Rank 1 Gifts

Rank 1

Agro Culture (Glass Walker Rank 1 - City Farmer)

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.

Arion's Burden (Black Fury Rank 1)

The Black Furies had many tribeswomen among the ancient Scythians, who were renown for their use of cavalry. During their 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 a Dexterity + Athletics (difficulty 7) roll.
Taught by: Pegasus
Book: PG3e

Aura of Confidence (Shadow Lord Rank 1)

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.

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 Leadership (Philodox Rank 1)

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 was their pack leader - including the pack leader. Of course, there may be repercussions after the effects of the Gift have passed.

System: Th player rolls Charisma + Empathy (difficulty of the highest Willpower in the target ground). 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 unde the effects of the Gift. The effects last for one scene.
Taught by: Zarok
Book: RatH

Aura of Leadership (Silver Fang Rank 1)

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 was their pack leader - including the pack leader. Of course, there may be repercussions after the effects of the Gift have passed.

System: Th player rolls Charisma + Empathy (difficulty of the highest Willpower in the target ground). 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 unde the effects of the Gift. The effects last for one scene.
Taught by: Zarok
Book: RatH

Aura of Nobility (Shadow Lord Rank 1)

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.

System: The Gift downplays the offensiveness of the Shadow Lord's deeds or her connection to them in witnesses' minds. The player needs only to spend one Gnosis point to avoid any loss of Honor.
Taught by: Cobra-spirit
Book: Wild West Companion

Aura of the Just (Philodox Rank 1)

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.
Taught by: Falcon-spirit
Book: Wild West Companion

Babble (Red Talon Rank 1)

The Garou invoking this Gift can cause another to lose the ability to read, write or speak any language. That person will only be able to grunt like an animal. The effect lasts for one scene and is taught by a parrot spirit.

System: The Garou must spend a Gnosis point and roll Manipulation + Primal Urge, difficulty 7, resisted by an Intelligence + Linguistics roll, difficulty 7.

Balance (Stargazer Rank 1)

The Garou is able to walk across any ledge, rope, etc no matter how thin or slippery. This Gift is taught by Wind spirits.

System: No point expenditure or roll is required. Difficulties for climbing are reduced by 3.

Battlesense (Ahroun Rank 1)

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 forces involved in an impending battle. The Storyteller informs the player of the numbers and placement of opposing forces. The player can then use this information to her character's advantage.
Taught by: Nerigal
Book: RatH

Battlesense (Get of Fenris Rank 1)

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 forces involved in an impending battle. The Storyteller informs the player of the numbers and placement of opposing forces. The player can then use this information to her character's advantage.
Taught by: Nerigal
Book: RatH

Beast Speech (Galliard Rank 1)

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 (Red Talon Rank 1)

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.

Blur of the Milky Eye (Ragabash Rank 1)

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[6]). Each success increases by one the difficulties of all Perception rolls made to detect him.

Breath of the Wyld (Black Fury Rank 1)

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 intill 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 sufficient for the Gift to function). The player rolls Gnosis (difficulty 6 for humans, 5 for Garou). Success grants a rush of energy and clarity of thought. In game terms, this Gift grants one extra die on all Mental rolls for the next scene. Its also adds one to the difficulty of any Rage rolls the target makes in that time.

Taught by: Spirit servant of Pegasus
Book: WW3e

Call of the Wyld (Galliard Rank 1)

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, pg37). 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.
Alternative Versions
From: Damien (Galliard Rank 1)

System: The Garou must also spend a point of Gnosis.

Call the Breeze (Wendigo Rank 1)

The Garou may summon a strong (20 mph), chill breeze and direct it at whim. The breeze will disperse clouds of vapours 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.

Camouflage (Wendigo Rank 1)

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.

Cardboard Mansion (Bone Gnawer Rank 1)

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.

Control Simple Machine (Glass Walker Rank 1)

The Garou may speak to the primal urban spirits in the simplest mechanical devices (no electronics, et al), 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.

Cooking (Bone Gnawer Rank 1)

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.

Create Element (Metis Rank 1)

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).

Dead Stick (Wendigo Rank 1)

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 till 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.
Book: PG3e

Dead-Eye (Homid Rank 1)

Survival in the Savage West may depend on a single lucky bullet. With this Gift, a Garou makes her own luck. Even the most difficult 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.
Taught by: Raven-spirit
Book: Wild West Companion

Diagnostics (Glass Walker Rank 1)

At a glance, the Glass Walker can tell what is wrtong 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 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.
Taught by: A technological spirit
Book: WW3e

Dreamchaser (Galliard Rank 1)

The Galliard can tap into the unconscious of a sleeping person and follow the course of his dreams. Although she cannot participate, she recalls all of the 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 events as they unfold. What information she gleans from the vision is up to the Storyteller.
Taught by: Dream-spirit
Book: Wild West Companion

Dreamchaser (Stargazer Rank 1)

The Stargazer can tap into the unconscious of a sleeping person and follow the course of his dreams. Although she cannot participate, she recalls all of the 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 events as they unfold. What information she gleans from the vision is up to the Storyteller.
Taught by: Dream-spirit
Book: Wild West Companion

Earth Sense (Galliard Rank 1)

The Garou can feel the "aura" of an area and determine if it is healthy or blighted. For a brief instant, the user of the Gift becomes so attuned to the land immediately around her that she can sense the pain of Wyrm-taint, the sickness of pollution or the robust energy of an unspoiled piece of wilderness. In some instances, the source of an area's pain - or the reason for its health - may reveal itself to the Garou through the use of this Gift.

System: The players spends a point of Gnosis. While no roll is necessary, the character must concentrate on the target area for several minutes of game time before receiving any information about its condition. The amount of information that is revealed is left to the Storyteller and can vary from vague feelings ("The land doesn't feel well, as if it has been poisoned.") to extremely specific facts ("There is an underground spring which channels Gnosis into topsoil, making the land productive and fertile.").
Taught by: Eshtarra
Book: RatH

Earth Sense (Fianna Rank 1)

The Garou can feel the "aura" of an area and determine if it is healthy or blighted. For a brief instant, the user of the Gift becomes so attuned to the land immediately around her that she can sense the pain of Wyrm-taint, the sickness of pollution or the robust energy of an unspoiled piece of wilderness. In some instances, the source of an area's pain - or the reason for its health - may reveal itself to the Garou through the use of this Gift.

System: The players spends a point of Gnosis. While no roll is necessary, the character must concentrate on the target area for several minutes of game time before receiving any information about its condition. The amount of information that is revealed is left to the Storyteller and can vary from vague feelings ("The land doesn't feel well, as if it has been poisoned.") to extremely specific facts ("There is an underground spring which channels Gnosis into topsoil, making the land productive and fertile.").
Taught by: Eshtarra
Book: RatH

Eve's Blessing (Child of Gaia Rank 1)

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 abdomen and spend a Gnosis point; this can be done even during labour. For the next week, the mother and child are treated as having an extra dot of Stamina each, for the purposes of surviving childbirth and resisting illness or the like. If the mother is pregnant with multiple children, the Garou must spend one Gnosis point per child to protect them all; however, in the process of invoking this Gift, the Child will automatically learn how many children are to be born and can adjust his Gnosis expenditure accordingly. The Gift can be used on wolves (althought its less necessary); the Gnosis point spent will protect the entire litter for three days.

Taught by: Cow spirits
Book: WW:tDA

Eye of the Falcon (Silver Fang Rank 1)

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.

Faerie Light (Fianna Rank 1)

With this Gift, a Fianna can create a wisp of ghostly light, usually white, green, or faint blue in color. She can direct the glow to move, but the light isn't strong enough to illuminate more than three feet around the Garou. Some Fianna like to use this Gift to make their eyes flash green or blue. Ragabash love to create tricks with Faerie Light. This Gift is taught by marsh spirits and faeries.

System: The Garou rolls Wits + Enigmas against a difficulty of 6. The light appears anywhere the Fianna chooses, as long as it is within line of sight. It may float slowly at about 10 yards per turn. The Gift lasts for one turn per success, unless a Gnosis point is spent, in which case the Faerie Light remains in effect for an entire scene.

Falcon's Grasp (Silver Fang Rank 1)

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 a point of Rage. For the remainder of the scene, the Garou's grip with either hands or jaws (or both at the cost of two Rage) 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. The Garou may not use this extra Strength to inflict damage.
Taught by: Falcon
Book: WW3e

Fast Track (Uktenna Rank 1 - Scouts)

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 (Shadow Lord Rank 1)

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 vunerabilities; five successes gran the Garou knowledge of all the target's flaws.

Fearless (Stargazer Rank 1)

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 that cause fear, such as Cry of the killer, or Howl of the Banshee.
Taught by: spirit of Fear
Book: Wild West Companion

Find the Child Within (Black Fury Rank 1)

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 favourably to a suggestions ("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 vs the target's Willpower. One success allows the character to make as 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 enables 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.
Taught by: Tambiyah
Book: RatH

Find the Child Within (Galliard Rank 1)

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 favourably to a suggestions ("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 vs the target's Willpower. One success allows the character to make as 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 enables 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.
Taught by: Tambiyah
Book: RatH

Find the Heart's Flame (Child of Gaia Rank 1)

With this Gift the Garou can identify sources of energy or power, even when they are hidden or unfamiliar. The Garou must concentrte to detect the pulsations of power that emanate from even a dormant energy source. This becomes useful when travelling 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 tht serve as energy or power foci also register to the Garou's senses when this Gift is in effect.

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 once scene.
Taught by: Katanka-Sonnak
Book: RatH

Find the Heart's Flame (Wendigo Rank 1)

With this Gift the Garou can identify sources of energy or power, even when they are hidden or unfamiliar. The Garou must concentrte to detect the pulsations of power that emanate from even a dormant energy source. This becomes useful when travelling 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 tht serve as energy or power foci also register to the Garou's senses when this Gift is in effect.

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 once scene.
Taught by: Katanka-Sonnak
Book: RatH

Find the Portent (Shadow Lord Rank 1)

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 recognise 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 north", "You feel a sense of dread about entering this part of the forest").
Taught by: Ruatma
Book: RatH

Find the Portent (Theurge Rank 1)

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 recognise 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 north", "You feel a sense of dread about entering this part of the forest").
Taught by: Ruatma
Book: RatH

Find the Prize (Bone Gnawer Rank 1)

The Garou employing this Gift closes her eyes and things about finding a thing of great value, either a specific item or a general class of things. If the Gift is invoked correctly, the Garou may receive an impression of or a clue leading towards the item they are looking for. 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 cafe…perhaps the Elvis plate could be there?" Note that just because an item has been located does not mean it can be easily gotten. This Gift is taught by an Enigma spirit, or by any City spirit associated with finding items.

System: The player spends a Gnosis point and rolls Perception + Enigmas (difficulty set by the Storyteller). Each success on the roll gives one clue concerning the whereabouts of this item.

Find Water (Lupus Rank 1)

This gift allows a Garou to locate any body of water within 20 miles. This Gift is taught by a Frog spirit

System: The Garou makes a Perception + Survival roll against a difficulty of 6 to use this Gift. One or two successes will indicate the genera direction of the water. Three or four success will indicate the distance, and five successes will allow the Garou to determine if the water is contaminated in any way.

Full Moon Cleansing (Silver Fang Rank 1 - Moon Lodge, Ahroun)

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 spends 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.

Heaven's Guidance (Silent Strider Rank 1)

A Silent Strider must be able to make his way through unfamiliar territory without benefit of chart of 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 shifting borders of province and country alike are hard to foresse), 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.
Taught by: Star-spirits and other spirits of the Aetherial Realm
Book: WW:tDA

Heightened Senses (Lupus Rank 1)

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 (Black Fury Rank 1)

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.

Ice Dance (Silver Fang Rank 1)

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.

Inspiration (Ahroun Rank 1)

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 bretheren. This Gift is taught by a Lion or Wolf spirit.

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.

Lambent Flame (Silver Fang Rank 1)

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 Sight (Theurge Rank 1)

This Gift allows 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. This 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.
Taught by: Sokhta
Book: RatH

Lambent Sight (Stargazer Rank 1)

This Gift allows 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. This 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.
Taught by: Sokhta
Book: RatH

Leap of the Kangaroo (Lupus Rank 1)

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. See the Jumping Chart, pg212.

Ma'at's Feather (Philodox Rank 1)

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 amongst 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 the 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 the players guessing.
Taught by: Bird or lion spirits
Book: PG3e

Ma'at's Feather (Silent Strider Rank 1)

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 amongst 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 the 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 the players guessing.
Taught by: Bird or lion spirits
Book: PG3e

Man's Skin (Black Fury Rank 1)

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 women might not be allowed to server 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, eye and skin colour remain the same. The end result is a man who shows a slight family resemblence 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 like a man 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 impregnant another woman, nor should she lose her child if pregnant.
Taught by: Ancestor spirit
Book: WW:tDA

Master of Fire (Homid Rank 1)

Once humans tamed fire to keep them warm and to drive off the wild beasts, they were on their way to civilisation. Werewolves with this Gift invoke humanity's ancient pact with the spirits of fire. The spirits of flame agree to hold back their hunger when the werewolf touches them. An ancestor spirit or 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 a scene
Taught by: fire spirit, ancestor spirit
Book: WW3e
Alternative Versions
From: Damien (Homid Rank 2)

Memory Circle (Galliard Rank 1)

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 weakness by planting Umbral "reminders" on their person. This Gift is taight by an elephant spirit.

System: This Gift is performed in two parts. When hearing words the Galliard wants 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 retreive 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).
Taught by: Elephant spirits
Book: PG3e

Mercy (Child of Gaia Rank 1)

Children of Gaia see know use for lethal force when they are not fighting minions of the Wyrm, but even they sucumb 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 normal rate for bashing damage.

Taught by: A dove spirit
Book: WW3e
Alternative Versions
From: Damien (Child of Gaia Rank 1)

Children of Gaia see know use for lethal force when they are not fighting minions of the Wyrm, but even they sucumb 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 'virtual' - the creature does not actually suffer any wounds, but suffers the same effects as if they had. A creature "killed" by such damage merely falls unconscious.

Mindspeak (Galliard Rank 1)

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.

Moonshadow (Black Fury Rank 1 - Moon-Daughters)

By calling on their kinship with Luna, the Daughter may use a moonlight to smooth the way between worlds. The Fury may substitute moonlight for a mirror, making themselves one with the light itself. This Gift is taught by a Lune.

System: No roll is necessary to activate the Gift - the Fury may step sideways as if they stared into their reflection. In addition, the difficulty due to the Gauntlet is lowered by one.

Mother's Touch (Theurge Rank 1)

The Garou is able to heal the wounds of others, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may not heal herself with the Gift. This Gift is taught by a Unicorn-spirit.

System: The Garou spends on Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual's Rage, or 6 for non-Garou). Each success heals one Health Level. Even battle scars may be cured in this manner, but this must be done in the same scene the scar was obtained and requires the expenditure of a Gnosis point. There is no limit to how many times this may be used on a person, but each use requires a Gnosis point.

Mother's Touch (Black Fury Rank 1 - Order of the Merciful Mother)

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 (Child of Gaia Rank 1)

The Garou is able to heal the wounds of others, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may not heal herself with the Gift. This Gift is taught by a Unicorn-spirit.

System: The Garou spends on Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual's Rage, or 6 for non-Garou). Each success heals one Health Level. Even battle scars may be cured in this manner, but this must be done in the same scene the scar was obtained and requires the expenditure of a Gnosis point. There is no limit to how many times this may be used on a person, but each use requires a Gnosis point.

Muladhara (Stargazer Rank 1 - Kundalini)

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 summone energy to stave off fatique. 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 sucess 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.

Nose of the Hungry Hound (Bone Gnawer Rank 1)

By invoking this Gift the Garou can hunt down the closest source of discarded, relatively disease-free food. 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 and is taught by Dog, Raven and Possum spirits.

System: The Gnawer who wishes to use this Gift must spend a Willpower point and make a Perception + Primal-Urge roll (difficulty 7). The number of successes determines how much food is found.

Open Seal (Ragabash Rank 1)

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).

**Owl Speech*8 (Black Fury Rank 1)

Black Furies may invoke the kinship between their tribe and the owls of Athena. The Fury may speak clearly with any owl that she meets. The owls will often be easily persuaded to do small favours, such as acting as messengers or spying out enemies. This Gift is common among the Temple-Keepers of Artemis and the Sisterhood. Many of their Kinfolk also share this Gift, and new sisters often receive it as an initiation Gift. It is, unsurprisingly, taught by an owl spirit.

System: The Fury must make an Charisma + Animal Ken roll (difficulty 5). If the rolls is successful, the owl recognises the kinship and behaves accordingly. Each success is one 'favour' that the owl will do before moving on with their own concerns.

Perceptive Servant (Shadow Lord Rank 1 - Children of Crow)

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.

Persuasion (Homid Rank 1)

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.
Alternative Versions
From: Damien (Homid Rank 1)

System: The Garou rolls Charisma + Subterfuge (difficulty 8). If successful, the difficulties of all Social rolls are reduced by one for each success for the remainder of the scene.

Persuasion (Fianna Rank 1)

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.
Alternative Versions
From: Damien (Fianna Rank 1)

System: The Garou rolls Charisma + Subterfuge (difficulty 8). If successful, the difficulties of all Social rolls are reduced by one for each success for the remainder of the scene.

Persuasion (Glass Walker Rank 1)

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.
Alternative Versions
From: Damien (Glass Walker Rank 1)

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 8). If successful, the difficulties of all Social rolls are reduced by one for each success for the remainder of the scene.

Play Possum (Bone Gnawer Rank 1)

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 crawl on her and flies gather as if to 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 Gfit 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".
Taught by: Decay-spirit
Book: Wild West Companion

Prey Mind (Lupus Rank 1)

The wolf is not always the predator, as lupus sorely realise. 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 the wild, 9 in urban lands). Success guides the wolf in how to best evade her pursuers; she gains three dice to any pool made to escape, outdistance 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.
Taught by: Lamb and deer spirits
Book: PG3e

Prey's Cry (Red Talon Rank 1)

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 Ret 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 recognising "a noble's inflection" or believing a female voice that of "a maiden pure of virtue". The Red Talon need not 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.
Taught by: Raven, Mockingbird or Manticore-spirit
Book: WW:tDA

Primal Anger (Metis Rank 1)

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.

Taught by: ancestor
Book: WW3e

Primal Song (Galliard Rank 1)

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, note or step as if he'd created the piece himself. Whether or not he can entertain people still depends on the regular rules for Performance.
Taught by: Songbird-spirit
Book: Wild West Companion

Primal Song (Fianna Rank 1)

The Fianna ingratiates himself with strangers by seeming to know all of their songs and dances. Having heard only a few hummed bars or having glimpsed at just a movement or two, the Garou can sing along or lead the dance. Skilled musicians can create new songs appropriate to the style of the culture in question. A Songbird-spirit teaches this Gift.

System: After learning this Gift, it starts automatically whenever the Fianna hears a song or sees a dance. He will know every word, note or step as if he'd created the piece himself. Whether or not he can entertain people still depends on the regular rules for Performance.
Taught by: Songbird-spirit
Book: Wild West Companion

Purify Scent (Shadow Lord Rank 1 - Bringers of Light)

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).

Rains of Mercy (Shadow Lord Rank 1)

Though this Gift 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 known that their Kin need to be fed, and the rain summoned with this Gift made sure those favoured 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 acheived, 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.
Taught by: Stormcrows
Book: PG3e

Razor Claws (Ahroun Rank 1)

The Garou may hone his claws to razor sharpness. This Gift is taught by a Cat or Wolf spirit.

System: The Garou spends one Rage point and takes a turn to scratch his talons over a hard surface, such as a stone. Claw attacks then do an additional die of damage for the remainder of the scene.

Razor Claws (Get of Fenris Rank 1)

The Garou may hone his claws to razor sharpness. This Gift is taught by a Cat or Wolf spirit.

System: The Garou spends one Rage point and takes a turn to scratch his talons over a hard surface, such as a stone. Claw attacks then do an additional die of damage for the remainder of the scene.

Resist Pain (Philodox Rank 1)

Through force of will, the Garou is able to ignore the pain of his wounds and continue acting normally. This Gift is taught by a Bear-spirit.

System: The Garou, by spending one Willpower pint, may ignore all wound penalties for the duration of the scene.

Resist Pain (Child of Gaia Rank 1)

Through force of will, the Garou is able to ignore the pain of his wounds and continue acting normally. This Gift is taught by a Bear-spirit.

System: The Garou, by spending one Willpower pint, may ignore all wound penalties for the duration of the scene.

**Resist Pain*8 (Get of Fenris Rank 1)

Through force of will, the Garou is able to ignore the pain of his wounds and continue acting normally. This Gift is taught by a Bear-spirit.

System: The Garou, by spending one Willpower pint, may ignore all wound penalties for the duration of the scene.

Resist Pain (Wendigo Rank 1)

Through force of will, the Garou is able to ignore the pain of his wounds and continue acting normally. This Gift is taught by a Bear-spirit.

System: The Garou, by spending one Willpower point, may ignore all wound penalties for
the duration of the scene.
Book: WW3e

Resist Toxin (Bone Gnawer Rank 1)

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 Garou rolls Stamina + Survival (difficulty 6). Success nullifies the effects of most conventional poisons, and adds three dice to the Garou's Stamina for purposes of resisting Wyrm-enchanced poisons. The effect lasts for the scene.
Taught by: Trash spirit
Book: WW3e

Resist Toxin (Fianna Rank 1)

The Fianna have long engaged themselves in the concoction of a variety of recreational liquids, many of them distilled from deadly substances. They very quickly learned how to adapt - in the interests of continued partying, of course. With this Gift, the Garou takes no damage from poisons or diseases of any sort, and can heal many Wyrm toxins. This Gift is taught by a Toad spirit or Plant spirit.

System: The Garou rolls Stamina + Survival (difficulty 6); only one success is required.

Rope Tricks (Glass Walker Rank 1 - Iron Riders)

The Garou can perform simple tricks with any length of rope she is touching. From a simple string to a noose, 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.
Taught by: Spider-spirit
Book: Wild West Companion

Rouse to Anger (Red Talon Rank 1)

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.
Taught by: Rorg
Book: RatH

Rouse to Anger (Ahroun Rank 1)

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.
Taught by: Rorg
Book: RatH

Scent of Running Water (Ragabash Rank 1)

The Garou can completely mask her scent, making herself virtually impossible to track. This Gift is taught by a Fox-spirit.

System: The difficulties of all rolls to track the Garou are increased by two. This Gift becomes an innate ability to the Garou who learns it. She need not expend any points or make any rolls.

Scent of Running Water (Red Talon Rank 1)

The Garou can completely mask her scent, making herself virtually impossible to track. This Gift is taught by a Fox-spirit.

System: The difficulties of all rolls to track the Garou are increased by two. This Gift becomes an innate ability to the Garou who learns it. She need not expend any points or make any rolls.

Scent of Sweet Honey (Bone Gnawer Rank 1)

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 the True Form (Philodox Rank 1)

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 can detect vampires and faeries on a Perception + Primal-Urge roll (difficulty 8). Even mages can be detected (difficulty 9).

Seizing the Edge (Shadow Lord Rank 1)

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 favour. 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 last for one scene.
Taught by: A servant of Grandfather Thunder
Book: WW3e

Sense Fae (Fianna Rank 1)

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 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.
Taught by: Dream-spirit
Book: Wild West Companion

Sense Limits (Child of Gaia Rank 1)

The Garou can determine approximately 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 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 be able to tell that a vampire has little power but may not realise 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 targetted 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 Dancer has used most of his Rage but still has a lot of Willpower and Gnosis left", "The mage has plenty of magical energy left inside her").
Taught by: Lu-Bat
Book: RatH
Alternative Versions
From: Damien (Child of Gaia Rank 1)

System: The player rolls Perception + Occult (difficulty 8). More successes allow for a more accurate measure of the traits of the victim - one may only allow for a general impression, whereas 3 succesess could give the Garou a fairly accurate idea of the balance within that victiom, and 5 might give a more absolute impression. The Storyteller should not give the player precise numbers, but should relay information in relative terms ("The Black Spiral Dancer has used most of his Rage but still has a lot of Willpower and Gnosis left", "The mage has plenty of magical energy left inside her").

Sense Limits (Ragabash Rank 1)

The Garou can determine approximately 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 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 be able to tell that a vampire has little power but may not realise 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 targetted 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 Dancer has used most of his Rage but still has a lot of Willpower and Gnosis left", "The mage has plenty of magical energy left inside her").
Taught by: Lu-Bat
Book: RatH
Alternative Versions
From: Damien (Child of Gaia Rank 1)

System: The player rolls Perception + Occult (difficulty 8). More successes allow for a more accurate measure of the traits of the victim - one may only allow for a general impression, whereas 3 succesess could give the Garou a fairly accurate idea of the balance within that victiom, and 5 might give a more absolute impression. The Storyteller should not give the player precise numbers, but should relay information in relative terms ("The Black Spiral Dancer has used most of his Rage but still has a lot of Willpower and Gnosis left", "The mage has plenty of magical energy left inside her").

Sense Magic (Uktenna Rank 1)

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 of the Transformation (Silent Strider Rank 1)

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.
Taught by: Meros
Book: RatH

Sense Prey (Lupus Rank 1)

Werewolves used this ancient Gift during hard winters to feed their packs. The Gift letes 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 a city and its suburbs. Humans and wolves do no register as prey animals (as per the Litany), but it is said that the Red Talons know a variant of this Gift that acts otherwise. A wolf spirit teaches this Gift.

System: 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.
Taught by: Wolf spirit
Book: WW3e

Sense Secrets (Uktenna Rank 1)

(I can't be bothered changing the text for Uktena).
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 Fiann. 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 passsageways and the like.
Taught by: Squirrel-spirit
Book: Wild West Companion

Sense Weaver (Glass Walker Rank 1)

The Garou may sense Weaver spirits or energies in the nearby area. This Gift is taught by Informational Geomids.

System: This Gift is invoked on a successful roll of Perception + Science. The difficulty is determines by the Storyteller.

Sense Wyld (Lupus Rank 1)

The Garou invoking this Gift may sense Wyld energies or spirits in the nearby area. This Gift is taught by a Wyld-spirit

System: The player must roll Perception + Enigmas. The difficulty is based on the strength of the local influence (a Garou in a forest would be difficulty 5).

Sense Wyld (Theurge Rank 1)

The Garou invoking this Gift may sense Wyld energies or spirits in the nearby area. This Gift is taught by a Wyld-spirit

System: The player must roll Perception + Enigmas. The difficulty is based on the strength of the local influence (a Garou in a forest would be difficulty 5).

Sense Wyld (Black Fury Rank 1)

The Garou invoking this Gift may sense Wyld energies or spirits in the nearby area. This Gift is taught by a Wyld-spirit

System: The player must roll Perception + Enigmas. The difficulty is based on the strength of the local influence (a Garou in a forest would be difficulty 5).

**Sense Wyrm*8 (Metis Rank 1)

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 formor in a room would have a difficulty of 6). Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7.

Sense Wyrm (Theurge Rank 1)

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 formor in a room would have a difficulty of 6). Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7.

Sense Wyrm (Black Fury Rank 1)

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 formor in a room would have a difficulty of 6). Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7.

Sense Wyrm (Silent Strider Rank 1)

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 formor in a room would have a difficulty of 6). Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7.

Sense Wyrm (Stargazer Rank 1)

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 formor in a room would have a difficulty of 6). Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7.

Sense Wyrm (Silver Fang Rank 1)

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 formor in a room would have a difficulty of 6). Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7.

Shed (Metis Rank 1)

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.

Shroud (Uktenna Rank 1)

The Garou can 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 difficulty from 3 to 9, depending on the current conditions. For each success, a 10' by 10' area within the Garou's sight is covered in pitch-black darkness.

Sigurd's Stride (Get of Fenris Rank 1)

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 and rolls Stamina + Primal Urge (difficulty 4). Each success provides an automatic level of soak against fire damage for the rest of the scene.
Taught by: Fire spirits
Book: PG3e

Silence (Silent Strider Rank 1)

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.
Taught by: Owl
Book: WW3e

Smell of Man (Homid Rank 1)

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.

Smith's Blessing (Glass Walker Rank 1 - Warders)

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 brokem, worn, rotted or dulled tool like new once more - wood becomes hale, notches vanish, cracks mend. Although the item doesn't precisely become 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.
Taught by: Hearth or Forge spirits
Book: WW:tDA

Snow Running (Ragabash Rank 1)

The severe winters in much of Europe can immobilize a village or greatly impair a wolf pack. This Gift allows a werewolf to circumvent the problems caused by heavy snowfall. The Garou using this Gift can run across snow or ice as if it were solid ground, without sinking in or leaving footprints. The Silver Fangs are said to have a version of this Gift that lends them more supernatural grace while treading on ice or snow, but leaves their tracks behind. The Gift is taught by an Ice elemental.

System: The Garou need only spend a Gnosis point. The effects last for a day.
Taught by: Ice elemental
Book: Werewolf: The Dark Ages

Speed of the Messenger (Ragabash Rank 1)

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 limbor 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 at twice her normal speed; two successes gives her three times normal speed, while three successes allows the character to move four times as quickly. More than three successes cause the character to assume a blurry form that 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 circumstance. 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.
Taught by: Mitanu
Book: RatH

Speed of the Messenger (Bone Gnawer Rank 1)

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 limbor 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 at twice her normal speed; two successes gives her three times normal speed, while three successes allows the character to move four times as quickly. More than three successes cause the character to assume a blurry form that 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 circumstance. 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.
Taught by: Mitanu
Book: RatH

Speed of Thought (Silent Strider Rank 1)

The Garou can double her land speed. This Gift is taught by a Roadrunner or Cheetah spirit.

System: The Garou spends one Gnosis point. The effect lasts for one scene.

Spirit Speech (Theurge Rank 1)

This Gift allows the Garou to communicate with encountered spirits. The Garou is thus able to address them whether they wish to be addressed or not. Of course, nothing (usually) prevents the spirit from leaving. This Gift can be taught by any spirit.

System: Once learned, this Gift allows the Garou to understand the communication of spirits intuitively. Some spirits, such as Banes, may not always be understood.

Spur Claws (Ahroun Rank 1)

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 a +2 difficulty on all actions. However, the Garou's claws take a full turn to regenerate and can't be used in that time.
Taught by: Bee spirits
Book: PG3e

Steadfast (Ahroun Rank 1)

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.
Taught by: Horse-spirit
Book: Wild West Companion

Tagalong (Bone Gnawer Rank 1)

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 favourably 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 servant of Rat, teaches this Gift.

System: The Gnawer must know the name of the Totem in question. He must also prostrate himself before the caern's centre of 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 favourably on a Garou who mistreats the Bone Gnawer without cause. This Gift usually won't cause any bad feelings from the sept or pack in question as long as the Bone Gnawer minds his manners. However,using it too often certainly will.
Taught by: A lost-dog spirit, a servant of Rat
Book: WW3e

The Falling Touch (Ahroun Rank 1)

This Gift allows the Garou to send her foe sprawling with just a touch. The Gift is taught by any aerial spirit.

System: The Garou rolls Dexterity + Medicine (difficulty of the opponent's Stamina + Athletics). Even one success sends the opponent to the ground.

Threads of the Tapestry (Glass Walker Rank 1)

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 unconver one basic behind-the-scenes fact, usually the leader of a group or the emotional context of an otherwise poker-faced contact.
Taught by: Shantar
Book: RatH

Threads of the Tapestry (Philodox Rank 1)

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 unconver one basic behind-the-scenes fact, usually the leader of a group or the emotional context of an otherwise poker-faced contact.
Taught by: Shantar
Book: RatH

Trail of the Larder (Bone Gnawer Rank 1)

It's said that the Children of Famine were the first to learn this Gift and teach it to their fellows. This Gift allowes 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 twisted 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.
Taught by: Squirrel spirit
Book: WW:tDA

Trailblazer (Ragabash Rank 1)

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 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 increase by two when this Gift is active.
Taught by: Crow-spirit
Book: Wild West Companion

Trailblazer (Silent Strider Rank 1)

With this Gift, the Garou can wend his way through thick underbrush as if walking on the open plains. The Strider 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 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 increase by two when this Gift is active.
Taught by: Crow-spirit
Book: Wild West Companion

Trick Shot (Glass Walker Rank 1)

This Gift, once an acquired taste, has undergone a recent surge in popularity. It allows the Garou to execute brilliant feats of sharpshooting, such as shooting a weapon from an opponent's 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, pistols or revolvers. 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 chandalier over his head!"). The effects are permanent.
Taught by: Air spirits
Book: WW3e

Truth of Gaia (Philodox Rank 1)

Philodox, as judges of the Litany, have the ability to sense whether others have spoken truth or falsehood. This Gift is taught by a Falcon- Gaffling.

System: The Garou rolls Intelligence + Empathy (difficulty of the subject's Manipulation + Subterfuge). This Gift reveals only whether the target speaks the truth or lies.

Truth of the Hunted (Wendigo Rank 1)

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.
Taught by: Wolf-spirit
Book: Wild West Companion

Uncloak the Hidden (Uktenna Rank 1)

By concentrating on a person, object or area, the Garou can determine whether or not her target is hiding anything. The Garou can spot disguises, concealed weapons and wires; determine if a room contains trapdoors, hidden cameras, microphones and wire taps; or if someone lurks in a hidden passage. The Gift does not, however, allow the Garou to seek beneath the disguise, determine the nature of a concealed weapon or tell what lies within a hidden wall safe - this trick reveals only that a deception is present. The Garou must concentrate on the target in order to invoke this Gift.

System: The player rolls Perception + Investigation (difficulty 8). Extra successes might reveal more facts about the subject, if multiple secrets exist to be sought out. The Storyteller should inform the player of her characters' knowledge in general terms ("That man has some sort of disguise"; "The floor contains a hollow beneath the floorboards").
Taught by: Hakahe
Book: RatH

Uncloak the Hidden (Theurge Rank 1)

By concentrating on a person, object or area, the Garou can determine whether or not her target is hiding anything. The Garou can spot disguises, concealed weapons and wires; determine if a room contains trapdoors, hidden cameras, microphones and wire taps; or if someone lurks in a hidden passage. The Gift does not, however, allow the Garou to seek beneath the disguise, determine the nature of a concealed weapon or tell what lies within a hidden wall safe - this trick reveals only that a deception is present. The Garou must concentrate on the target in order to invoke this Gift.

System: The player rolls Perception + Investigation (difficulty 8). Extra successes might reveal more facts about the subject, if multiple secrets exist to be sought out. The Storyteller should inform the player of her characters' knowledge in general terms ("That man has some sort of disguise"; "The floor contains a hollow beneath the floorboards").
Taught by: Hakahe
Book: RatH

Visage of Fenris (Get of Fenris Rank 1)

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 or lower rank. To affect Garou of higher rank, the player must score a number of successes equal to twice the difference in Rank between the Garou and the target. Allies and peers aaffected by this Gift see the Get as impressive and noble (-1 to all Social rolls). Foes pause for a moment to summon the resolve necessary to fight such a monster (losing one from their initiative ratings). This Gift lasts for one scene.
Taught by: A wolf spirit
Book: WW3e

Water Sense (Red Talon Rank 1)

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.
Taught by: Water-spirit
Book: Wild West Companion

Wolf at the Door (Red Talon Rank 1)

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 targtet 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 he 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 his home he is shaky and fearful until he returns, nd his player loses two dice from all Mental and Social dice pools. This Gift functions on Kinfolk, mages, ghouls and other supernatural homids, but the difficulty increases by two, to a maximum of 10.
Taught by: Predator spirits
Book: WW3e

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License