon a storm will
strike, how long a dry-spell will last or the direction a tornado is turning. No successes means that
the Gift fails; a botch gives the Gurahl false information.

Weather Watch II
Source: Players Guide to the Changing Breeds.
The Gurahl can accurately predict the weather without any prior knowledge.
System: The werebear sniffs the air for signs of change. The player rolls Perception + Primal-
Urge. The number of successes determines the degree of information the Gurahl receives about
major or minor changes in weather patterns. This Gift can be used once per scene.

Weave of Steel
Source: Werewolf: The Wild West.
The Homid can mystically reinforce any manmade structure or material, giving planks the
strength of steel and steel the toughness of diamond. This Gift is taught by a Weaver-spirit.
System: The werewolf must concentrate for a turn in reweave the object’s strength. The
player spends one Gnosis and rolls Strength + Crafts, difficulty 7. The effects are largely up to the
Storyteller to adjudicate; one success will make a shirt a lot more durable, while five successes will
reinforce a rickety, half-rotted trestle enough to support a ore-laden train. Generally speaking,
objects gain the equivalent of one Health Level per success, making them harder to destroy. If the
Homid chooses to affect his clothing with this Gift, he gains an extra die to his soak pool for every
success; this clothing counts as armor (and can be used to soak silver damage), but is effectively
weightless. However, such re-strengthened armor is only effective versus cutting or piercing
attacks, as it offers no rigid protection against heavy blows.

Weaver Sense I
Source: Nagah Breed Book.
Through careful examination of a person or a place, the ahi may detect the ordering hand of
the Weaver at work. The character mystically discerns whether there are patterns where there
should be randomness, order where there should be chaos and if the degree of order suggests some
form of actionable imbalance. In particular, this Gift allows the ahi to see Weaver-spirits on the
other side of the Gauntlet.
System: The player rolls Perception + Enigmas, difficulty of (12 – the local gauntlet).
Success indicates that ahi is able to detect emanations of the Weaver and their relative strength; she
may also “peek” into the Umbra at will, although the only things she can see clearly on the other
side are the constructs and spirits of the Weaver. Truly overwhelming Weaver-energies may
disorient the Nagah, at the Storyteller’s discretion. The Gift’s effects last as long as the ahi is
willing to concentrate on her perceptions.

Weaver Sense II
Source: Players Guide to the Changing Breeds.

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The ahi is sensitive to the workings of the Weaver and her minions. He may also be able to
notice patterns when there should be randomness, order where there should be chaos, and possibly
times when such forces are out of balance. From the physical world, he can sense Weaver spirits in
the surrounding Penumbra.
System: The player rolls Perception + Enigmas; the difficulty is the strength of the local
Gauntlet. With at least one success, the Gift reveals the presence of obvious Weaver energies and
spirits. With three or more successes, the Gift may reveal more subtle influences. The Nagah can
also "peek" into the Penumbra with this Gift, but she only sees constructs and spirits serving this
aspect of the Triat. Truly powerful manifestations may be disorienting. The Gift lasts up to one
scene, but only as long as the ahi is actively concentrating.

Weaver’s Eyes
Source: Book of the City.
Garou with this Gift gain an insight into the Weaver’s deep and subtle patterns for hiding
information inside of other information and to the invisible patterns buried in large prime numbers.
Encryption algorithms mean nothing to these Glass Walkers; using Weaver’s Eyes, they can even
pierce magical shrouding of data. The Garou must have the data to be decrypted nearby in some
form - generally, residing on a local computer. Weaver’s Eyes cannot be directly used to break open
the encryption on a live connection between two computers, but it will help the Garou use his own
abilities to break through that encryption.
System: The player spends one Willpower and rolls Perception + Computer (difficulty of 10 -
the local Gauntlet). The number of successes necessary depends on the encryption used on the
message or connection that the character is trying to pierce. Encryption created by ordinary mortal
programmers requires one success to pierce; mundane encryption created by the top echelon of
mortal programmers requires two successes to pierce. Magical encryption, such as that created by
the Gift: Encrypt or similar magical abilities performed by non-Garou, requires three or more
successes - generally speaking, the character must achieve more successes on the Weaver’s Eyes
roll than his opposite number got on an Encrypt roll.
If the character comes across an encrypted connection between two other computers,
Weaver’s Eyes can help him break the connection in a hurry, but since the data traffic is far from
him, the Gift cannot pierce the encryption directly. However, it will provide one extra success on
the Perception + Computer roll used to break the encryption, and it will allow the character to
attempt to break through magical encryption. This Gift is taught by a Raccoon-spirit.

Web Blanket
Source: Ananasi Breed Book.
Ananasi using this Gift create a covering of webs over a target. These webs are thick and
sticky, actually springing from the body of the target itself, and covering the target in an airtight
blanket of webbing that prevents breathing and obscures all senses. It is a very unpleasant way to
die.
System: The werespider spends one Gnosis and one blood point and rolls Dexterity +
Medicine (difficulty of the target’s Willpower). Success means the target spontaneously begins
generating the thick webs that completely cover the target’s body. Attempts to tear the webbing
away are resisted by an effective Strength of 9. Burning the webs is a possible solution, but the
target covered by the webs takes the same damage as the webs themselves.

Web Haven
Source: Ananasi Breed Book.

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The Damhan creates a haven for the night, usually within their normal dwelling as an added
level of security. This webbing anchors in the material world as well as in the Umbra, and works
primarily as an early warning alarm against potential attacks and as a warning that potential meals
are nearby. This web must be spun, but it does not appear as a regular web unless the Ananasi wants
to. It remains invisible to mundane senses, blending into the background.
System: The werespider must spend one blood point to create the web (unless in Crawlerling
form) and make a Gnosis roll, difficulty 7. The web covers roughly 10 feet per success. The anchor
points for this web can be anywhere at all, even in thin air. Anything touching this webbing sends
vibrations to the Ananasi, warning them of approach. This web offers no physical defenses against
attack.

Web of Illusion
Source: Players Guide to the Changing Breeds.
The Ananasi can create a false reality in a targeted area. The werespider controls the sights,
sounds, smells and other sensory characteristics of the area, affecting the perceptions of everyone
that enters the location. The Ananasi may remain to actively control the effects or may pre-program
the illusion to act in a certain way. She may only maintain one such area at any given time.
System: The player spends two Gnosis points — one to create the illusion and one to animate
it — and rolls Manipulation + Primal-Urge (difficulty 7). Every success adds one to the difficulty of
detecting the illusion, which may be resisted actively by making a Perception + Subterfuge roll
(difficulty 5 + the number of successes made by the Ananasi in the creation of the illusion, to a
maximum of 10). The illusion lasts for a number of days equal to the Ananasi's permanent Gnosis.

Web of Smoke
Source: Ananasi Breed Book.
This Gift creates a simple trap made from webbing. Once the webbing is disturbed, it
dissolves into a thick, noxious black smoke, which obscures the vision and smells worse than a
hundred or so rotted eggs. While not effective as a weapon, it has stopped many creatures from
getting too far into an Ananasi’s lair.
System: The werespider spends one blood point. The web is not sticky, and can appear as
simple as a mass of cobweb, or as an intricate, thick-stranded web obviously designed to keep out
or capture intruders. Once anything touches this web with enough force to break any of the strands,
the web explodes into a thick dark cloud of smoke, momentarily blinding anything in the immediate
vicinity and causing a foul odor. Anyone caught in the cloud must roll Stamina, difficulty 8, or
immediately go into a convulsive fit of vomiting for one turn per point of the spinner’s permanent
Gnosis.

Web Sheet
Source: Players Guide to the Changing Breeds.
The Tenere can create a large web extremely quickly.
System: The Ananasi spends two blood points, allowing her to cover a football field-sized
area with a sticky web with an effective Strength of 9. This web does not affect other Ananasi.

Web Snare I
Source: Ananasi Breed Book.
The Wyrsta using this gift spins a web trap, which will trigger under the right set of
circumstances, capturing an opponent.

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System: The character spins a series of webs that are invisible to the naked eye, placing them
in a certain location, this costs one blood point. The snare can be used to trap a target, or to haul a
target into the air or into a more lethal trap. In order to properly hide a Web Snare, the character
must roll Wits + Subterfuge, difficulty 7. Only one success is needed.

Web Snare II
Source: Players Guide to the Changing Breeds.
The Wyrsta spins a trap triggered by certain circumstances.
System: The player spends one blood point to spin a series of webs in a designated location.
A successful Wits + Subterfuge roll (difficulty 7) hides the webs from sight as if they were
invisible. Anyone stumbling across the webs is ensnared. The Ananasi may use these webs to haul
the victim into the air or spring a more deadly trap.

Web Tremors
Source: Players Guide to the Changing Breeds.
The Kumo can know if anyone is watching or stalking her, either in the physical realm or in
the Mirror Lands, by concentrating on the spirit webs around them. A servant of Marawa bestows
this Gift.
System: The player spends a Gnosis point and makes a Perception + Alertness roll (difficulty
7). Two successes inform the Kumo of anyone lurking about nearby (although those using
supernatural abilities to hide themselves may resist the roll with Gnosis or Manipulation + Stealth,
whichever is higher). More successes add specific information about the nature of the intruders.

Web Walker I
Source: Umbra Revised
The Garou may move across the Pattern Web through the Umbra, ignored and unmolested by
any Weaver-spirits in the area. This Gift is taught by any Weaver-spirit.
System: To activate this Gift, the Garou spends two Gnosis points, then rolls Charisma +
Science (difficulty 7). Success enables the Garou to travel through the Umbra as though she were
on a moon bridge. However, there must be strands of the Pattern Web in the area through which the
Garou wants to travel.

Web Walker II
Source: Book of the City.
As the Theurge Gift, save that the Gnosis expenditure is reduced to one point for Glass
Walkers. Non-Glass Walkers who learn this Gift as a Glass Walker Gift must still pay the standard
two Gnosis cost, as per the Theurge Gift.

Weight of a Heart
Source: Bastet Breed Book.
As the Swara know, the weight of emotions comes from the weight of the heart. Making the
heart swell creates euphoria, while shrinking it generates terror or despair. By working the weight
of another being’s heart, a Swara can induce crazy mood swings from a distance. Nothing diffuses a
flight faster than making the aggressor walk away in near-suicidal depression. Tales credit this Gift
to Hatti, who knows the ways of the heart better than most people do.
System: A Manipulation + Empathy roll changes the target’s mood. The more radical the
shift (from joy to sudden weeping), the higher the difficulty. Even so, this is an easy Gift to use – its

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difficulties range from 4 to 8. The victim – if even aware that something has changed his mood
from the outside – can resist the Gift with a Willpower roll at a difficulty 8. Otherwise, the Gift lasts
one scene, and inflicts no damage.

Well-Oiled Running
Source: Glass Walkers Tribebook Revised.
The greatest tool a Soldier has is her equipment. The worst enemy she has is the possibility of
it failing. This Gift greatly reduces those chances by safeguarding machinery against environmental
factors. It is taught by a dust, war or water-spirit.
System: The player spends one Gnosis point and rolls Stamina + Crafts (Difficulty 7). The
Garou safeguards one machine against natural corrosion or adverse weather for one day per success.
This machine can still be damaged by direct attacks.
MET: Spend a Gnosis Trait and make a Physical Challenge (retest with Crafts). With
success, one machine is protected from natural effects like corrosion or bad weather for a day,
although a direct hit from a weapon or physical attack still damages it.

What’s the Password?


Source: Bastet Breed Book.
By communing with the odd spirits inside computers, a werecat can call up the passwords to
files, accounts or encryptions. Although few nature-bound Bastet know this trick, many of their city
cousins have at least heard of it. Most of those who do know it charge hefty favours for the
teaching…
System: The player rolls Manipulation + Enigmas, spends a Gnosis point, and hopes the Net-
Spiders will be generous. These encounters should be played out – computer spirits can be pretty
weird, and may want a bribe. The difficulty depends on the target’s value. A successful Computer
or Hacking roll can reduce this difficulty by 1 for every two successes (same difficulties; see
Werewolf Players Guide, p. 194-199).

Information Difficulty
Checking accounts 5
Corporate records 6
Important documents, designer viruses 7
Secure accounts 8
Corporate secrets 9
Government secrets 10

Whelp Body I
Source: Werewolf: the Apocalypse 2nd Edition.
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.
This Gift is taught by a Pain- spirit or a spirit of Disease.
System: The Garou spends one Gnosis point and rolls Gnosis; this roll is resisted by the
target’s Gnosis roll. The Garou’s difficulty is the opponent’s Willpower, while her victim’s
difficulty is the Ragabash’s Gnosis. Each success scored by the Ragabash allows him to remove one
point from any of the victim’s 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.

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Whelp Body II
Source: Werewolf: the Apocalypse Revised.
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 one Gnosis point and rolls Gnosis, and the target resists with his
own Gnosis roll. The Garou’s difficulty is the opponent’s Willpower, while her victim’s difficulty is
the Ragabash’s Gnosis. (Victims without Gnosis roll Stamina without any adjustments for
supernatural powers or the like.) Each success scored by the Ragabash allows him to remove one
point from any of the victim’s Physical Attributes. The effect is permanent, although the victim may
restore these Attributes via experience. This Gift may be used only once ever against a given
opponent.

Whelp the Insolent


Source: Werewolf: The Wild West.
As the Gift: Paws of the Newborn Cub.

Whirlpool I
Source: Nagah Breed Book.
This Gift allows the Nagah to cause a whirlpool in any body of water larger than a small
swimming pool. Depending on the size of the whirlpool, it can suck down anything from people to
boats.
System: The player spends a Gnosis point and then rolls her permanent Gnosis (difficulty 7).

Successes Effect
1 5’ diameter, large enough to suck down a human.
3 10’ diameter, large enough to suck down a Garou in Crinos form.
5 20’ diameter, large enough to suck down dinghies and similar craft.
6+ 50’ diameter, large enough to suck down medium boats.

Whirlpool II
Source: Players Guide to the Changing Breeds.
In any body of water larger than a swimming pool, the creature can create a whirlpool for one
scene.
System: The player spends one Gnosis, and roll Gnosis (difficulty 7). If the whirlpool is
created under a target, it needs a minimum number of successes to "suck it down" as detailed
below. A living target can make a Dexterity + Athletics roll (opposed by a Strength of the Nagah's
Gnosis) to escape, usually by swimming out of the area.

Successes Diameter Can pull down


1 5 feet a human
3 10 feet a Garou in Crinos
5 20 feet a rowboat
6+ 50+ feet a small boat

Whirlpool’s Maw
Source: Rokea Breed Book.

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The Rokea opens her mouth, and anything not firmly fixed to the ground is swept into it. She
does not actually consume the materials (or beings) thus captured, but they are never seen again. It
is believed that Sea takes them, and they are forever lost in the pelagic depths. A spirit servant of
Sea teaches this Gift.
System: This Gift only works in Gladius or Chasmus forms. The player spends a Rage point
and rolls Rage (difficulty 7). The Gift functions for one turn per success. During that time, anything
that the Rokea could lift is sucked toward and into her gullet. For example, if the Rokea has a
Strength rating of 6 in Gladius form, anything (or anyone) weighing up to 80 pounds that isn’t
securely fastened down flies toward her mouth and is swallowed. Even objects to large to fit into
the Rokea’s maw disappear into the gaping pit. A living being attempting to resist this suction must
grab something sturdy and roll Strength (difficulty 8). This Gift functions only in the water.

Whisker Sight I
Source: Bastet Breed Book.
By attuning herself to her surroundings, a metis Bastet can get a sense of her surroundings.
Anything within reach – even if it’s behind her, or invisible – is plain to all her senses.
System: Roll Perception + Primal-Urge (difficulty 6). Success grants the character total
sensory perception within a 10 foot radius. This doesn’t automatically reveal hidden or invisible
objects, but it allows her to try a normal Perception roll to notice things that would normally be
beyond her sight. The Gift lasts one scene.

Whisker Sight II
Source: Players Guide to the Changing Breeds.
By attuning herself to her surroundings, a metis Bastet can get a sense of her surroundings.
Anything within reach — even if it's behind her, or invisible — is plain to all her senses.
System: The player rolls Perception + Primal-Urge. Success grants the character total sensory
perceptions within a 10-foot radius. This doesn't automatically reveal hidden or invisible objects,
but it allows her to try a normal Perception roll to notice things that would normally be beyond her
sight. The Gift lasts one scene.

Whisper
Source: Rage across Appalachia.
In the presence of a stand of trees, the Garou may send whispered messages over long
distances – as if her words were traveling from tree to tree. This Gift is taught by tree-spirits.
System: The Garou spends one Gnosis point for every 25 words of her message. No roll is
necessary.

Whisper Catching
Source: Shadow Lords Tribebook Revised.
Secrets are an important commodity, and those who strive to keep their secrets may very well
be hiding something dangerous. This Gift was developed to root out potential traitors or plotters
against the Garou, but has been open to... certain abuses ever since. The Shadow Lord may
supernaturally eavesdrop on whispered conversations nearby, giving her an edge over those with
something to hide. This Gift is taught by a crow-spirit.
System: The player spends a Willpower point. For the duration of the scene, any whisper
within earshot is as audible to the Shadow Lord as if the speaker were speaking loudly and clearly.
The player may still have to make Perception checks to hear whispers within earshot if obstacles or
distance would make even an ordinary conversation difficult to hear. The Murmur Rite blocks this

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Gift; the Shadow Lords are not willing to violate the privacy of a shadow moot, even for their own
personal gain.
MET: Spend a Willpower Trait. For the rest of the scene, the Shadow Lord may choose one
whispered conversation to listen in on, which he can hear quite clearly. This is best done by having
the player sit in the location out of play to listen. In a place such as a dance club, this will require
Mental Challenges to interpret the sound around all the other distractions. This Gift has no effect on
a place protected by the Murmur Rite. The Storyteller may choose to disallow this Gift due to
logistical concerns.

Whisper in the Dark


Source: Rage across the Heavens.
This Gift allows the Garou to determine a fact detrimental to an individual. The Garou may
then use that piece of knowledge against the target of the Gift, either by holding it over the victim’s
head or making the information public.
System: The player rolls Perception + Empathy (difficulty 8). Each success enables her to
grasp one piece of heretofore-unknown information about the target of the Gift. Thus, a character
can learn that an individual owes millions of dollars in gambling debts, hides a murder in his past or
funds a company that systematically pollutes the rivers in a particular state. Failure means that the
character learns nothing, while a botch provides the character with erroneous information leading to
the character’s possible embarrassment or dishonor.

Whispered Dreams
Source: Ratkin Breed Book.
You can speak an illusion into existence. This apparition can affect al of your victim’s senses,
can move anywhere within your line-of-sight, and can exist as long as you concentrate on it. The
Gift begins when you whisper a few words about the dweomer you are trying to create. The illusion
lasts for one scene.
System: Spend two Willpower points and roll Manipulation + Expression (difficulty 8).
Anyone witnessing the illusion can attempt to "see through it" by rolling Perception + Alertness; the
difficulty is equal to (5 + the number of successes you obtained, up to a maximum of difficulty 9).
Once one person points out this flaw, the illusion is ruined for everyone, and it vanishes.

Whispering Wind
Source: Players Guide 1st Edition.
Only Kailindo practitioners are taught this Gift. It can tell the user what his opponent’s next
combat maneuver will be. Roll Perception + Kailindo, difficulty equal to his opponent’s combat
skill (Brawl, Melee or Kailindo) +4, and spend a Gnosis point. The spirits of the wind will then
whisper an opponent’s attack plan to the Garou. Any successes will reveal the opponent’s next
maneuver, thus canceling any modifiers the opponent may have received for that maneuver. The
Kailindolist will receive a -1 to his difficulty to attack his opponent next action (in addition to any
other modifiers). Also, it gives the user pluses to his Initiative dice pool equal to the number of
successes he gained on his roll. Another Kailindolist with this Gift may use his roll to resist.

Whispers from Thoth


Source: Ghost Towns.
This Gift allows the user to hear across the Shroud. Conversations (if any) happening in the
Shadowlands become audible to the Garou. This is a very versatile and discrete Gift, as there is no

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visible effects; the Wraiths do not know that they are being eavesdropped upon. This Gift is taught
by Owl-spirits.
System: The player spends a point of Gnosis and rolls Perception + Enigmas (difficulty of the
Shroud rating +3, to a maximum of 10). If the roll succeeds, the Theurge may hear conversations
within earshot across the Shroud for the remainder of the scene.

Whispers on the Street


Source: Glass Walkers Tribebook Revised.
The Glass Walkers’ enemies have historically been non-werewolves for the most part, since
even the Black Spiral Dancers used to avoid the city. It’s no surprise that the Lucci invented a Gift
that allows communication exclusively between Garou. By picking up an object and whispering to
the spirits surrounding it, the Garou can imbue it with a message that can be heard subconsciously
by every werewolf picking it up. Sadly, this includes Black Spiral Dancers and, some argue, non-
Wise Guy Glass Walkers. A Pattern Spider or insect spirit reaches this Gift.
System: The player spends one Willpower point and rolls Gnosis, difficulty 7. The number of
successes determines how long the message stays within the object. One success means the message
will endure for a scene, two successes a day, three successes a week, and four successes a year.
Should you roll five successes, then the message is permanently locked into the object.
MET: Spend a Willpower Trait and make a Static Gnosis Challenge (three Traits to cause the
message to endure for one scene, four Traits for a day, five Traits for a week, and six for a year).

White Fire
Source: Past Lives.
This forgotten Gift is the last link to the sacred bone-fires that the White Howlers kept before
their Fall and conversion to Balefire. The werewolf can hurl a stream of blinding white fire from his
hand, searing the flesh from the bones of his foes.
System: The player spends one Gnosis and rolls Dexterity + Occult (difficulty 6). The bone-
fire inflicts six dice of aggravated damage, plus one die for every extra success on the attack roll. In
addition, if the victim suffers more than three levels of damage after soak, she is blinded for the
duration of the scene.

Whiteout
Source: Wendigo Tribebook Revised.
This Gift allows a Garou to transform the area around her into a blinding whiteout, rendering
it utterly featureless and dangerously disorienting. Any characters within the reach of the spell are
enclosed within a frightening, snowy blizzard-filled dome, which deadens all scents, mutes all
sounds with the roar of wind, and blinds all types of vision. The Gifted character’s senses are
untouched by these effects, although she remains within the whiteout. Similarly, other Wendigo are
unaffected by the power of this Gift. A bear-spirit teaches this Gift.
System: The player spends a point of Gnosis, and rolls Manipulation + Survival. The
diameter of the dome covered by the whiteout varies, depending on the total successes of this roll,
multiplied by five feet. For example, if the player rolls 9 successes, the area of the whiteout is a
circle 45 feet wide. All non-Wendigo characters within this area lose one point of Willpower and
one die from all Perception-based pools for the rest of the scene; when they emerge to the
Perception penalty disappears but the Willpower point is gone until it is regained in the usual
fashion.
MET: Intermediate Gift. To activate this Gift, the Wendigo must spend a Gnosis Trait and
make a Social test (retest Survival). The difficulty depends on the local weather conditions; calling
the Gift in the midst of a snowstorm or out a darkened sky is relatively easy, but calling it on a

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warm, sunny afternoon is near impossible. This Gift cannot be used indoors. If successful, the
Wendigo creates an dizzying haze of swirling snow and ice emanating out from her in a number of
paces equal to her Gnosis + Willpower in every direction. Non-Wendigo caught in this sudden
storm suffer a two-Trait penalty on all tests involving vision while inside, and immediately lose a
Willpower Trait as the storm saps away their resolve. This Gift lasts for a number of turns equal to
the Wendigo’s Willpower rating or until she chooses to end it, whichever comes first.

Whore’s Vengeance
Source: Werewolf: Wild West – The Wild West Companion.
This Gift affects the most sensitive areas of the human or animal anatomy. By causing either
minor irritation or wracking pain, Whore’s Vengeance can distract or even incapacitate a victim.
The target of this Gift need never have visited a house of ill repute, nor does the Gift user need to
practice the profession. A spirit of Lust teaches this Gift.
System: The player rolls her Intelligence + Medicine (difficulty equals the target’s
Willpower). If the roll succeeds, the target breaks out in a painful rash in his or her sensitive region.
Each success subtracts one die from the target’s Dice Pool for the remainder of the scene. This Gift
affects only living animals (including humans) and has no effect on spirits or the undead.

Wind beneath my Wings


Source: Mokolé Breed Book.
This Gift, originated by a Pteranodon Mokolé, helps Mokolé travel more easily by marching
of flying in formations. The strength of the whole group can serve to help each member. This Gift is
taught by Goose.
System: The Mokolé assembles her fellow travelers in a line (for marching) or V formation
(for flying) and rolls Stamina + Gnosis, difficulty 7. The number of successes is the number of
travelers who can share the Stamina of the strongest member of the group (who will usually take the
lead). If the formation is broken, the extra Stamina disappears. A botch reduces a group member to
1 Stamina.

Wind from the West I


Source: Bastet Breed Book.
Words can be as ephemeral as the Pacific fog; by making them dance and shimmer, a Qualmi
can lead a less-clever opponent into a mental maze, then leave him there to puzzle his own way out.
This take the form of a series of high-speed riddles designed to tie folks’ minds into knots. Most
Qualmi are especially pleased to find someone clever enough to avoid this mental snare.
System: As the Level Two Bubasti Gift: Mousemaze, except that the roll is Manipulation +
Enigmas, and does not cost a Gnosis point. To counter the confusion effect, the target might try to
figure out the puzzle (Wits + Enigmas) before it takes effect. Oddly enough, it pleases most Qualmi
when a victim can think for himself; this often leads to a riddling contest, with the loser becoming
confused by the magic. To simulate this exchange, see “Gamecraft” (Werewolf: the Apocalypse,
p. 223) and raise the difficulty by one after each turn. When it reaches 10, check the final result: if
someone wins and another loses, the loser suffers magical confusion; if both lose, they’re both
confused; if both win, neither is confused. Most Qualmi take defeat well under these circumstances,
and can be very generous losers.

Wind From the West II


Source: Players Guide to the Changing Breeds.

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This Gift takes the form of a series of high-speed riddles designed to tie a victim's mind into
knots. Most Qualmi are rather pleased if this Gift fails; it's not often they find someone clever
enough to keep up with them.
System: The Qualmi rolls Manipulation + Enigmas (difficulty equals the target's Willpower).
Success scrambles the target's sense of direction and relationship. Three or more successes send the
target into a panic; Changing Breeds must check for frenzy, and normal humans flee in terror. The
Gift's effects last for about 15 minutes, then slowly fade.
If the target is clever enough, he might try to figure out the puzzle (Wits + Enigmas, difficulty
equals the Qualmi's Willpower) before it takes effect. If the players and Story-teller wish, this can
be simulated using the rules for gamecraft (see Werewolf: the Apocalypse, p. 202), wherein the
difficulty for each party increases by one until someone fails a roll. As mentioned above, Qualmi
tend to be gracious losers when opponents prove to be clever enough to outwit the lynx.

Wind of Buzzard’s Wings


Source: Silver Fangs Tribebook Revised.
As the Wendigo Gift: Call the Breeze.

Windrunner
Source: Werewolf: The Wild West.
As the Gift: Speed Beyond Thought. This Gift is taught by an Air-spirit or Lune.

Wind’s Returning Favor


Source: Stargazers Tribebook Revised.
A Stargazer may use weapons, but most need none. This Gift allows a Stargazer to take an
opponent’s weapon upon their attack. This Gift is taught by a wind-spirit.
System: The player spends one Willpower point and rolls Dexterity + Dodge (difficulty of the
opponent’s Wits + Melee score). The Stargazer must be in close combat and be using this Gift
while the opponent makes a melee attack against her. The Stargazer’s successes take away the
success on the opponent’s attack roll; if the Stargazer’s successes outnumber those obtained by the
opponent to attack, then the Stargazer is able to steal the attacker’s weapon and use it the following
turn.
MET: Intermediate Gift. A Stargazer may only use this Gift against a foe wielding a melee
weapon against her in close combat. To attempt to steal a foe’s weapon, the Stargazer must spend a
Willpower Trait and allow her foe to attack her; she may attempt to Dodge normally, but cannot
harm her foe during this turn. If she successfully avoids the strike, she may immediately call for a
Simple Test — on a win or a tie, she has stolen the attacker’s weapon, and may use it the following
turn. Due to the speed and magical nature of the Gift, the foe receives no chance to use Melee or
other Abilities and powers to retest this Simple Test. Failure means that the weapon remains with
the attacker, although the Gift may be attempted again if the Stargazer desires.

Winged Delivery
Source: Black Furies Tribebook Revised.
While the Sisterhood has a large network of Kinfolk, contacts, smugglers and informants
available, at times the most effective means to move an item is to give it to a friendly spirit and
have that spirit make the delivery. Using this Gift and some concentration, the character pushes a
small item into the Umbra and gives it to an Owl Jaggling, which will deliver the item to a well
identified person or location as rapidly as it can travel.

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Garou who abuse this Gift to send dangerous items or active weapons (like grenades) into the
Umbra - thereby jeopardizing the owl-spirit’s existence -find that the retribution of the spirit world
is swift and harsh. This Gift is obviously taught by owl-spirits.
System: Spend one Gnosis and roll Charisma + Empathy (difficulty is the local Gauntlet). On
a success, the item enters the Owl Jaggling’s talons in the Umbra, and the Jaggling will deliver it to
a clearly defined recipient. A human or Garou recipient must be named and described; a location
need only be described, with directions given. The Owl Jaggling travels at roughly 100 miles per
hour through the spirit world, and will deposit the item in the immediate vicinity of the target unless
the target is somehow protected against the spirit world or the prevailing Gauntlet exceeds 7. If
either of those conditions pre-vent delivery, the spirit returns to the Garou at full speed and returns
the item without comment.
MET: Expend one Gnosis Trait and make a static Social Challenge (Empathy for retests)
against the local Gauntlet. If you succeed, you deliver one item to an Owl Jaggling, which carries
the item to a target you describe. If the subject cannot be found, is shielded from the spirit world or
is in a location with a Gauntlet above 7, the owl spirit returns the item to you instead. Hand your
item card to a Narrator, who will then deliver the item as you specify (or take it out of play, if
appropriate); the time for the Gift to function depends solely on the Narrator’s ability to deliver it to
your subject. (If the Narrator spends half an hour looking for your target, then the owl-spirit was
similarly con-fused in its attempt to find the subject.)

Winter Frost
Source: Werewolf: The Wild West.
As the Gift: Chill of Early Frost.

Wisdom from the Heavens


Source: Werewolf: The Wild West.
As the Gift: Wisdom of the Seer.

Wings of Pegasus
Source: Player Guide 1st Edition.
The Garou may sprout majestic wings when in Hispo form; these allow her to fly at will.
These wings are large and resemble the feathery wings of the totem Pegasus. To fly, roll Stamina +
Athletics (difficulty 7 to launch). The difficulty for flight maneuvers is up to the Storyteller. The
Garou can carry others as long as her strength allows it. Her flight speed is approximately 50mph.

Wisdom of the Ancient Ways I


Source: Werewolf: the Apocalypse 2nd Edition.
All Garou have an innate connection to their ancestors, a form of racial unconscious
accessible through intense meditation. The Garou, by tapping into these deep memories, can
remember ancient facts and lore. This Gift is taught by a Garou Ancestor-spirit.
System: The Garou must meditate for a short time, concentrating on the past. The Garou then
rolls Gnosis (difficulty 9, -1 for each point of Past Life the Garou possesses).

Wisdom of the Ancient Ways II


Source: Werewolf: the Apocalypse Revised.

682
All werewolves have an innate connection to their ancestors, a form of racial unconscious
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 rolls Gnosis (difficulty 9, -1 for each point of Ancestors the Garou possesses). The number of
successes determines how detailed and exact the answer he receives will be.

Wisdom of the Ancient Ways III


Source: Uktena Tribebook Revised.
Werewolves have a link to their past most humans can only dream about: their ancestors can
still share their wisdom. The ancestor-spirit that teaches this Gift allows the Uktena even deeper
access to past lifetimes of wisdom and lore. Naturally, Earth Guides are most likely to learn this
Gift.
System: As the Philodox Gift.

Wisdom of the River


Source: Rage across Appalachia.
By immersing herself in a river, a Garou may gain knowledge of what lies upstream from her
as if she were actually there. This Gift is taught by water-spirits.
System: The Garou must stand in a river or site on a riverbank with her feet immersed in the
water. She then rolls Perception + Alertness (difficulty 6). Each success gives her a vision of what
is occurring within a distance of a mile upstream. The Garou may increase the distance of her
perceptions by one additional mile for each point of Gnosis spent. This Gift does not enable the
Garou to view occurrences downstream, since the waters have not yet “seen” what is happening
ahead of them.

Wisdom of the Seer


Source: Werewolf: the Apocalypse 2nd Edition.
By gazing into the night sky for an hour, the Stargazer can ask a question and have it
answered. This Gift is taught by a Chimerling.
System: The Garou spends one Gnosis point and rolls Intelligence + Enigmas (difficulty 7). If
successful, the Garou can answer any one question (i.e.: ask the Storyteller). The clarity of the
information and it is rare to gain a complete and straightforward answer.

Wisdom of the Sun


Source: Mokolé Breed Book.
As the Stargazer Gift: Wisdom of the Seer, save that the Mokolé must gaze directly on Lord
Sun’s face.

Wither Limb I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou can cause a target’s limb to wither, making it useless. Which limb is withered is
the Garou’s choice, but is must be an arm or leg. If the victim is a creature with regenerative
properties, such as a Garou or vampire, the limb will regenerate whole after one scene. This Gift is
taught by a venomous animal spirit or a spirit of Disease.
System: The Garou spends a Gnosis point and rolls Willpower (difficulty of the victim’s
Stamina + 4).

683
Wither Limb II
Source: Werewolf: the Apocalypse Revised.
With a snarl and an angry gaze, the werewolf forces a target’s arm or leg to twist, desiccate
and wither, 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 Gnosis point and rolls Willpower (difficulty of the victim’s
Stamina + 4). The victim adds two to the difficulties of al Dexterity rolls. If his leg is affected, he
can move at only half of his normal speed.

Withering Stare
Source: Players Guide to the Changing Breeds.
This Gift lets a werecat kill with a glance, a favorite trick of Simba lords and wandering
Pumonca. Using this Gift against other Bastet is considered deeply dishonorable, but it happens
nonetheless.
System: The werecat locks gazes with his target, spends a Gnosis point, and rolls his Rage.
The difficulty is the victim's Willpower, and each success inflicts one aggravated health level of
damage. Only a Willpower roll (difficulty 8) can soak the Stare, which twists the victim into
agonized convulsions until either death or the Bastet grants release.

Woadling I
Source: Players Guide 2nd Edition (1st Edition).
The ancient Celts would paint their skin with woad — the components of which caused a
frenzy-like state — before marching off to battle. The Fianna carry on this tradition and take it even
further. After painting the woad on their bodies, they can bring the paintings to life to harry an
opponent. A stag-spirit can teach this Gift.
System: Each painting can create one woadling that costs one Gnosis point to animate. The
Fianna can release only one woadling per turn. Each time the player creates a woadling, she should
roll Dexterity + Occult (difficulty 6). Each success subtracts one die from her opponent’s pool as
the woadling dances and prances around the target. The woadlings vanish (and must be repainted)
after the Gift ends.

Woadling II
Source: Dark Ages: Werewolf.
In preparation for battle, Celts paint war-figures on their skin with woad that contains a mild
mind-altering substance that causes a frenzy-like state. This Gift allows the Fianna to carry on this
tradition with a magical twist. After painting woad on his body, a Fianna may bring the figures to
full-size life to harry his opponent.
System: The player rolls Dexterity + Occult (difficulty 6) to paint the woadlings; the
character may draw one on her body per success. During combat, the player spends one Gnosis
point per woadling to animate the drawings, and then rolls the character’s Gnosis (difficulty 6). The
woadling dances about a chosen opponent, distracting and harrying him, but cannot actually inflict
any damage. The creature subtracts one die per success on the Gnosis roll from the target’s attack
and defensive dice pools, however (though soak and damage rolls are unaffected). The woadlings
vanish when the scene ends.

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Wolf's Terror
Source: Players Guide to the Changing Breeds.
As the Ahroun Gift: Silver Claws.

Wolf at the Door I


Source: Werewolf: the Apocalypse Revised.
Some humans can’t just be splattered all over the nearest tree. Some of them have to be taught
a lesson and left alive, for whatever reason. However, the Red Talons know how to make the
message stick. This Gift induces a terrible dread of and respect for the forest, and it makes a human
target afraid to tamper with it in any way. Any predator spirit can teach this Gift.
System: The Garou must make eye contact with the target, but he can be in any form when
she does so. The player then rolls Charisma + Primal-Urge (difficulty of the target’s Willpower).
The effects last for one day per success. During this time, the human must roll Willpower to leave
his home, and he may not go near anything resembling a forest without spending a Willpower point.
If the human does leave home, he is shaky and fearful until he returns, and his player loses two dice
from all Mental and Social dice pools. This Gift functions on Kinfolk, mages, ghouls and other
"supernatural" humans, but the difficulty increases by two to a maximum of 10.

Wolf at the Door II


Source: Dark Ages: Werewolf.
Despite their reputation where humans are concerned, not all Red Talons are indiscriminate
murderers of humanity. Sometimes, the battle is won by leaving a human alive... for whatever
reason. If the Red Talons need to get a message across, then the mouth of an ape is often the best
way to do so. This Gift induces a terrible dread and unyielding respect for the wilds, and it makes a
human being afraid of tampering with them in any way. Any predatory spirit teaches this Gift.
System: The player rolls Charisma + Primal Urge (difficulty of the target’s Willpower). The
character must make eye contact with the target, but she may be in any form when she does so. This
Gift instills a sense of fear of the wilderness in the target for one day per success. The target must
roll Willpower to leave his home, and he can not approach forestry or wilderness of any kind
without spending a Willpower point. If the target does manage to leave his home, he loses two dice
from Social and Mental pools.

Word Beyond
Source: Players Guide to the Changing Breeds.
When traveling through the Umbra, Corax often feel the need to leave information for their
fellow birds. This Gift allows a Corax to create a recognizable sigil out of whatever's handy. A
spirit in service to Coyote teaches this Gift.
System: In the Umbra, the Corax (by rolling Wits + Expression, difficulty 6) can create a
marker out of available materials for any other Corax who come by. The number of successes
indicates the complexity of the message that can be encrypted into the marker, which can be
decrypted by another Corax rolling Perception + Occult (difficulty 7).

Word of Honor
Source: Players Guide 2nd Edition.
To a Silver Fang, honor is everything. This Gift imbues a Garou’s words with his honorable
bearing. As long as the Silver Fang speaks the truth, others believe him. An Eagle spirit teaches the
Silver Fangs how to speak clear and true.

685
System: By spending a Gnosis point, the Silver Fang can make every word he says bear the
ring of truth. Anyone who listens hears that the Gift user speaks true. Listeners are not necessarily
inclined to obey the Fang or follow his suggestions, but the facts are clear. The Silver Fang must
speak the truth, or the Gift automatically backfires.

Word-to-Weapon
Source: Stargazers Tribebook Revised.
The warrior-teacher caste of the Sacred Thread is able to focus in on the mystic power
underlying each and every word. Even a ksatriya without a weapon may conjure one using nothing
more than the sound of his own voice. This Gift is taught by a wind-spirit.
System: The Stargazer invokes a prayer (taking a full turn to do so). The player then spends a
Gnosis point and rolls Wits + Linguistics (difficulty 6). The first success conjures a ghostly,
translucent scimitar out of thin air. The moon-curved blade has Strength base damage (lethal), with
a difficulty of 7 to hit. Every two successes past the first, however, on. the roll to activate this Gift
increases the weapon’s damage roll for that weapon. If the player rolls three successes, it creates an
opaque blade (made essentially of icy wind) that does Strength +1 lethal damage, with a difficulty
of 7 to hit. The weapon lasts until the end of the scene, and then it disappears into a cloud of dust.
MET: Basic Gift. By spending a full turn in prayer (defensive actions only) and spending a
Gnosis Trait, the Stargazer may conjure a ghostly scimitar out of thin air and into her hand. This
blade is otherwise considered the same as an ordinary sword for purposes of Bonus Traits, damage
and so on. Only the Stargazer herself may wield it, however, and if it is fully dropped or disarmed
by any means, it vanishes and this Gift must be used again. The sword remains for one scene
otherwise.

Words of Doom
Source: Gurahl Breed Book.
This Gift enables a Gurahl to curse an individual (or an allied group of individuals up to five
in number), punishing them for some gross misdeed. Some werebears believe that the origin of the
Silver Fangs’ tribal insanity resulted from a curse placed upon them for their part in the War of
Rage. Gurahl who use this Gift tread a thin line between serving Gaia and becoming a tool of the
Pattern Breaker, since the pronouncement of a curse upon an individual or group often reflects
adversely upon the speaker, touching her spirit with darkness. A Worm-spirit teaches this Gift.
System: After the Gurahl states the terms of the curse, the player rolls Wits + Occult
(difficulty 9) and sacrifices a point of permanent Gnosis to seal the effect. The words used must
specifically describe the terms of punishment along with the means for lifting or escaping the curse
(“You and your descendants shall never know unsullied happiness until you return that which you
stole from my people.”). If the nature of the curse is particularly harmful, detrimental, or far-
reaching, the Storyteller may require that the Gurahl character give up two or even three points of
permanent Gnosis instead of one.

Words of the Alpha


Source: Children of Gaia Tribebook Revised.
The Children have often sought leadership in human societies as well as among Garou. This
Gift allows a leader to seek the best course of action for a particular goal. Eagle teaches this Gift.
System: The Garou meditates on the chosen goal, spends a Gnosis point, and rolls
Intelligence + Leadership (difficulty 8). For each success, she gains one fragment of insight, be it a
word of advice or hint at secret knowledge, into the right way to lead this group toward her chosen
end. Note that Eagle does not show the most popular way, or the easiest way. His flight is high, and
he flies alone.

686
MET: Announce the goal for which you seek advice to a Narrator, and then spend five
minutes in meditation. At the end of five minutes, spend a Gnosis Trait and make a Mental
Challenge (retest with Leadership). With success, a Narrator may provide you with some snippet of
advice that can help you achieve your goal.

Wound Undersea
Source: Rokea Breed Book.
This very dangerous Gift is used only in times of truly dire need. The Dimwaters boast that
theirs is the only auspice responsible enough to hold the knowledge. With this Gift, the wereshark
can open a vent in the sea floor, calling lava from it. This boils the water in the immediate area, as
well as causing small earthquakes throughout the region. This Gift is taught, albeit very rarely, by
an avatar of Unsea herself.
System: The Rokea slashes herself with her own claws and bleeds near the sea floor (in the
process enduring at least one health level of aggravated damage). The player spends one Rage point
and one Willpower point, and then rolls Charisma + Rituals (difficulty 8). Success opens a crack in
the sea floor. The lava will boil up in three turns, which is how long the Rokea has to get to a safe
distance. The lava boils the water in the area, inflicting at least three health levels of damage
(aggravated) each turn. Any additional effects – earthquakes, whirlpools at the surface, and so forth
– are up to the Storyteller.

Wounding Lies
Source: Shadow Lords Tribebook Revised.
For all their ability to prevaricate or misdirect when the need is there, few Shadow Lords —
particularly elders — like being lied to. This Gift is the ultimate expression of that conceit; it forces
those whom the Lord is interrogating to speak the truth or suffer the consequences. A person that
lies to the elder suffers great wounds that mystically appear across his body with each untruth. A
pain-spirit teaches this Gift.
System: The player spends one Gnosis and rolls Charisma + Intimidation (difficulty of
target’s Willpower). If he succeeds, the power takes effect; for the rest of the scene, each fib the
subject tells inflicts one level of aggravated damage on the subject, which cannot be soaked. Even
half-truths open small, stinging wounds (no actual damage, but painful and obvious). A Garou
targeted by this Gift may overcome the effect by spending a number of Gnosis points equal to the
interrogator’s successes. Most others usually begin telling the truth after the first wound or two (the
Storyteller may call for a Willpower check, difficulty 8, to keep silent). Some Shadow Lords
heighten the effect by claiming that silence will wound the target just as surely as lies will — an
untruth on the Lord’s behalf, but one that gets results.
MET: Spend a Gnosis and make a Static Social Challenge against a difficulty of the target’s
Willpower (retest with Intimidation). With success, your target’s lies rebound on him — for the rest
of the scene, each lie he tells inflicts a level of aggravated damage. Half-truths open small wounds
but do not inflict levels of damage. The Storyteller may require the target to succeed a Willpower
Challenge to keep silent in the face of such treatment. A Garou targeted by the Gift may overcome
this effect by spending five Gnosis. Omissions (such as giving a description about someone’s car by
giving the color and model but not the make) are not detected.
These Gifts are poorly understood, and are not known to most Shadow Lords. Indeed, few
high-ranking Theurges outside the Lords, and not many even within the tribe, even know of their
existence. Hence, a Lightbringer must speak with another of this camp before he learns of these
Gifts. Only then can he seek them out and discover their secrets.

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Wrath of Dragon
Source: Players Guide to the Changing Breeds.
As the Silver Fang Gift: Wrath of Gaia.

Wrath of Gaia I
Source: Werewolf: the Apocalypse 2nd Edition.
The Garou is revealed by his foes as that which Gaia intended him to be: Her Chosen Warrior.
Wyrm beasts will flee in fear unless they can master their instinctual terror of Gaia’s Defender. This
Gift is taught by an avatar of Gaia Herself.
System: The Garou spends a Gnosis point and rolls Charisma + Intimidation (difficulty 6).
All agents or minions of the Wyrm (including Kindred with Humanity scores less than 7) in the
vicinity must make Willpower rolls (difficulty 7). If a Wyrm creature does not match or exceed the
Garou’s successes, it will flee in terror for the duration of the scene.

Wrath of Gaia II
Source: Werewolf: the Apocalypse Revised.
The Garou shows himself in full, terrible, glory as Gala’s chosen warrior. His splendor
overwhelms minions of the Wyrm, driving them before him in terror unless they can master their
instinctive fear of this predator. An avatar of Gaia herself teaches this Gift.
System: The player spends a Gnosis point and rolls Charisma + Intimidation. Any minions of
the Wyrm who look upon the Garou for the next scene must roll Willpower (difficulty 7) and equal
or exceed the player’s successes- Otherwise, they flee in terror.

Wrath of Gaia III


Source: Dark Ages: Werewolf.
With this Gift, Gaia’s chosen warrior can reveal his full, terrible glory to minions of
corruption. His splendor overwhelms them, driving them to flee in terror before him. Few of the
tainted can withstand such exposure. An avatar of Gaia teaches this Gift.
System: The player spends a Gnosis point and rolls Charisma + Intimidation (difficulty 6).
Any minions of the Wyrm or those similarly corrupted who gaze upon the Garou for the scene must
roll Willpower or Courage (difficulty 7) and equal or exceed the player’s successes. If they do not,
they will flee in terror.

Wrath of Nala I
Source: Bastet Breed Book.
The Gift whips up a wild storm that devastates the werecat’s vicinity. This tempest springs up
out of nowhere and lasts for five minutes or less, then calms and disperses. Nala herself teaches this
Gift in dreams.
System: The Wrath works like the Level Five Common Gift: Soothe/ Summon Storm, except
that it requires only five successes (difficulty 8). This conjures a severe thunderstorm which lasts
only a few minutes and remains beyond the werecat’s power once it’s in motion.

Wrath of Nala II
Source: Players Guide to the Changing Breeds.
This Gift whips up a wild storm that devastates the werecat's vicinity. This tempest springs up
out of nowhere and lasts for five minutes or less, then calms down and disperses. Nala herself
teaches this Gift in dreams.

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System: The werecat spends two Gnosis points and rolls Manipulation + Survival (difficulty
8). If he rolls five or more successes, he summons a severe thunderstorm that lasts only a few
minutes and remains beyond the werecat's power once it's in motion.

Wriggle
Source: Guardians of the Caern.
Metis sometimes have to hide in all the wrong places at the wrong times. With this Gift, they
can take best advantage of their surroundings to get away and take a breather. The spirit of a
Cockroach teaches this Gift.
System: Spend a Gnosis point, and the Gift takes effect immediately. For the rest of the
scene, no matter what her form, the metis can squeeze into a space no less than half the size of her
body. Storytellers should make judgments on space limitations.

Wriggling Teeth
Source: Rokea Breed Book.
Sharks have many rows of teeth, and commonly lose several in a single bite. A Brightwater
blessed with this Gift, however, can cause his teeth to burrow into his victim’s flesh even after he
releases the bite. The teeth continue to drive themselves deeper until removed, at which point they
become inert. A shark-spirit teaches this Gift.
System: The Rokea must first successfully bite a target. Then, the player spends a Willpower
point and rolls Strength (difficulty 8). One tooth detaches for each success and continues driving
itself into the victim’s body. This has several effects. First, the victim adds a die to wound penalties
for every two teeth (a Wounded victim with two teeth stuck in him would lose 3 dice from his dice
pools, not two). Second, the wounds from the bite cannot be healed, naturally or magically, until the
teeth are removed (a bloody process which will likely inflict further wounds). Finally, the teeth
continue to injure the target. One tooth will inflict an unsoakable aggravated health level of damage
every five turns. Two teeth inflict the same damage once every four turns, and son, to a maximum
of one health level per turn (with five or more teeth).

Wrongful Death
Source: Ghost Towns.
This Gift allows the Philodox to observe the final resting place of someone deceased and
determine whether or not their death was natural or the result of other circumstances (violence,
poison, sickness etc.). This Gift does not reveal the cause of death, only if the death occurred by fair
order or foul. While this Gift does not actually allow communication across the Shroud, a distinct
feeling of emptiness occurs to the Gift user if the deceased has become a wraith, and no final
delineation between natural or unnatural death is forthcoming. This Gift is taught by Eagle-spirits
and, more rarely, Justice-spirits.
System: The player rolls Wits + Occult (difficulty 7). Success indicates the character obtains
an accurate result or total lack thereof…

Wsitiplaju’s Bow I
Source: Wendigo Tribebook.
This Gift allows a Garou to shoot an arrow that can wrap around corners and hit targets out of
sight. An Ancestor spirit teaches this Gift.
System: The player spends a Gnosis point and rolls Perception + Archery (difficulty 9). The
range of the weapon does not change. The Wendigo must know roughly where her opponent is,

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although she need not know precisely; "a few feet down that alley over there" can suffice, for
example.

Wsitiplaju’s Bow II
Source: Wendigo Tribebook Revised.
The Wendigo with this Gift can loose any arrow from her bow and unerringly hit her target,
no matter where she stands, as long as there is a path through the air. The Gift sends the arrow
traveling like a bird through any available space, diving over or under obstacles and around corners
to reach its mark. However, Wsitiplaju’s Bow does not enchant the arrow used, and the arrow
cannot pass through any barrier that a normal arrow could not pierce. The spirit of an ancestor with
great skill at Archery teaches this Gift.
System: The player rolls Perception + Archery against a difficulty of 8. The wielder of the
Gift must form in her mind a picture of the target and its general location before letting loose the
arrow; the target must be within standard range of the bow, regardless of the use of the Gift. This
Gift works normally with a talen or fetish arrow.
MET: Intermediate Gift. By spending a Gnosis Trait and making a Mental test (retest
Archery) against a difficulty of seven Traits, the Wendigo can fire an arrow that tracks its target
without fail up to its maximum range. Provided there is a path through the air, it reaches the target.
Those targeted by arrows fired with this Gift cannot Dodge the attack or bid Dexterity-related Traits
in defense, and the Wendigo receives a free retest on the Archery challenge regardless. Note that the
arrow itself does not have any innate power to bypass armor or inflict additional damage, and can
potentially be stopped by any barrier that would block a normal arrow.

Wuxing
Source: Stargazers Tribebook Revised.
There is a mystical resonance—wuxing— that exists between the elements of water, fire,
earth, metal and wood. These elements are the basic forces underlying everything in the world, and
the resonance between them is something that a Stargazer with this Gift can hear and tap into. The
Stargazer can take the reverberation between elements and tweak it temporarily; the result is, for a
short time, that one element can be changed into the other. This Gift may only be taught by an
avatar of Chimera.
System: The player rolls Manipulation + Enigmas (difficulty 7, or 9 to affect particularly hard
or rare metals). Each success allows for one square foot of a particular element (water, earth, fire,
metal or wood) to be changed into an alternate type of the same group of elements. Fire may
become wood, water may become earth, and so on. The dimension of the element doesn’t change
— a fire in the fireplace still retains its "shape," but may now be made of wood, earth, or even water
(water doesn’t change the shape either; it actually retains the same shape, but is simply liquid held
fast to a specific contour). The effect lasts for a number of turns equal to the character’s permanent
Gnosis score.
MET: Basic Gift. Use of this Gift requires a Mental test (retest Enigmas), with a difficulty
based on how hard or rare the material being worked with is. Success allows an amount of the
element up to a number of square feet equal to the Garou’s Gnosis or Enigmas rating (whichever is
higher) to be changed into an alternate element of one of the traditional types. Note that shape is
still retained, even for objects transmuted to liquid. Only fairly basic manifestations of the five
elements can be generated by this Gift — it does not allow the Stargazer to conjure up radioactive
isotopes, exotic chemicals and so on. This Gift lasts for a number of minutes/turns equal to the
character’s Gnosis rating.

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Wyld Ferocity
Source: Werewolf: Wild West – The Wild West Companion.
The harsh, untamed wilderness frequently brings death to humans who venture into it
unprepared. With this Gift, the Garou can heighten the fear humans have of the wild. A panic-
stricken human may be unable to act or have to flee the area. An Ancestor-spirit teaches this Gift.
System: The Garou must spend one Rage point to activate the Gift and must growl (even in
human form) for the effect to work. All normal humans lose one die from their Dice Pools within
20 feet of the Garou. Those humans not used to dealing with wild animals must make a Willpower
roll (difficulty equals the Garou’s Rage) or flee the area.

Wyld Sense I
Source: Nagah Breed Book.
By carefully focusing on a scene or a person, the wereserpent may detect the presence of the
Wyld and things or places that are unbalanced toward chaos, creation or primordial energies,
including magic and spiritual forces such as raw Gnosis. It also reveals powerful passions like love,
anger and hatred in mortals.
System: The player rolls Perception + Enigmas (difficulty of the local Gauntlet). Success
indicates that the ahi can detect the presence and strength of Wyld emanations; enough successes
may, at the Storyteller’s discretion, permit the ahi to “see” high amounts of Wyld-related energies
in other beings (such as mental instability, high level of Gnosis, and so on). The ahi may also
“peek” into the Umbra for the purposes of seeing Wyld-spirits and energies. As with Weaver Sense,
this Gift can be highly distracting, even overwhelming, in areas of powerful Wyld energy such as
Wyldings. The perceptions last for as long as the ahi concentrates.

Wyld Sense II
Source: Players Guide to the Changing Breeds.
By focusing on a specific scene or person, the creature can detect the presence of the Wyld.
She may also be able to notice forces that favor chaos, creation, or primordial energies. This doesn't
mean the Nagah necessarily understands them, however. From the physical world, she can sense
Wyld spirits in the surrounding Penumbra.
System: As Weaver sense, but attuned to the Wyld. With three or more successes, the Gift
may reveal more subtle influences of madness or chaos. With five or more successes, it may detect
the presence of magical energy, but cannot precisely identify it. (In other words, this isn't a
combination of the optional Garou Gift: Sense Wyld and the Uktena Gift: Sense Magic.)

Wyld Sight I
Source: Wendigo Tribebook.
The Garou can see Wyld energy in all its manifestations, allowing him to take actions that
prevent it from growing too powerful or to defend himself against it. For instance, the Garou can
see the mystic swirling of the Umbral wind that presages a tornado in the physical realm or feel the
shaking of the Umbral earth before a real earthquake. Garou in the physical world can also sense
Wyld spirits in the nearby Penumbra, although they have to enter the Umbra to get more details.
This Gift is taught by a Wyld-spirit.
System: The Garou rolls Perception + Enigmas (difficulty 6). If successful, the Garou
understands the nature of the Wyld manifestation and realizes what form of Wyld spirit is causing
it. Use the following table to see how early the Garou can predict a Wyld event:

Successes Time Before Event


One 10 minutes

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Two 30 minutes
Three One hour
Four Three hours
Five + One day

Wyld Sight II
Source: Past Lives.
The Croatan were able to foretell natural disasters and other such phenomena by attuning
themselves to the Wyld itself. By use of this Gift, a character can perceive impending outbursts of
Wyld-related activity such as wildfires, tornadoes, earthquakes and the like. He can also perceive
Wyld-spirits in the Penumbra while remaining in the physical world, although his vision is
somewhat clouded.
System: The player rolls Perception + Enigmas, difficulty 7. (In the Croatan’s day and
homeland, the Wyld was stronger, and the difficulty was 6.) Success reveals the nature and general
source of the upcoming Wyld manifestation, if any; the number of successes determines how far in
advance the Gift can predict a given Wyld event.

Successes Time Before the Event


One 10 minutes
Two 30 minutes
Three One hour
Four Three hours
Five+ One day

Wyld Spirits
Source: Rage across the Heavens.
The Garou can call upon Meros’ erratic nature and inflict one or more of her opponents with a
bout of erratic behavior, thus making it more difficulty for the victims to coordinate attacks or act
sensibly in any given situation.
System: The player spends a point of Willpower and rolls Manipulation + Empathy
(difficulty of the victim’s Willpower). Each success allows the character to affect one individual.
Affected targets fail to carry out any sustained course of action, attacking one minute and retreating
in the next or else stopping still to make a speech. If the Gift is used in a non-combat situation, the
victims change their actions radically from one moment to the next. This Gift lasts for one scene or
one battle.

Wyld Warp I
Source: Werewolf: the Apocalypse Revised.
A desperate tactic at best, this Gift summons a number of Wyld-spirits. What they do when
they arrive is wholly unpredictable. They may run or fly about in a destructive frenzy, tearing the
Fury’s foes apart. They may grant the Fury and her packmates temporary increases in might or
Rage, or they might decide to destroy al Weaver-tools in the area. They may even heal the Fury and
her allies of any wounds they have suffered. The Fury has no way of knowing, but the effect is
usually beneficial. A Wyldling teaches this Gift.
System: The player spends one Gnosis point and one Rage point. She then rolls Wits +
Enigmas (difficulty of the local Gauntlet). Successes summons a variable number of Wyldlings,
which will alter the situation as the Storyteller sees fit.

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Wyld Warp II
Source: Dark Ages: Werewolf.
This Gift summons several Wyld-spirits to aid the Fury. When they arrive, they will behave in
an unpredictable, but beneficial manner. They might fly about in a destructive frenzy, tearing the
Fury’s foes asunder, or they might increase the Rage in all Garou in the immediate area. There is no
way to predict the actions of the summoned spirits. A Wyldling teaches this Gift.
System: The player spends one Gnosis point and one Rage point. She then rolls Wits +
Enigmas, difficulty of the local Gauntlet. Success summons a variable number of Wyldlings that
will alter the situation to the benefit of the character. For all intents and purposes, the Bone
Gnawers are the first line of communication between the Garou and the world of humanity in the
Dark Medieval. Not simply flea-ridden vagrants, the Bone Gnawers assimilate into medieval
society as craftsmen, farmers, soldiers and spies. Their Gifts — the blessings of Rat — are
reflective of their versatility and their will to survive against any odds.

Wyldstorm
Source: Werewolf: The Wild West.
By harnessing the raging currents of the Storm Umbra, a Fury with this Gift unleashes a
tempest in the mortal world. It’s a dangerous trick to use; first, she must step sideways, exposing
herself to the Umbral winds. Next, she sings the maelstrom into a shape, then brings that shape
through the Gauntlet. The resulting storm lasts a few moments at best, but tears anything in its path
to bits.
System: The Garou must be "sideways" to use this Gift. First, she rolls her Manipulation +
Enigmas; difficulty of the area’s Gauntlet. Next, she spends one Rage and one Willpower. Success
summons a storm of the Storyteller’s choosing (not the player’s). Obviously, the tempest’s length
and severity depends on the number of successes scored; the nature of the storm can be as wildly
inappropriate as the energies that create it (ice storms in the desert, lightning on a sunny day, that
sort of thing).

Wyrm Hide I
Source: Book of the Wyrm 1st Edition.
This Gift allows the Black Spiral to transform her skin, in any form, into one that is orange,
tough, leathery, smelly, and covered in lumps. The hide grants the Black Spiral three additional
points of Stamina for soaking damage. Any attack that penetrates the skin causes a bluish pus to run
from the lumps.

Wyrm Hide II
Source: Book of the Wyrm 2nd Edition.
The Black Spiral hardens his skin into a leathery hide, covering himself with pustulent,
discolored flesh. If he’s actually wounded, the skin around the wound takes on a bluish tinge.
The second circle of the labyrinth requires a Dance of Rage. Sometimes the initiate is
wounded repeatedly until he is forced into an unrelenting fury. Is he survived, he may then discover
how harden his spirit against such assaults, developing his Wyrm Hide in the progress. This Gift
may also be taught by a Dratossi.
System: The Dancer expends a point of Rage by stamping about and taunting his foes. His
mystically thickened hide gives him an additional three dice for soaking damage; these bonuses last
for the scene.

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Wyrm Hide III
Source: Werewolf: the Apocalypse Revised.
A Dancer may use this Gift to transform her skin into a lumpy, leathery, odious, sickly hide
that grants her additional protection from harm. Once the Wyrm Hide wears off, it slides oozing and
bubbling off the Black Spiral Dancer, leaving a congealing, smelly mess where she stood.
System: The Dancer must spend one point of Rage to activate Wyrm Hide, and the player
must roll Stamina + Survival. Each success grants the Dancer one additional soak die. This Gift
lasts until the end of the scene. Until then, other Garou may pick up her scent at two lower
difficulty, due to the stench the power generates.

Wyrm Sense I
Source: Nagah Breed Book.
This Gift attunes the ahi to the presence of the Wyrm in all its forms, corrupt and otherwise.
Banes, fomori, vampires and other creatures of supernatural Wyrm-taint become glaringly obvious
to the ahi.
System: The player rolls Perception + Enigmas (difficulty of the local Gauntlet). The Gift
reveals the presence of obvious Wyrm energies, although enough successes can reveal much more
subtle traces of corruption and decay, such as structural weaknesses in a building or a tumor in a
person. The character may choose to observe the other side of the Gauntlet, where Wyrmish spirits
and constructs become painfully obvious. The Gift lasts for as long as the ahi is willing to
concentrate.

Wyrm Sense II
Source: Players Guide to the Changing Breeds.
The ahi becomes attuned to the presence of the Wyrm in all its forms. Banes, fomori, certain
vampires (those with a Humanity Trait below 7), Black Spiral werewolves, and other creatures
corrupted by the Wyrm become glaringly obvious by the spiritual stench the Nagah can taste in the
air around her. From the physical world, she can sense Wyrm spirits in the surrounding Penumbra.
System: As Weaver Sense, but attuned to the Wyrm. With three or more successes, it may (at
the Storyteller's discretion) reveal more subtle traces of corruption and decay, such as a tumor in a
human body.

Wyrm Taint
Source: Shadow Lords Tribebook Revised.
This exceedingly rare Gift can only be learned from Grandfather Thunder himself, and he is
generally quite reluctant to teach it, given the possible side effects. In essence, the Gift allows the
Lightbringer to call a bit of the Wyrm into himself, so that he might pass even the closest scrutiny
deep within a Black Spiral Dancer hive. Excessive use of the Gift risks corrupting the user, such
that only the bravest of Lightbringers even dare to learn it.
System: The Shadow Lord spends a Gnosis point and rolls Manipulation + Occult (difficulty
8). If successful, she appears for all intents and purposes to be Wyrm-tainted, and will appear as
such to any Gifts or fetishes that detect such taint. If she fails, she may try again until successful (at
the cost of one Gnosis per attempt). The effects last until the user chooses to dismiss them, which
requires another Manipulation + Occult roll (difficulty 6). Failing this second roll indicates that a bit
of taint remains, decreasing the difficulty of the activation roll for the Gift by one and increasing the
difficulty to dismiss the taint by one. In addition, the number of successes needed to fall into the
Thrall of the Wyrm on a frenzy check is reduced by one.
If the Garou maintains this Gift for more than a day, the difficulties to activate or dismiss the
Gift shift as described above, as though the Garou failed her check to dismiss the Gift. The

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difficulties continue to change until the Gift is successfully dismissed and a Rite of Cleansing is
performed on the Garou. If the difficulty to dismiss the Gift ever rises above 10, the Wyrm-taint is
permanent and may not be dismissed by a Rite of Cleansing, or by other means short of a trip to
Erebus. In this case, the Garou is in serious danger of falling to the Wyrm.
MET: Spend a Gnosis Trait and make a Social Challenge (retest with Occult). With success,
you appear to be Wyrm-tainted, and Gifts and fetishes that detect such will name you to be tainted.
You may continue to attempt activating the Gift until you succeed, with each attempt costing one
Gnosis. To dismiss the effect, you must make a second Social Challenge (retest with Occult).
Failing this means testing again, at the cost of one Gnosis Trait per attempt. Failure to dismiss the
effect successfully on the first attempt results in a bit of taint left behind. The taint left behind
means only one lost Simple Test is enough for you to fall into Thrall of the Wyrm during your next
frenzy check. If you maintain the Gift for more than a day, you begin to suffer penalties to your
challenges to dismiss the Gift, gaining a one-Trait penalty per day after the first that you maintain
the Gift. The threat of falling to the Thrall of the Wyrm will continue to follow you until you have
successfully dismissed the Gift and undergone a Rite of Cleansing. If you allow the Gift’s effects to
remain until you have a five-Trait penalty or higher, the Wyrm-taint is permanent and it will take a
trip to Erebus to fix you. If you haven’t already gone the way of the Wyrm, you’re well on your
way.

Wyrm Whispers
Source: Werewolf: Wild West – The Wild West Companion.
Considered too dangerous by the other tribes, this Gift gives the Uktena insight into the
thoughts of Wyrm creatures. The Uktena can read even the most vile thoughts of Banes, if the
Garou can hold her stomach. A Dream-spirit teaches this Gift.
System: The player rolls her Perception + Enigmas (difficulty 8). With one success, she can
detect nearby sentient Wyrm creatures. For every additional success, she telepathically reads one
complete thought from the creature’s mind. If she receives five or more successes, she must make a
frenzy roll. Regular use of this Gift can cause Derangements or even Wyrm-taint.

Wyrmling Kinship
Source: Players Guide to the Changing Breeds.
The Hatar can convince local Wyrm creatures that she is either an ally or someone of no
importance.
System: The player rolls Charisma + Primal-Urge (difficulty 8). For each success, the
difficulty of Social rolls versus Wyrm creatures is reduced by 1. Wyrm creatures must roll their
Willpower (difficulty of the werespider's successes + 4) to resist.

Xochipilli’s Touch
Source: Nuwisha Breed Book.
The Nuwisha using Xochipilli’s Touch brings luck to herself or to a target. Usually the luck is
short-term, but whether that luck is good or bad is entirely in the hands of the Nuwisha. If the luck
is good, a person might discover that her cancer was misdiagnosed and is actually only a thumbprint
on the X-ray, or she might win the lottery. If the luck is bad, a tire might explode during a high-
speed chase, or the person might get audited by the IRS. The Nuwisha has no control over how the
luck will manifest, only whether the luck will be good or bad. This Gift is normally instantaneous,
but can take several hours to manifest, at the Nuwisha’s discretion. This Gift is taught by an
Epiphling of Luck or a Gaffling in service to Xochipilli.

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System: The player rolls Wits + Enigmas, difficulty 7. The Storyteller has complete control
over how Xochipilli’s Touch manifests itself, but the player may increase the luck to levels that
seem almost miraculous by spending a Gnosis point.

Yoshitsune's Sword
Source: Players Guide to the Changing Breeds.
The Tengu may use this Gift to increase dramatically a companion's or sentai mate's skill with
a melee weapon. An ancestor-spirit teaches this Gift.
System: The Tengu touches the target's fighting arm and rolls Wits + Melee (difficulty 5).
Success allows the wereraven to spend Gnosis points to increase the target's Melee dice pool by one
die per point spent for one scene.

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