Rank 2 Gifts

Alter Scent (Ragabash Rank 2)

The Garou can change his scent trail to evade a hunter or leave a false trail. The Garou can reproduce any scent he has encountered, from deer to diesel trucks. A Skunk-spirit teaches this Gift.

System: The player rolls Wits + Primal Urge to reproduce any scent the Garou has encountered (difficulty 6). The number of successes determines the accuracy of the false scent. Garou with this Gift can reproduce the aroma of other Garou or even inanimate objects.

Aura of Ferocity (Red Talon Rank 2)

The harsh, untamed wilderness frequently brings death to humans who venture into it unprepared. With this Gift, the Garou can heighten the fear humans have of the wild. A panic-stricken human may be unable to act or have to flee the area. An Ancestor-spirit teaches this Gift.

System: The Garou must spend one Rage point to activate the Gift and must growl (even in human form) for the effect to work. All normal humans lose one die from their Dice Pools within 20 feet of the Garou. Those humans not used to dealing with wild animals must make a Willpower roll (difficulty equals the Garou's Rage) or flee the area.
Taught by: Ancestor-spirit
Book: Wild West Companion

Awe (Silver Fang Rank 2)

The Garou, simply by her bearing and strength, proves to others her mastery and right to rule other tribes. This Gift is taught by a Falcon spirit.

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

Axis Mundi (Lupus Rank 2)

The Garou with this Gift can center herself in relation to Gaia, and always know which direction she is traveling in or facing, no matter where she may be in the Gaia realms. In addition, the werewolf carries her "territory" around with her, in a mystical sense. Wolves will detect this, and concede her right to travel through their territories and hunt there. Other animals will also recognize this, and not attack the intruder.

System: To activate this Gift, the player must expend a point of Gnosis. Animals will automatically sense the presence of the Garou and leave her be, and even other lupus must make a Willpower roll not to recognize this right.

Axis Mundi (Silent Strider Rank 2)

The Garou with this Gift can center herself in relation to Gaia, and always know which direction she is traveling in or facing, no matter where she may be in the Gaia realms. In addition, the werewolf carries her "territory" around with her, in a mystical sense. Wolves will detect this, and concede her right to travel through their territories and hunt there. Other animals will also recognize this, and not attack the intruder.

System: To activate this Gift, the player must expend a point of Gnosis. Animals will automatically sense the presence of the Garou and leave her be, and even other lupus must make a Willpower roll not to recognize this right.

Beastmind (Red Talon Rank 2)

The Garou can reduce the mental faculties of a target to those of an animal for a short time. This Gift is taught by an avatar of Griffin

System: The Garou rolls Manipulation + Empathy (difficulty of the target's Willpower). The effect lasts for one turn per success.

Beneath Notice (Bone Gnawer Rank 2)

While others seek fame, the Bone Gnawers' best bet is anonymity. This Gift allows the Gnawer to blend in with the features of a town or village by becoming too familiar to be noticed. Although no physical changes take place, normal people cannot remember details concerning the Garou. The Gift works in either Homid or Lupus form and causes people who encounter the user to remember a nondescript drifter or a mangy dog. A Dog-spirit teaches this Gift.

System: The player spends one Willpower point to remain "anonymous" for the rest of the scene. No one who sees the Gnawer during that time can remember details concerning his appearance.
Taught by: Dog-spirit
Book: Wild West Companion

Blissful Ignorance (Ragabash Rank 2)

The Garou can become completely invisible to all sense, spirits or monitoring devices by remaining still. This Gift is taught by a Chameleon- spirit.

System: The Garou rolls Dexterity + Stealth (difficulty 7); each success subtracts one success from the Perception + Alertness rolls of those actively looking for the character. If no one is so doing, then one success indicates complete concealment.

Blissful Ignorance (Bone Gnawer Rank 2)

The Garou can become completely invisible to all sense, spirits or monitoring devices by remaining still. This Gift is taught by a Chameleon- spirit.

System: The Garou rolls Dexterity + Stealth (difficulty 7); each success subtracts one success from the Perception + Alertness rolls of those actively looking for the character. If no one is so doing, then one success indicates complete concealment.

Blissful Ignorance (Silent Strider Rank 2)

The Garou can become completely invisible to all sense, spirits or monitoring devices by remaining still. This Gift is taught by a Chameleon- spirit.

System: The Garou rolls Dexterity + Stealth (difficulty 7); each success subtracts one success from the Perception + Alertness rolls of those actively looking for the character. If no one is so doing, then one success indicates complete concealment.

Breath of the Dragon (Uktenna Rank 2)

By invoking this Gift, a Garou can draw in the life-giving essence of Gaia in the surrounding area and concentrate it within their body for a few moments. While they hold their breath, the werewolf is capable of feats of stamina and will beyond even a Garou's normal abilities. At the end of this time, the escaping lungfull of breath steams and curls as if it were a frosty morning.

System: The character spends an action filling their lungs with air, concentrating on drawing in strength from their surrounds. The player rolls Stamina (as determined by their current form) against a difficulty of 8 - for each success rolled the character is treated as having an extra two dice in any Stamina and Willpower rolls for a turn.
When the Gift's effect ends, the user is at -1 to all Stamina rolls for two full turns - they have burned up some of their reserves faster than they should, and consequently are briefly weakened. The Gift can be reinvoked after one turn, and the negative effects are banished while the new invocation is in effect, but at the end of the second use of the Gift, the user is at -2 to all Stamina rolls for 4 turns - each invocation doubles the negative repercussions of the Gift's use. If the character is reduced to 0 stamina dice pool, they may, at the ST's discretion, pass out.
Taught by: Dragon spirits
Book: Damien

Brew (Fianna Rank 2)

The Fianna are renowned for their ability to drink liquor. Part of this legend stems from their ability to make it. With Brew, the Garou can mystically transform a pitcher of any liquid into an alcoholic substance. This Gift can surreptitiously inebriate unsuspecting targets. A Grain-spirit teaches this Gift.

System: After spending a Gnosis point, the player rolls Wits + Medicine (difficulty 7). The number of successes determines the quality and potency of the concoction. One success can create cheap, domestic beer, low-budget wine or mediocre tequila, while five successes can create a high quality imported beer, fine vintage champagne or a top-shelf liquor. A botch creates a brew that induces massive hangovers (-1 penalty for the entire next day).

Burrow (Metis Rank 2)

The Garou can burrow a tunnel into the earth. The tunnel is relatively permanent, and other can follow the Garou through it, although it is tight and only one person at a time can go through. However, no being larger than the Garou can travel the tunnel. The Garou must be in Crinos, Hispo or Lupus form to use this Gift, but the tunnel will only be as large as the form he assumed while burrowing it (only Lupus- or smaller-sized beings can travel a tunnel burrowed by a Garou in Lupus form). The tunnel is not structurally sound and will collapse over time. This Gift is taught by a Mole-spirit.

System: The Garou rolls Strength + Athletics against a difficulty depending on the substance to be excavated (4 for loose mud, 9 for solid rock). One yard per turn can be burrowed for each success.

Call of the Wyrm (Galliard Rank 2)

This dangerous Gift actually attracts creatures of the Wyrm. This Gift is usually used to create an ambush or to flush prey from hiding. This Gift is taught by any spirit servant of Gaia.

System: The Garou makes a resisted roll of Manipulation + Performance vs. the Wyrm creature's Willpower (both rolls are difficulty 7). If the Wyrm creature loses the contest, it must come to the caller.

Call to Duty (Philodox Rank 2)

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

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

Calm (Child of Gaia Rank 2)

The Garou can quell the anger in others. This Gift is taught by a Unicorn spirit.

System: The Garou spends one Gnosis point and rolls Charisma + Empathy (difficulty of the target's Willpower). Each success removes one of the target's Rage points, although lost Rage can be regained normally.

Ceridwen's Blood (Fianna Rank 2)

Blood has a power within it. With this Gift, a Fianna can tap the life-force within her own blood to restore a fallen ally. However, by doing so, she must suffer the wounds she heals. This Gift is taught by spirits allied to Stag.

System: The Garou can heal an injured target by spilling her own blood (a small cut will do) and rolling Stamina + Medicine against a difficulty of 8. One wound level is healed per success. However, the Gift-user suffers a number of wounds equal to the amount healed - she cannot soak this damage. The Fianna can heal aggravated wounds by spending a Gnosis point, although she will only take non-aggravated wounds in exchange.

Clap of Thunder (Shadow Lord Rank 2)

The Garou may clap her hands together, sending forth a shockwave that can stun all before her. This Gift is taught by a Stormcrow.

System: The Garou spends one Gnosis point. All those within 10 feet, friend and foe alike, must score at least one success on a Willpower roll (difficulty 8) or be stunned an unable to act for one turn; on a botch they are stunned for the duration of the scene. The Garou must be in Homid, Glabro or Crinos form to employ this power.

Coils of the Serpent (Uktenna Rank 2)

The Garou may summon serpentine ropes of darkness, mist or fog to grasp enemies and render them immobile. Each coil is four feet long and has the Strength, Dexterity and Brawl ratings as the Garou who summons it. A Snake-spirit teaches this Gift.

System: The player rolls Dexterity + Occult (difficulty 7). Each success beings forth one one coil from the prevailing element (darkness, shadow, mist, fog, dust). The Garou must direct the coils' attacks if she wishes to target multiple opponents; otherwise, the coils focus on the person or creature closest to their manifestation. The coils may only grasp to immobilise; they aren't capable of greater manipulation.

Cold Voice of Reason (Shadow Lord Rank 2)

A cunning Shadow Lord can talk his way out of just about anything. If a Lord is attacked by another Garou, the Shadow Lord may invent a clever remark that will detain his attacker for at least one round. This gift is taught by a Crow-spirit.

System: The Garou spends a Gnosis point and rolls Manipulation + Subterfuge (difficulty 8). The attacker is detained one round for each success as long as he, in turn, is not attacked. If the target is assaulted, the effect of the oratory wears off, and the victim may resume his attack. A botch with this Gift will cause the attacker to go into Frenzy.

Command Spirit (Theurge Rank 2)

The character can manipulate encountered spirits, giving simple commands and expecting their compliance. While she cannot summon spirits by name with this Gift , she can interact with those she meets. This Gift is taught by any Incarna avatar.

System: The Garou must spend a Willpower point and roll Charisma + Leadership (difficulty of the spirit's Gnosis). Each successive command requires the expenditure of another Willpower point. Note that the Garou cannot command spirits to leave areas to which they have been bound; that requires the Exorcism Gift (see below).

Coyote Howl (Galliard Rank 2)

Throughout the long, lonely night, the Galliard howls without rest. This Gift alters the sound of her howl to resemble that of a coyote. The Coyote Howl disturbs the sleep of all those who hear it, making them edgy the next day. A Coyote-spirit teaches this Gift.

System: No roll is required, but the Galliard must stay awake all night howling. All who hear the howl lose one die from all Mental rolls for the entire next day. The Gift refreshes the Galliard in the morning but does nothing for her packmates.
Taught by: Coyote-spirit
Book: Wild West Companion

Cull the Herd (Red Talon Rank 2)

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

System: The Red Talon need only succeed on a Perception + Primal Urge roll (difficulty 7) to determine the general health and fitness of an individual. This Gift also works on animals and Garou as well as humans. One success detects any injuries, whereas five successes would reveal the creature's entire physiology.

Curse of Aeolus (Black Fury Rank 2)

The Garou summons an eerie, chilling fog to shroud the landscape, unnerving her enemies. The Garou can see through the fog, but others will have trouble navigating the mists. This Gift is taught by a spirit servant of Aeolus, a totem spirit.

System: The Garou rolls Gnosis against a variable difficulty (4 near the sea, 5 near open water, 6 normally, 9 in a desert). The Garou's vision is unhindered by the mist, but all others halve their Perception rolls. Additionally, the mist is creepy and unnerving to enemies; -1 to all Willpower rolls.

Curse of Hatred (Metis Rank 2)

The Garou may verbalize the hatred in her heart, disheartening opponents with the intensity of her emotion. This Gift is taught by a spirit of Hate.

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

Cutting Winds (Wendigo Rank 2)

The Garou may summon a painfully bitter blast of wind, which he may direct at foes. This Gift is taught by a spirit servitor of Wendigo.

System: The Garou spends one Willpower point. To direct the wind in combat, he rolls Dexterity + Occult (difficulty 6). Anyone hit by the wind loses two dice from all actions taken that turn and has one fewer die on actions the next turn. The wind might also knock foes off ledges, into pits, etc. The wind lasts for a scene. The range is calculated according to the modifiers for firearms. The medium range is 20 years. Targets within a yard of the Garou are considered point-blank (difficulty 4).

Cybersenses (Glass Walker Rank 2)

The Garou, through studying his own senses and the tools of science, may alter his sensory perceptions to those of a machine. Thus, he can change his hearing to detect radar, change his eyes to detect UV emissions or radiation, etc. This Gift is taught by any technological spirit.

System: The Garou spends one Gnosis point per sense affected. Thereafter, he substitutes a Perception + Science roll for any Perception rolls involving the new sense(s). The effect lasts for a scene.

Disfigurement (Shadow Lord Rank 2)

The Shadow Lord can place a nasty boil or dishonourable scar on the target. She can disfigure her rival in embarrassing ways that rob him of prestige in the presence of other Garou. Although the lesion isn't physically handicapping, it certainly limits the victim's social grace. A Baboon or Toad spirit teaches this Gift.

System: The player rolls Manipulation + Primal Urge (difficulty 7) and spends a Willpower point. The disfigurement subtracts two dice from all the target's Social rolls. The scar or blemish heals at the end of one scene.

Disguise the True Form (Stargazer Rank 2)

The Stargazer can avoid revealing her true nature to other Gift users or supernaturals. Even in Crinos form, the Garou registers as a normal human. An avatar of the Chimera teaches this Gift.

System: Any powers used to detect the Stargazer's true nature fail. The Stargazer appears to be a perfectly normal human, despite her current form.
Taught by: avatar of the Chimera
Book: Wild West Companion

Distractions (Galliard Rank 2)

The Garou can make annoying yips, yelps and howls to divert the attentions of his target. This Gift is taught by a Coyote-spirit.

System: The Garou rolls Wits + Performance (difficulty of the victim's Willpower). Each success subtracts one from the target's Dice Pool next turn.

Divide (Homid Rank 2)

Perhaps more than any other species, humans are excellent at making tiny differences into massive gulfs. This can be seen in racism, sexism, homophobia and even in the quickly distancing term used to describe some criminals: monsters. Garou, who are part human, have pickedup neatly on these sorts of activities and even perhaps exceed huamnity's capacity for them. This Gift, which raises up hatred and suspicion, is an example of that. It is taught by a dog spirit.

System: By spending one Gnosis point, and rolling Manipulation + Brawl, difficulty 7, the Garou can exacerbate divisions between individuals or groups. Note that the Gift cannot actually create anger and divisions; they must already exist to be exploited. If used on the theoretical "perfect family", the Gift would fail. Among humans, the Gift simply prevents any resolution of issues and difficulties, possibly breaking into violence. One success might cause targets to raise voices at one another, three would spell lawsuits, and five might bring them to blows.

Amongst Garou and other shapeshifters with Rage, however, the Gift is even more powerful. Every sucess on the initial roll adds one success on all Rage rolls the targets make through out the scene. With such manipulation, it is doubtful that any peace can be made, and highly probable new troubles will emerge.
Taught by: Dog spirits
Book: PG3e

Dreamspeak (Galliard Rank 2)

The Garou enters another's dream and can thereby affect the course of that dream. The Garou does not have to be anywhere near the target, but must know or have seen the dreamer. This Gift is taught by a Chimerling.

System: The Garou rolls Wits + Empathy (difficulty 8). If the dreamer awakens while the Garou is still within the dream, the Garou is thrown out of the dream world and loses a Gnosis point.

Drunkard's Luck (Bone Gnawer Rank 2)

In a drunken stupor, the Gnawer walks away from fatal accidents and hazardous situations with the assistance of this Gift. Where a sober Garou would hesitate and take a mortal wound, the Gnawer stumbles into the clear despite impaired reflexes. A Spirits-spirit teaches this Gift.

System: The Gift activates automatically when the Bone Gnawer consumes enough alcohol to render him drunk. In this stae, he loses three dice to all of his actions (more if he continues drinking), but he benefits from an amazing lucky sreak. The player can reroll any failed rolls involving defensive actions including Dodge and Stamina soak rolls. The Storyteller may also allow the character to avoid hazards that he could not normally detect, such as falling debirs or surprise attacks. When the effects of the alcohol wear off, the Gift deactivates. The Gift does nothing for hangovers.
Taught by: Spirits-spirit
Book: Wild West Companion

Drunkard's Luck (Fianna Rank 2)

In a drunken stupor, the Fianna walks away from fatal accidents and hazardous situations with the assistance of this Gift. Where a sober Garou would hesitate and take a mortal wound, the Fianna stumbles into the clear despite impaired reflexes. A Spirits-spirit teaches this Gift.

System: The Gift activates automatically when the Fianna consumes enough alcohol to render him drunk. In this stae, he loses three dice to all of his actions (more if he continues drinking), but he benefits from an amazing lucky sreak. The player can reroll any failed rolls involving defensive actions including Dodge and Stamina soak rolls. The Storyteller may also allow the character to avoid hazards that he could not normally detect, such as falling debirs or surprise attacks. When the effects of the alcohol wear off, the Gift deactivates. The Gift does nothing for hangovers.
Taught by: Spirits-spirit
Book: Wild West Companion

Empathy (Silver Fang Rank 2)

To be a leader among wolves is largely a matter of physical dominance, but a human leader must understand his charges and follow their will to a degree. With this Gift, a Silver Fang can understand those around him and live up to their expectations. A falcon spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty 7). Success indicates that the Garou knows that the majority would like to see, be it attack, mediation, harsh punishment or clemency. The more successes the player rolls, the better the Garou understands the people's desires, even if the people would rather keep those desires secret. Note that this Gift by no means reveals the wisest or most rational decisions, just the most popular one.
Taught by: Falcon
Book: WW3e

Eye of the Eagle (Lupus Rank 2)

This gift allows the user to see long distance, over "two looks away". This gift will not work well in the city, as buildings tend to get in the way. It is, eeriely enough, taught by an Eagle spirit.

System: Roll Perception + Alertness against an 8 difficulty. The number of successes is the number of miles away one can see as normal.

Fetish Fetch (Uktenna Rank 2)

The Uktena need not carry her fetishes with her at all. She may draw them from a hidden cache whenever she needs them, no matter the distance. A Packrat-spirit teaches this Gift.

System: The first part of the Gift involves creating the secret hiding spot for the fetishes. The player spends one Gnosis and buries or covers her items. Once this ritual is complete, she needs to spend a Gnosis point to summon any or all of her fetishes. The fetish appears in her hand as if from thin air. Just one hiding spot can exist at any one time, but the Uktena can create a new spot at any time.
Taught by: Packrat-spirit
Book: Wild West Companion

Fix-it (Glass Walker Rank 2)

The Garou can figure out what's wrong with a device and make on-the-spot repairs which allow the item to run or function for a short time.

System: The player rolls Intelligence + Repair (difficulty 7). One success allows the character to repair the targeted item so that it functions for one turn. Two successes enable it to work for one scene, while three or more successes indicates that the item has been permanently repaired, barring excessive use or subsequent damage.
Taught by: Shantar
Book: RatH

Fix-it (Philodox Rank 2)

The Garou can figure out what's wrong with a device and make on-the-spot repairs which allow the item to run or function for a short time.

System: The player rolls Intelligence + Repair (difficulty 7). One success allows the character to repair the targeted item so that it functions for one turn. Two successes enable it to work for one scene, while three or more successes indicates that the item has been permanently repaired, barring excessive use or subsequent damage.
Taught by: Shantar
Book: RatH

Flame of the Wind Rider (Child of Gaia Rank 2)

This Gift makes the Garou harder to damage by engulfing her in a ghostly blue-white flame. In addition to serving as a form of armour, the flame also offers protection from cold, including the intense cold of the far reaches of the Aetherial Realm and the freezing damage inflicted by certain creatures of the Wyrm.

System: The player spends a point of Gnosis and rolls Stamina + Occult (difficulty 7). Each success lowers the difficulty for soaking damage from cold by one. In addition, the Garou gains two dice to add to all soak rolls; these dice can even be used to soak silver. THe effects last for one scene.
Taught by: Katanka-Sonnak
Book: RatH

Flame of the Wind Rider (Wendigo Rank 2)

This Gift makes the Garou harder to damage by engulfing her in a ghostly blue-white flame. In addition to serving as a form of armour, the flame also offers protection from cold, including the intense cold of the far reaches of the Aetherial Realm and the freezing damage inflicted by certain creatures of the Wyrm.

System: The player spends a point of Gnosis and rolls Stamina + Occult (difficulty 7). Each success lowers the difficulty for soaking damage from cold by one. In addition, the Garou gains two dice to add to all soak rolls; these dice can even be used to soak silver. THe effects last for one scene.
Taught by: Katanka-Sonnak
Book: RatH

Foetracker (Red Talon Rank 2)

By using this Gift, the Garou can follow her quarry without risking losing the trail. The scent of the target becomes so powerful to the Garou that she can follow it even under conditions that might otherwise abscure the trail. Even if the victim crosses water, lays down a false trail or attempts to mask his scent with some other odour, the Garou unerringly follows her prey. However, the Gift's effects become fainter with time and distance.

System: The players spends a point of Gnosis and rolls Perception + Primal Urge. Each success allows the character to track her target unerringly for one scene up to a maximum of five scenes, after which the effects of the Gift end, and the trail becomes too faint to follow.
Taught by: Rorg
Book: RatH

Foetracker (Ahroun Rank 2)

By using this Gift, the Garou can follow her quarry without risking losing the trail. The scent of the target becomes so powerful to the Garou that she can follow it even under conditions that might otherwise abscure the trail. Even if the victim crosses water, lays down a false trail or attempts to mask his scent with some other odour, the Garou unerringly follows her prey. However, the Gift's effects become fainter with time and distance.

System: The players spends a point of Gnosis and rolls Perception + Primal Urge. Each success allows the character to track her target unerringly for one scene up to a maximum of five scenes, after which the effects of the Gift end, and the trail becomes too faint to follow.
Taught by: Rorg
Book: RatH

Fog (Wendigo Rank 2 - Warpath)

As the Black Fury Gift: Curse of Aeolus. The Warpath camp acquired a Gift similar to the Black Furies' to cover their ecoterrorist activities. They learn this Gift from the Rain-spirits.

System: The Garou rolls Gnosis against a variable difficulty (4 near the sea, 5 near open water, 6 normally, 9 in a desert). The Garou's vision is unhindered by the mist, but all others halve their Perception rolls. Additionally, the mist is creepy and unnerving to enemies; -1 to all Willpower rolls.

Fool's Silver (Silver Fang Rank 2)

The Silver Fang can trick a victim into thinking an ordinary item is made of silver. Whereas greedy humans flock to the illusion, Garou are usually wary and back away from it. A Lune teaches this Gift.

System: The Silver Fang concentrates for one turn to make the Gift active. The selected item gleams with a silvery sheen. Garou who hold the item feel the sting of normal silver for about 10 seconds, after which the illusory "pain" vanishes.
Taught by: Lune
Book: Wild West Companion

Garafena's Crown (Glass Walker Rank 2)

Garafena was a mythical serpent in Russian folklore that sat upon a golden crown and was called upon to give blessing to his followers. A recent Gift that has only been known since 1998, Garafena now offers his blessings to any Garou who wears his mark. This Gift is taught by a snake spirit.

System: The Glass Walker must don a crown of some description, a hate, or even a scrab of fabric wrapped around their head will do. The player then spends one Gnosis. For the rest of the scene, any guns fired by the Glass Walker will never run out of ammunition.
Taught by: Snake spirit
Book: PG3e

Ghost Dance (Wendigo Rank 2)

Preying on the fears of the European settlers, the Wendigo use this Gift to seed doubt and guilt amongst the invaders. A vision of the walking dead clouds the judgment of the targets, causing them to panic and flee. An Ancestor-spirit teaches this Gift.

System: The player spends a Gnosis point to make the Gift active. He rolls Wits + Occult (difficulty 7). The number of successes indicates the number of people affected. People caught in the Gift's spell see "spirits of the dead" rise from their graves and advance. Most humans flee from the illusion. Garou and other supernaturals may try to interact with or even fight the visions.
Taught by: Ancestor-spirit
Book: Wild West Companion

Ghost Pack (Wendigo Rank 2)

This Gift allows the Wendigo to call upon the aid of their ancient relatives. Much like the Past Life Background, the Ghost Pack can aid the Garou when she is in trouble or needs advice. The Ghost Pack whispers secrets to the Wendigo and often follows her around even after the Gift expires. A Buffalo spirit teaches this Gift.

System: The player must spend one Gnosis, and roll Charisma + Occult (difficulty 7). The number of successes equals the number of ancestor spirits that come to the user's aid. Although the ghosts cannot affect the physical world - they are simply memories and not actual wraiths -they can provide information and skills as per the Past Life Background.
Taught by: Buffalo
Alternative Versions
From: PG3e (Wendigo Rank 2)

System: And one Rage.

Gibbous Moon Song (Silver Fang Rank 2 - Moon Lodge, Galliard)

When used by Fangs of other auspices, this Gift makes the Garou more adept at social situations. It makes Galliards loquacious and silver-tongued in the extreme. Galliard moon-dancers who use this Gift draw upon the moon's mysteries to cast complementary light on their every action. The Galliard naturally draws people's attention. A "social Gaffling" of the Great Green Cheese Spirit (a traditional Bone Gnawer ally) teaches this Gift. This fact is scandalous to most Silver Fangs.

System: To learn this Gift, the Garou must best the spirit in a word contest (Wits + Enigmas, difficulty 8). The player spends a point of Gnosis for the Garou to use this Gift. All Social Skills are -1 difficulty for the duration of the scene. Galliards who use this Gift are -3 difficulty on all Social rolls.

Gift of Salt (Glass Walker Rank 2 - Warders)

This unassuming and yet highly useful Gift allows a Warder to preserve food at the peak of its freshness, that he might enjoy its bounty year-round. The Warders use this Gift often, not only to assure that they have a supply of food that won't offend their acute senses, but also to help maintin the health of their Kin. The only drawback is that all food preserved in this manner takes on a slightly salty taste (as if dusted with tears) - but most folk consider this aftertaste, even on fruit, much preferable to the usual flavours of mould and rot.
This Gift is taught by a Salt-spirit

System: The player spends a Gnosis point for each 20 pounds of food to be preserved, and rolls Intelligence + Herbalism (difficulty 6). The food remains fresh and insect-free for one month per success.
Taught by: Salt spirits
Book: WW:tDA

Gift of the Salamander (Ahroun Rank 2)

The Ahroun with this Gift can become virtually impervious to flame. She can walk through a blazing building, hold her hand in a torch flame or even plunge her arm into a cauldron of boiling oil without ill effect. This Gift is taught by a fire elemental, most often a Salamander.

System: The player spends one Rage to activate the Gift; the effects last for one scene. While under the Gift's protection, the Ahroun receives four extra dice for the purposes of soaking any form of heat or fire damage, whether supernatural or not. She also becomes immune to the effects of smoke inhalation, althouh she still needs oxygen to survive.
Taught by: Fire elemental, most often a Salamander
Book: Werewolf: The Dark Ages

Glib Tongue (Fianna Rank 2)

The Garou is mystically able to make whatever she says be what the target wants to hear. Whatever the Garou says, even gibberish, will be heartily agreed with, although the Garou won't have a clue what the target thinks she is saying. This Gift is taught by a Trickster spirit.

System: The Garou spends one Gnosis point and rolls Wits + Expression (difficulty of the victim's Wits + Alertness). The effects last for one turn per success.

Grandmother's Touch (Child of Gaia Rank 2)

This Gift is similar to Mother's Touch, but the Garou can use it to heal herself as well as others. 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.

Grovel (Metis Rank 2)

By calling upon the behaviour ingrained into Garou by the Litany, the possessor of this Gift can all but force an attacker to accept their surrender. This does not mean the attacker will leave the Gift user alone. They may continue to watch you and may verbally berate you, but they will not harm your as long as you do not initiate any attack. This Gift lasts for a scene and is taught by any Canine spirit.

System: By spending an Gnosis point and rolling Charisma + Performance (difficulty 6, resisted by the other's Rage), the character may effectively surrender. In certain situations, the use of this Gift may induce an Honor loss or an increase in Social difficulties for a time.

Halt the Coward's Flight (Get of Fenris Rank 2)

The Garou may slow his fleeing foes, preventing them from escaping his wrath. THis Gift is taught by a Wolf spirit.

System: The Garou spends one turn concentrating and rolls Charisma + Intimidation (difficulty of the foe's Willpower); if successful, the Garou may halve the speed of the individual for a scene.

Harrying Wind (Stargazer Rank 2 - Kailindorani )

This Gift summons a Wind spirit to harass and bewilder an opponent during combat.

System: The player rolls Manipulation + Leadership. For one turn per success, the Kailindorani's opponent has the difficulty of all his actions increased by 1. The effects of Harrying Wind are not cumulative; using the Gift multiple times on the same opponent provides no extra advantage.

Haunting Stare (Metis Rank 2)

The Garou summons her hereditary instability and focuses it into her stare. Going into the eyes of the metis leaves the victim choking with horror. An Ancestor-spirit teaches this Gift.

System: The user must spend a turn in concentration to focus her will, but the Gift takes effect immediately. Upon making eye contact, the victim must successfully roll her Willpower (difficulty 8) or be unable to act during her next turn. The difficulty to use Haunting Stare increases by one against Garou who are insane (including Silver Fangs).
Taught by: Ancestor-spirit
Book: Wild West Companion

Heat Metal (Glass Walker Rank 2)

Glass Walkers - who understand the workings of science and spirits alike - can mystically excite the molecules within metal. Metal heated in such a way can be forged, molded or used to sear flesh. A red-hot crowbar can be a very effective weapon, and heating the exterior of a gasoline tanker can have explosive results. Glass Walkers learn this gift from fire, metal or earth elementals.

System: The Glass Walker must spend one Gnosis point and successfully roll Intelligence + Repair. The difficulty varies from base metals (such as copper or lead) at difficulty 6 to complex alloys (such as steel or titanium alloy) at difficulty 7. The number of successes equals the number of rounds the metal stays heated. Touching heated metal causes one aggravated, unsoakable Health Level of damage per round.

Herb Call (Fianna Rank 2)

Through singing or chanting, a Garou can find helpful or medicinal plants, roots or bark even in poor areas such as deserts. Such plants might be healing herbs, substances used in rites or tubers and other plants that provide needed sustenance. The song causes the plants to resonate from the music so that the Garou can locate them by following the sounds.

System: The player spends a point of Gnosis and rolls Perception + Performance. A single success enables the character to locate the desired herbs or plants within a mile of her location. Additional successes increase the range by one mile per success. Failure means that the character cannot hear any plants, while a botch leads the character to harmful herbs or plants.
Taught by: Eshtarra
Book: RatH

Herb Call (Galliard Rank 2)

Through singing or chanting, a Garou can find helpful or medicinal plants, roots or bark even in poor areas such as deserts. Such plants might be healing herbs, substances used in rites or tubers and other plants that provide needed sustenance. The song causes the plants to resonate from the music so that the Garou can locate them by following the sounds.

System: The player spends a point of Gnosis and rolls Perception + Performance. A single success enables the character to locate the desired herbs or plants within a mile of her location. Additional successes increase the range by one mile per success. Failure means that the character cannot hear any plants, while a botch leads the character to harmful herbs or plants.
Taught by: Eshtarra
Book: RatH

Hidden Depths (Shadow Lord Rank 2)

This Gift allows a Garou to uncover some hidden piece of information, or to decipher some cryptic passage of text. The Gift can also enable a Garou to figure out who the real power behind the scenes is in a given situation

System: The player spends a point of Gnosis and rolls Perception + Enigmas (difficulty 8). Each success allows the character to learn one hidden or concealed fact about the person, place or thing targetted by the Gift. For example, one line of prophecy may be explained for each success. The Storyteller should decide the overall effects of this Gift so that players do not attempt to avoid pursuing other avenues of investigation.
Taught by: Ruatma
Book: RatH

Hidden Depths (Theurge Rank 2)

This Gift allows a Garou to uncover some hidden piece of information, or to decipher some cryptic passage of text. The Gift can also enable a Garou to figure out who the real power behind the scenes is in a given situation

System: The player spends a point of Gnosis and rolls Perception + Enigmas (difficulty 8). Each success allows the character to learn one hidden or concealed fact about the person, place or thing targetted by the Gift. For example, one line of prophecy may be explained for each success. The Storyteller should decide the overall effects of this Gift so that players do not attempt to avoid pursuing other avenues of investigation.
Taught by: Ruatma
Book: RatH

Howl of the Banshee (Fianna Rank 2)

The Garou may emit a fearful howl that unnerves all in the vicinity. This Gift is taught by a Banshee, a woeful spirit of the dead.

System: The Garou spends one Gnosis point. All who hear the howl, friends or foes, must make Willpower roll (difficulty 8 for foes, 6 for friends) or run in terror for one turn per success.
Alternative Versions
From: WW:tDA (Fianna Rank 2)

The werewolf may throw back his head and unleash a long, ululating howl like the wail of hundred ghostly mourners. The howl can strike fear even into the heart of the undead, and peasants who hear it even from afar cross themselves - for surely such a noise is Death himself walking the valleys. This Gift is taught by a Banshee (or Bean Sidhe), a Death spirit whose task is to mourn and foretell.

System: The player spends a Gnosis point and rolls Charisma + Intimidation (difficulty 6). Anyone who hears the howl, friend or foe, must make a Willpower roll (difficulty 8 if the Garou's foe, 6 if a friend) or flee in terror for one turn for every success on the werewolf's Charisma + Intimidation roll.

Howl of the Unseen (Fianna Rank 2)

The Fianna have strong ties to the Umbra. A member of the tribe with this Gift may howl in the Umbra or in the Realm and have her kenning echo on the other side of the Gauntlet. This Gift is taught by the spirits of animals that make loud noises but remain unseen, such as crickets and frogs.

System: The Garou must spend a Gnosis point to activate this Gift. He may speak or howl for a full turn, and his voice will be heard on both sides of the Gauntlet. The Storyteller is free to determine how much the Garou can say in one turn. Consider timing the player as he speaks for five seconds (if he speaks too fast and you can't understand what he says, then neither can anyone listening).

Inner Light (Stargazer Rank 2)

The Stargazer can step sideways into the Umbra using only his own inner light; he has no need of a reflection of a bright light to guide him. This Gift is taught by an Epiphling of Truth.

System: The player must still roll Gnosis as usual, and the Stargazer can still be "caught". He may lead packmates into the Umbra as per usual

Inner Strength (Stargazer Rank 2)

The Garou, after brief meditation, convert her inner anger into iron resolve. This Gift is taught by Ancestor spirits of the Stargazers.

System: The Garou concentrates for five minutes and rolls Wits + Enigmas (difficulty 8). Each success converts one point of Rage into Willpower.

Jam Technology (Homid Rank 2)

The Garou can cause technological devices to cease functioning, albeit temporarily. This Gift is taught by a Gremlin, a type of Wyld spirit that enjoys breaking things.

System: The Garou spends one Gnosis point and rolls Manipulation + Repair. Technological devices within 50 feet cease functioning for one turn per success, though the devices are unharmed. The difficulty of the roll is based on the following chart: Device Difficulty
Computer 4
Phone 6
Automobile 8
Knife 10

King of the Beasts (Philodox Rank 2)

Specific animals, generally ones with which the Garou regularly associates, follow his commands willingly and unconditionally. They understand him and want to help. The Gift is taught by a Lion- or Falcon-spirit.

System: The target must be within 100 feet, and the Garou rolls Charisma + Animal Ken against a difficulty based on his relationship with the animal (see below). This power only works on one animal at a time, and it does not attract animals to the Garou's vicinity (see the Level Four Lupus Gift: Beast Life). Relationship Difficulty
A sibling 3
Feed and care for 6
Stranger 8
Hostile 10

Luck of the Irish (Fianna Rank 2)

This Gift gives the Fianna a supernatural streak of luck. Mundane effects include finding four leaf clovers, bills lying on the sidewalk, plump sleeping rabbits waiting to be caught for supper and minor fortunate coincidences. This Gift is taught by a faerie spirit.

System: The Garou spends one Gnosis point. She may then reroll any failed or botched roll. This Gift is usable only once per scene. Other minimal, although beneficial, effects may occur at the Storyteller's whim.

Luna's Armour (Child of Gaia Rank 2)

The Garou calls upon the blessing of Luna to deter any damaging attacks aimed at her. This Gift is taught by a Lune.

System: The Garou concentrates for one turn, spends one Gnosis point, and rolls Stamina + Survival (difficulty 6). Each success allows the Garou to add one to her Stamina for the purpose of soaking damage (including silver). The effect lasts for one scene.

Luna's Armour (Silver Fang Rank 2)

The Garou calls upon the blessing of Luna to deter any damaging attacks aimed at her. This Gift is taught by a Lune.

System: The Garou concentrates for one turn, spends one Gnosis point, and rolls Stamina + Survival (difficulty 6). Each success allows the Garou to add one to her Stamina for the purpose of soaking damage (including silver). The effect lasts for one scene.

Luna's Armour (Shadow Lord Rank 2)

The Garou calls upon the blessing of Luna to deter any damaging attacks aimed at her. This Gift is taught by a Lune.

System: The Garou concentrates for one turn, spends one Gnosis point, and rolls Stamina + Survival (difficulty 6). Each success allows the Garou to add one to her Stamina for the purpose of soaking damage (including silver). The effect lasts for one scene.

Manipura (Stargazer Rank 2 - Kundalini)

The solar plexus chakra stirs, allowing the character access to powerful energy and strength which can greatly aid Kailindo maneuvers.

System: The player rolls Stamina + Rituals. Each success adds one to the character's Strength for the purpose of resisting grapples or initiating holds, but not for liftin gobjects or causing damage. This lasts for one scene.

Mantle of the Land (Black Fury Rank 2)

The Garou draws forth a mist or fog from water in the atmosphere. This misty mantle provides cover in which a Garou may hide herself or someone under her protection. The Gift may be used while the Garou is in motion in order to confuse persuers by enveloping them in an obscuring fog. The mantle can also surround a Garou and her pack in order to allow them to attack from concealment or ambush.

System: The player spends a point of Gnosis. The fog is dense and heavy, obscuring the vision of anyone within, even muffling sound. Anyone save the Garou and her pack are at +3 difficulty on all Perception rolls while the mist ensures. This Gift lasts one scene.
Taught by: Tambiyah
Book: RatH

Mantle of the Land (Galliard Rank 2)

The Garou draws forth a mist or fog from water in the atmosphere. This misty mantle provides cover in which a Garou may hide herself or someone under her protection. The Gift may be used while the Garou is in motion in order to confuse persuers by enveloping them in an obscuring fog. The mantle can also surround a Garou and her pack in order to allow them to attack from concealment or ambush.

System: The player spends a point of Gnosis. The fog is dense and heavy, obscuring the vision of anyone within, even muffling sound. Anyone save the Garou and her pack are at +3 difficulty on all Perception rolls while the mist ensures. This Gift lasts one scene.
Taught by: Tambiyah
Book: RatH

Mask the Predator (Glass Walker Rank 2 - Warders)

Even the gentlest Warder unsettles horses, dogs and other domestic animals with his presence. This Gift allows a Warder to temporarily hide his presence. This Gift allows a Warder to temporarily hide his inner Rage, allowing him to ride horses or work with dogs as if he were an ordinary man.
This Gift is taught by the spirit of any domesticated animal - a face that has earned the Warders much derision among other tribes.

System: The player rolls Charisma + Animal Ken. Success means that animals treat the Warder as if he was an ordinary human for the duration of the scene. However, this power is ineffective against wolves; the Warders have had little luck in winning the confidence of their wild relatives.
Taught by: Domesticated animal spirits
Book: WW:tDA

Medicine Dreams (Uktenna Rank 2)

When the humans began hunting animals, the animals retaliated by sending disease amongst the humans to kill them. Once they saw that their diseases killed good people as well as bad, they relented and herb-spirits came to medicine men in dreams to tell them how to heal the sick. Wise Uktena still know that medicine comes from these spirits in dreams, and this Gift allows them to call forth the herbs for wisdom. It is taught by the spirit of an aloe plant.

System: This Gift is used when an Uktena is attempting to heal someone seriously ill. Before the Uktena goes to sleep, the player spends one point of Gnosis and rolls Charisma + Occult, difficulty 8. If the roll is successful, then the Uktena will awaken with new insights in how to heal the sick person. Each success on the Occult roll adds one dice to any Medicine rolls for that day. Should this grant the Uktena more than ten dice on his Medicine dice pool, he may even attempt to cure incurable illnesses such as terminal cancer or HIV/AIDS. To do so, six or more successes are needed on appropriate Medicine rolls.
Taught by: Aloe plant
Book: PG3e

Messenger's Fortitude (Silent Strider Rank 2)

The Garou may run at full speed for three days without rest, food or water. After the duration expires, the Garou must sleep for a Week. This Gift is taught by a Camel or Wolf spirit.

System: The Garou spends on Gnosis point and may do nothing save run; for an additional Gnosis point, he may imbue the effects of this Gift upon another being.

Mimic (Galliard Rank 2)

The Garou can alter her voice such that she can imitate any sound or voice she has heard, including sirens, gunshots, musical instruments or even specific quotations. The Gift does not allow the creation of new sounds, but new combinations can have interesting effects. Magpie and parrot spirits know this Gift, but learning it from them can be an embarrassing and frustrating process.

System: Once the Garou learns this Gift, she can reproduce anything she hears. When simulating another person's voice (or animal speech) she can only iterate what she has heard and cannot improvise new speech. Clever Garou create new combinations to form new sentences, but they often sound choppy. The player must roll Charisma + Performance (difficulty 6) if the intended audience suspects a ruse or knows the original voice very well (a relative, long-time friend or packmate, for instance).
Alternative Versions
From: Damien (Galliard Rank 2)

The Garou can alter her voice such that she can imitate any sound or voice she has heard, including sirens, gunshots, musical instruments or even specific quotations. Magpie and parrot spirits know this Gift, but learning it from them can be an embarrassing and frustrating process.

System: Once the Garou learns this Gift, she can use her voice to produce any type of sound that she has heard before. To simulate another person's voice, or a type of animal, she must of previously heard at least a few sentances or minutes of that sound. The player must roll Charisma + Performance (difficulty 6, possibly higher if the speech is complicated, or they have not heard the original speaker for long). If the intended audience suspects a ruse or knows the original voice very well (a relative, long-time friend or packmate, for instance), they may make a contested Perception + Alertness (difficulty 6) roll to try and spot the slight difference in the replication.

Moonpool of Sokhta (Theurge Rank 2)

This Gift enables a Garou to transform clear, standing water into a pool which offers visions of possible futures. Wilderness ponds, small mountain tarns, pools of clear rainwater or even basins filled with water can serve as a conduit for the images. The scenes that appear within the pool depict what might happen unless something occurs to change the course of events. The Garou must concentrate on the event (or series of events) to get a sense of the outcome. The pool may reflect either literal or symbolic images.

System: The player spends a point of Gnosis and rolls Wits + Enigmas (difficulty 7 for near future events, difficulty 8 for more distanct occurences). Each success causes one vision of the future to appear in the pool. The Storyteller should determine the clarity and accuracy of the visions. No successes indicate a failure of the Gift, while a botch produces false visions or an extremely chaotic jumble of meaningless images.
Taught by: Sokhta
Book: RatH

Moonpool of Sokhta (Stargazer Rank 2)

This Gift enables a Garou to transform clear, standing water into a pool which offers visions of possible futures. Wilderness ponds, small mountain tarns, pools of clear rainwater or even basins filled with water can serve as a conduit for the images. The scenes that appear within the pool depict what might happen unless something occurs to change the course of events. The Garou must concentrate on the event (or series of events) to get a sense of the outcome. The pool may reflect either literal or symbolic images.

System: The player spends a point of Gnosis and rolls Wits + Enigmas (difficulty 7 for near future events, difficulty 8 for more distanct occurences). Each success causes one vision of the future to appear in the pool. The Storyteller should determine the clarity and accuracy of the visions. No successes indicate a failure of the Gift, while a botch produces false visions or an extremely chaotic jumble of meaningless images.
Taught by: Sokhta
Book: RatH

Name the Spirit (Theurge Rank 2)

The Garou is able to detect the type of approximate Trait levels (Rage, Power, etc) of a spirit. This Gift is taught by a spirit servant of the Uktena totem.

System: The Garou spends one Willpower point and rolls Perception + Occult (difficulty 8).

Natural Camouflage (Uktenna Rank 2)

By crouching down and remaining still in a natural environment (woods, desert, swamp), the Garou may appear as part of the landscape. Unless someone is actively searching for the Garou, she will be dismissed as a hummock, tree stump or some other natural feature. This Gift is taught by a taught by a Chameleon spirit.

System: The Garou merely needs to hunker down and think of blending in. Unlike the Ragabash Gift: Blissful Ignorance, the Garou does not actually become invisible, but becomes like an unnoticeable feature of the landscape. Someone searching for the Garou must roll Perception + Alertness (difficulty 9) to see through the camouflage. The Garou may spend a Gnosis point to negate being seen in this fashion. If mostly unobserved (ie: the searcher may be scanning the area but has his back to the Garou, only occasionally turning her direction), the Garou may remain camouflaged while moving slowly toward or away from the searcher, stopping whenever the searcher looks her way. Even slow movement while the searcher is looking in the Garou's direction will break the illusion, however.

Obscure the Truth (Ragabash Rank 2)

Not many Garou can look a Philodox in the eye and get away with bald-faced lies. The Ragabash with this Gift has an edge over all his kin. She can calmly explain that the sky is green or gleefully regale her comrades with the exploits of a lone, heroic Ragabash and have no fear of being called on her prank.

System: By spending a Gnosis point, the Ragabash gains an air of sincerity that is nearly impossible to penetrate. Once activated, consider the Ragabash's Subterfuge to be double its normal rating.

Odious Aroma (Bone Gnawer Rank 2)

The use of musk has long been a defense in the wild. With this Gift, the Garou can greatly amplify her own natural body odour, creating a debilitating stench. This Gift is taught by a Stinkbug spirit.

System: The Garou spends one Gnosis point. For the duration of the scene, all beings within 20 feet of the Garou (provided they have olfactory organs) subtract two from all Dice Pools as they choke and retch. However, the Garou subtracts two from all his Social Dice pools and may be ostracised for the duration (not a big worry for most Bone Gnawers).

Peace of the Counselor (Child of Gaia Rank 2)

This Gift enables a Garou to bring even the most heated discussion to a peaceful conclusion. Though it does not preclude more hostilities from erupting at a later time, the Gift creates an atmosphere of temporary true among enemies or prevents tribe leaders from coming to blows over volatile issues. During the grace period, the Garou can attempt to resolve the circumstances underlying the state of enmity - such as encouraging the participants in a dispute to begin negotiations or achieving a compromise

System: The player spends a Willpower point and rolls Charisma + Empathy (difficulty of the highest Willpower among the quarreling individuals). One success causes combatants to stop fighting (or prevents them from initiating combat) for one turn. Each extra success increases the length of time in which peace prevails by an additional turn; five successes extends the Gift to an entire scene.
Taught by: Lu-Bat
Book: RatH

Peace of the Counselor (Ragabash Rank 2)

This Gift enables a Garou to bring even the most heated discussion to a peaceful conclusion. Though it does not preclude more hostilities from erupting at a later time, the Gift creates an atmosphere of temporary true among enemies or prevents tribe leaders from coming to blows over volatile issues. During the grace period, the Garou can attempt to resolve the circumstances underlying the state of enmity - such as encouraging the participants in a dispute to begin negotiations or achieving a compromise

System: The player spends a Willpower point and rolls Charisma + Empathy (difficulty of the highest Willpower among the quarreling individuals). One success causes combatants to stop fighting (or prevents them from initiating combat) for one turn. Each extra success increases the length of time in which peace prevails by an additional turn; five successes extends the Gift to an entire scene.
Taught by: Lu-Bat
Book: RatH

Pennies From Heaven (Glass Walker Rank 2)

The Garou can convince money spirits to improve the value of his money by changing the denominations of the coinage or currency. This Gift is taught by money spirits.

System: The Garou spends one Gnosis point and rolls Charisma + Politics. The difficulty depends on the final desired denomination. It doesn't matter what the money already is, although few Garou will change dollars into pennies at a loss. The amount of money changed depends on the number of successes. (Storytellers of non-U.S. chronicles should adjust the following chart to the closest equivalent foreign currency.) Denomination changed to: Difficulty
Penny 3
Nickel 4
Dime 5
Quarter 6
Dollar bill 7
Five dollar bill 8
Twenty dollar bill 9
Any other currency 10
Successes Amount (in coins or bills)
1 5
2 10
3 20
4 50
5 100
Glass Walker financial managers frown on the blatant use of this Gift, since it tends to attract the attention of other supernaturals who are concerned with money (such as the mage Syndicate). If too much of this mutant money hits the market too quickly, there will surely be supernatural retribution from other parties.

Phone Diving (Glass Walker Rank 2)

By invoking this Gift and calling upon his ability to step between worlds, a Glass Walker with this Gift can travel along the phone lines that span the globe. The number must first be dialed and physically answered - answering machines, voicemail and modems prevent this Gift from working.

System: By spending a Willpower point and then making a Gnosis roll (difficulty of the local Gauntlet), the Garou can travel from their current location to wherever their call is answered. The time taken is the same as the time to travel through the Gauntlet, but even if the receiver is replaced in that time, the Gift is still successful. A botch on the Gnosis roll sends the Garou catapulting into the unknown.

Plague Visage (Bone Gnawer Rank 2)

Anyone in his right mind fears a leper. This Gift allows the Bone Gnawer to draw an illusion of terrible disease on his features, replling even the most stout-hearted onlookers. It's a useful trick in many situations. It can earn charity from well-meaning monks, terrify locals and even serve as a way of blending in - after all, people are afraid of you whether they think you're a leper or bewitched, but as least disease is more acceptable than witchcraft.
This Gift is taught by a Rat or Disease spirit.

System: The Bone Gnawer rolles Manipulation + Medicine; the effects last for a scene. The imaginary disease may appear to be anything the Gnawer is familiar with, such as leprosy or pox, or even something entirely invented. Mortals viewing the illusion must make Willpower checks at difficulty 8 or shrink away in revulsion; a botch might even send them screaming out into the streets, screaming about pestilence. Supernaturals who are immune to disease have less to fear - they must still make Willpower tests, but the difficulty falls to 6
Taught by: Rat or disease spirirts
Book: WW:tDA

Power Surge (Glass Walker Rank 2)

By speaking with the spirits of electricity, the Garou may cause a blackout over a wide-spread area. This Gift is taught by an electricity elemental.

System: The Garou spends one Gnosis point and rolls Wits + Science (difficulty 7). The area blacked or browned out depends on the number of successes rolled. One success is a single circuit, two for an entire house or storey and so on.

Power Surge (Get of Fenris Rank 2 - The Glorious Fist of Wotan)

By speaking with the spirits of electricity, the Garou may cause a blackout over a wide-spread area. This Gift is taught by an electricity elemental.

System: The Garou spends one Gnosis point and rolls Wits + Science (difficulty 7). The area blacked or browned out depends on the number of successes rolled. One success is a single circuit, two for an entire house or storey and so on.

Primal Instinct (Red Talon Rank 2)

The Red Talon can strip away the layers of humanity that cover up man's basic instinct. A human assaulted with this Gift finds himself behaving like a beast. Momentarily losing all civility, the human strips naked, runs through the streets, growls at threats and makes numerous, uninvited overtures toward members of the opposite sex. All thoughts of business meetings, colour television and BMW's vanish in favour of the basic drives of survival. Red Talons use whatever means necessary to force Ape-spirits to teach them this Gift.

System: The Red Talon must spend a Gnosis point and roll Manipulation + Animal Ken (difficulty equal to the target's Willpower). The number of successes indicates the extent to which the human target loses his humanity. One success causes a certain absent-mindedness and preoccupation with food and sex. Five successes, on the other hand, probably cause the raving target to be locked up and tranquilised.
Taught by: Ape spirits
Book: PG3e

Proclamation of Action (Philodox Rank 2)

This Gift enables the Garou to force an end to discussion and take the course of action the character thinks is best. The werewolf can literally command others to act as he bids, although only if they had been previously dithering over a course of action

System: The player spends a Willpower point and rolls Charisma + Leadership to put a damper on discussions that have gone on too long. ("Enough talk. Let's do it"). Each success allows the character to affect a single target. A character desiring to resist the effects of the Gift must make a Willpower roll (difficulty of the Gift user's Willpower + 1, up to a maximum of 10). This Gift lasts for one scene.
Taught by: Zarok
Book: RatH

Proclamation of Action (Silver Fang Rank 2)

This Gift enables the Garou to force an end to discussion and take the course of action the character thinks is best. The werewolf can literally command others to act as he bids, although only if they had been previously dithering over a course of action

System: The player spends a Willpower point and rolls Charisma + Leadership to put a damper on discussions that have gone on too long. ("Enough talk. Let's do it"). Each success allows the character to affect a single target. A character desiring to resist the effects of the Gift must make a Willpower roll (difficulty of the Gift user's Willpower + 1, up to a maximum of 10). This Gift lasts for one scene.
Taught by: Zarok
Book: RatH

Pure Identity (Shadow Lord Rank 2 - Bringers of Light)

A Bringer of Light can alter his appearance to suggest he belongs to another race. If he remains in homid form, he can appear as pallid as a vampire or as glamorous as an Unseelie changeling. If he desires to keep his "scent" as a Garou, he can affect cosmetic changes and appear as a Black Spiral. This Gift is taught by a Chameleon-spirit.

System: The Lord spends three Gnosis, but need make no roll. The duration is one day. Close examination requires a Subterfuge roll to maintain the deception.

Reason (Silver Fang Rank 2)

The Silver Fang who uses this Gift may temporarily free himself from Harano and Derangements. This Gift may also be used to partially defend against all sanity-endangering attacks. Examples of such attacks include the Galliard Gift: Headgames, and Malkavian Dementation Discipline and invasive uses of Mind magick. A Firebird-spirit teaches this Gift.

System: The player must spend a Gnosis point and roll Willpower (difficulty 7). The Garou overcomes all mental dysfunctions for a number of scenes equal to the number of successes rolled. All psychic attacks against the Garou's sanity are reduced by one die. If the player botches the roll, the character's dementia becomes painfully intense for a day.

Reason (Stargazer Rank 2)

Using gestures to her chakras, as Klaital did, the Stargazer can resist wordly, mental and spiritual temptations, including corruption. This Gift is taught by an Earth-spirit.

System: The player rolls Wits + Rituals and spends one Gnosis point. Each success raises others' difficulties to ensorcel or supernaturally coerce the character bye one. For instance, a vampire trying to Dominate the Garou would find it harder to succeed. Against non-supernatural coercion, this Gift automatically succeeds. This, mundane con artists and temptresses have no power over the Stargazer.

Reload (Glass Walker Rank 2 - Iron Riders)

With this Gift, the Garou does not need to take time to reload her firearm; the Gift reloads the weapon automatically with shells or shot she carries on her person. A Metal-spirit teaches this Gift.

System: The Garou need spend only one Willpower point and have the appropriate type of ammunition on hand. For the rest of the scene, her gun remains loaded until she runs out of reserves. Shots fired beyond her normal maximum vanish from her gunbelt or satchel.
Taught by: Metal-spirit
Book: Wild West Companion

Salmon Swim (Wendigo Rank 2)

The character may move upon a river, lake or any other body of water as he does on land. This Gift is taught by a Salmon spirit

System: The player spends a Gnosis point and may walk and/or run upon water for a number of turns equal to the successes scored on a Dexterity + Athletics roll (difficulty 7). In addition, he may perform a jump similar to that provided by the Lupus Gift: Leap of the Kangaroo, as long as he starts and ends on water.

Scent of Sight (Lupus Rank 2)

The Garou can use his sense of smell to compensate completely for his eyes; thus, he could attack invisible creatures normally, or roughly navigate in absolute darkness. This Gift is taught by a Wolf-spirit.

System: The Garou rolls Perception + Primal-Urge against a Storyteller-determined difficulty (depends on how powerful local smells are). The Storyteller should not require rolls every turn, but only when something could cause the Garou to lose his opponent's scent (he ran through water, they are fighting in a smelly alley, etc.)

Sense Guilt (Hand of Tyr) (Get of Fenris Rank 2 - Hand of Tyr)

The Hand of Tyr camp specialises in the use and misuse of this Gift. By staring into the eyes of another, the Garou can sense whether the target harbours guilt for some past offense. The most experienced Get can even get a feeling for what sort of crime transpired. Unfortunately, some Get have been known to take advantage of this Gift by "sensing" guilt where none exists or by blackmailing Garou after a successful reading. A crow-spirit teaches this Gift.

System: A successful Perception and Empathy roll (difficulty 8) reveals hidden guilty feelings. One success detects any sense of regret, whereas five successes reveals specific facts concerning the dirty issue.

Sense of the Prey (Ragabash Rank 2)

The character, if he knows anything about his prey, can track it down as rapidly as he can travel. This unerring sense of direction operates anywhere, and is used to track spirits through the Umbra as well as to find beings on Earth. This Gift is taught by a Wolf- or Dog-spirit.

System: No roll is required unless the target is actively hiding, in which case a Perception + Enigmas roll is made against a difficulty of the target's Wits + Stealth. If the target is a spirit, the difficulty is the spirit's Gnosis.

Sense of the Prey (Black Fury Rank 2)

The character, if he knows anything about his prey, can track it down as rapidly as he can travel. This unerring sense of direction operates anywhere, and is used to track spirits through the Umbra as well as to find beings on Earth. This Gift is taught by a Wolf- or Dog-spirit.

System: No roll is required unless the target is actively hiding, in which case a Perception + Enigmas roll is made against a difficulty of the target's Wits + Stealth. If the target is a spirit, the difficulty is the spirit's Gnosis.

Sense of the Prey (Red Talon Rank 2)

The character, if he knows anything about his prey, can track it down as rapidly as he can travel. This unerring sense of direction operates anywhere, and is used to track spirits through the Umbra as well as to find beings on Earth. This Gift is taught by a Wolf- or Dog-spirit.

System: No roll is required unless the target is actively hiding, in which case a Perception + Enigmas roll is made against a difficulty of the target's Wits + Stealth. If the target is a spirit, the difficulty is the spirit's Gnosis.

Sense Secrets (Fianna Rank 2)

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 Silver (Ahroun Rank 2)

Ahroun are the Garou least concerned by humnans, but even the greatest can be brought low by silver weapons. Thus, the Ahroun have learned to sense when they need to be more cautious. This Gift is taught by a Lune.

System: The Garou rolls Perception + Primal Urge (difficulty 7). If successful, she can detect the presence of silver. Three successes allow her to pinpoint the silver's location.

Sense the Unnatural (Lupus Rank 2)

The Garou can sense any unnatural presence and determine its approximate strength and type. supernatural presences can include: magic, spirits, the Wyrm, wraiths, etc. This will detect vampires, but only those with Humanity scores below 7. This Gift is taught by any spirit servant of Gaia.

System: The Garou rolls Perception + Enigmas (difficulty 6). The more successes rolled, the more information is gained. However, understanding the information might require an Intelligence + Occult roll (Storyteller's option).

Shadow of the Ebon Whisperer (Theurge Rank 2)

This Gift makes the Garou as insubstantial as a shadow and as hard to see. The physical form of the Garou fades to a murky, dark shape that can slither and flow almost anywhere. Although others can use certain Gifts to spot the "shadow" werewolf, anyone wishing to do so must first have a reason to suspect the presence of the Gift's user. This Gift does not function in bright daylight or in places where no shadows exists - such as a brightly lit room (or a room in total darkness, for that matter).

System: The player spends a point of Willpower and rolls Appearance + Occult (difficulty as assigned by the Storyteller depending on the surroundings). Each success allows the character to assume the shadow-form for one scene (or one combat round); even one success can give the character the advantage of surprise in a battle.
Taught by: Hakahe
Book: RatH

Shadow of the Ebon Whisperer (Uktenna Rank 2)

This Gift makes the Garou as insubstantial as a shadow and as hard to see. The physical form of the Garou fades to a murky, dark shape that can slither and flow almost anywhere. Although others can use certain Gifts to spot the "shadow" werewolf, anyone wishing to do so must first have a reason to suspect the presence of the Gift's user. This Gift does not function in bright daylight or in places where no shadows exists - such as a brightly lit room (or a room in total darkness, for that matter).

System: The player spends a point of Willpower and rolls Appearance + Occult (difficulty as assigned by the Storyteller depending on the surroundings). Each success allows the character to assume the shadow-form for one scene (or one combat round); even one success can give the character the advantage of surprise in a battle.
Taught by: Hakahe
Book: RatH

Shadow Puppetry (Ragabash Rank 2)

This strange Gift is not commonly known amongst the Garou. The Gift allows the Garou who possesses it to effectively steal the shadow of another being, and use it to determine what they may be doing once they have left the Garou's presence.

System: Stealing another's shadow is not a subtle process. The Ragabash must pounce on the shadow of the victim (roll Dexterity + Brawl, diff 8) and if successful, spend a Gnosis point to 'tear it off'. Once the shadow is detached, the Ragabash must continue to hold it firmly, else it will fly away (lose 2 dice off all actions).
However, until sundown of that evening, the shadow of the victim (usually held up against a wall) will continue to silhoutte the victim's actions, perhaps giving clues to their current activities. A victim may feel strange for the time during which their shadow is held by the Garou, and others may notice its loss (Perception + Alertness, difficulty 7) simply by being in the presence of the victim.
Taught by: Shadow and cat spirits
Book: Damien

Shards of Icy Rage (Ahroun Rank 2)

The Garou invoking this Gift calls on the cold power of her Rage, converting her anger into physical ice. This ice cuts as deep as any knife, and can be hurled at her enemies in place of a normal attack.

System: The players spends a point of Rage and rolls Wits + Primal Urge (difficulty 8). The number of successes equals the number of shards that form from the crystalised Rage, up to a limit of five shards. The player makes a seperate attack roll for each shard, and may direct them at more than one opponent. Each shard does three dice of aggravated damage; the range is five yard for every dot of the Garou's strength.
The player may spend only one point of Rage each time the Gift is used; this prohibits spending Rage to gain extra actions in the same turn as invoking the shards. Although a character may use the Gift mroe than once in a scene, each successive use after the first adds +1 to the difficulty roll to activate the gift.
Taught by: Nerigal
Book: RatH

Shards of Icy Rage (Get of Fenris Rank 2)

The Garou invoking this Gift calls on the cold power of her Rage, converting her anger into physical ice. This ice cuts as deep as any knife, and can be hurled at her enemies in place of a normal attack.

System: The players spends a point of Rage and rolls Wits + Primal Urge (difficulty 8). The number of successes equals the number of shards that form from the crystalised Rage, up to a limit of five shards. The player makes a seperate attack roll for each shard, and may direct them at more than one opponent. Each shard does three dice of aggravated damage; the range is five yard for every dot of the Garou's strength.
The player may spend only one point of Rage each time the Gift is used; this prohibits spending Rage to gain extra actions in the same turn as invoking the shards. Although a character may use the Gift mroe than once in a scene, each successive use after the first adds +1 to the difficulty roll to activate the gift.
Taught by: Nerigal
Book: RatH

Shorten the Road (Silent Strider Rank 2)

This Gift enables the Garou to cut normal travel time by a third, even in the Umbra. This feat may take shape in a number of ways - either through a series of fortunate coincidences or else through clearly supernatural means.

System: The player spends a point of Gnosis and rolls Manipulation + Survival (difficulty 7). A successful roll shortens a journey by a third so that a three-day trip takes only two days, while a two week long trek through unspoiled wilderness only takes 10 days.
Taught by: Meros
Book: RatH

Sight from Beyond (Theurge Rank 2)

When danger stalks the Garou, or momentous events are in the offing, visions being striking the Garou without warning. Her dreams are haunted by images of the Cainite elder stalking her; she begins seeing symbols of the Wyrm wherever she looks; the sky itself opens to show her images of the glorious battle to come. This Gift is taught by a Crow-spirit.

System: Interpreting these signs is best handled through roleplaying, but the Storyteller can require the Garou to roll Wits + Occult (difficulty 7) if appropriate.

Smoke Signals (Silent Strider Rank 2)

The Strider can communicate over a great distance with visual signals. Whether with puffs of smoke by day or flickering lights at night, the Garou sends his message into the sky for other Garou to read. A Fire-spirit teaches this Gift.

System: The Silent Strider can create her message without a fire or other tool. He simply wills the message to exist and plumes of smoke (or flickering lights at night) rise into the sky. Any Garou who see these signals instinctively know what he means, just as if they had heard a howl. The player spends one Willpower point to activate this Gift.
Taught by: Fire-spirit
Book: Wild West Companion

Snarl of the Predator (Get of Fenris Rank 2)

The Garou lets out a primal snarl, sending shivers up opponents' spines and cowing them into submission. This Gift is taught by a Wolf spirit

System: The Garou rolls Charisma + Intimidation (Difficulty of the opponents Wits +3). Each success subtracts one drom the number of dice the opponent can use next turn (the victim is cowed and overwhelmed). This Gift takes a full turn to invoke.

Snuff Flames (Red Talon Rank 2)

The Red Talons are mistrustful of huamnity's control of fire. This Gift allows them to take one of the hated humans' most prized tools away from them, dousing almost any fire within their line of sight.
This Gift is taught by a Water spirit.

System: The player rolls Willpower, difficulty 6 (or 8 when trying to affect oil fires). The Talon may extinguish all fire within a radius of two yards per success. The fuel may be relit, but it's difficulty to do so - a torch becomes as tricky to light as if it were damp, extinguished oil fires gutter fitfully and refuse to catch fully light, and so on.
Taught by: Water spirits
Book: WW:tDA

Speak with the Wind-Spirits (Wendigo Rank 2)

The Garou can understand and speak with Wind-spirits. In addition, he may ask one question of the aerial spirits that ride the winds of the world (their attention span is too short for anything more). The question must have something to do with the nearby area (they quickly forget what they see). This Gift is, of course, taught by any aerial spirit.

System: The Garou does not need to spend points or roll to understand or speak with wind-spirits. To ask a question, however, the Garou must spend one Gnosis point and roll Manipulation + Expression (difficulty 7). The number of successes indicates the accuracy of the information; on a botch, the spirits lie.

Speech of the World (Homid Rank 2)

Those who wander can encounter a new human dialect in every valley. This Gift allows the Garou to speak any human language he encounters, although his speech is slightly accented in any tongue but his own. Unlike the Rank Three Gift: Tongues (a Warder Gift; also Werewolf Players Guide, pg. 35), this Gift does not convey literacy. The Gift is taught by an Owl-spirit.

System: The plaer rolls Intelligence + Linguistics, difficulty 7; the effects last for the entire scene.
Taught by: Owl-spirit
Book: Werewolf: The Dark Ages

Spellbinding Oration (Child of Gaia Rank 2)

Similar to Persuasion, this Gift allows a Child of Gaia to be persuasive when dealing with others. The Garou's statements will take on an air of extra meaning and credibility. Those hearing him are likely to agree with him. This Gift is taught by a Unicorn spirit.

System: The Garou rolls Charisma + Leadership against a difficulty of 6. If successful, the difficulties of all Social rolls are reduced by one per success for anyone who hears him speak for the remainder of the scene. If the Garou is actively trying to exhort his audience to anything other than combat (in any form), the difficulties of Social rolls are reduced by two and then by one per success. The Garou must orate for at least five successes.

Spirit Blow (Theurge Rank 2)

A Garou using this Gift is able to 'deflect' an incoming physical blow such that it affects them spiritually rather than physically. The attack still hits, but instead of taking physical damage the Garou loses some spiritual energy. This Gift is only useable against physical attacks (such as claws or bullet wounds), but it also works against aggravated attacks.

System: This Gift is activated by spending a point of Willpower after an attack has been successful, but before the damage has been resolved. Instead of taking wound levels, the Garou loses as many temporary gnosis (after soak) as they would have lost wound levels. If they have less temporary gnosis than damage, the remainder is taken as wound levels.
Taught by: Any animal spirit that leaves part of its body behind (like Drop-tail skinks).
Book: Damien

Spirit of the Bird (Uktenna Rank 2)

The Garou may hover and float in the air. This Gift is taught by any Bird-spirit.

System: The Garou spends one Gnosis point. He may move at 20 mph, and the duration is one hour. Maneuvering requires a roll of Dexterity + Occult, and the difficulties of all complex actions, such as combat, are increased by two.

Spirit of the Fish (Uktenna Rank 2)

The Garou may breathe underwater and swim as fast as he can run in Hispo form. This Gift is taught by any Fish spirit.

System: The Garou spends one Gnosis point and rolls Stamina + Animal Ken (difficulty 6). The effect lasts for one hour per success.

Spirit of the Fray (Ahroun Rank 2)

The Garou may opt to attack first in any given turn, no matter what his initiative roll may be. This Gift is taught by a Cat spirit.

System: The Garou using this Gift acts either on his initiave segment as he rolled it, or at one success higher than any of his opponents, whichever is higher. There is no mandatory point cost or roll for this Gift, but Gnosis may be spent to ensure extra speed. If more than one Garou combatant has this Gift, the one who spends the most Gnosis goes first.

Spirit Skin (Theurge Rank 2)

Generally, spirits are fairly friendly to Garou, at least ones that aren't automatically hostile to anything. That doesn't mean, however, that they treat a Garou exactly the same as they treat other spirits, and that's where this Gift comes in handy. By activating it within the Umbra, the Theurge disguises herself as a spirit (usually a wolf spirit) to all concerned. She still physically looks exactly like her lupus form, she simply gives the impression of a spirit rather than Garou. Some Theurge have also used the Gift to throw off pursuit by hiding in a pack of wolf spirits. A chameleon spirit teaches this Gift.

System: The player spends one Gnosis and rolls Appearance + Subterfuge (difficulty 6 if imitating a wolf spirit, difficulty 8 for anything else). Each success keeps the disguise in place for one hour. While sometimes imitating a spirit other than a wolf is useful, it should be noted that the character will still somehow be recognisable as themselves to those looking for them. Even though they will clearly not look like their Lupus form, someting about them will still give the game away. This Gift is obviously of little use outside the Umbra.
Taught by: Chameleon spirit
Book: PG3e

St Herve's Folly (Fianna Rank 2)

According to an old folktale, St Herve once preached to a wolf that had eaten the ox he used to plough with, and the wolf was so ashamed that he agreed to plough in the ox's place. If the Fianna didn't murder St. Herve for this, they wanted to. But they also learned a lession from it, and mischief-minded Fianna now use this carnivalesque Gift to create similar, though more pleasing, results. It convinces a leader of any sort that his status is incorrect and rather that he should serve those whom he rules. It can convince a town mayor to clean the shoes of a homeless person, or an alpha to bow to the will of his omega. The Gift is taught, unfortunately, by an ox spirit.

System: The Fianna must have a chance to lecture the ruler on why he is incorrect in his position. The player spends one point of Willpower and rolls Manipulation + Expression, difficulty 8. A simple success convinces him to engage in ridiculous acts of subservience to gross lessers. Each success after the first continues this effect for one day. Garou and other supernaturals may resist this Gift by spending one point of Willpower, although if the Fianna continues her lecture and spends another point of Willpower, the victim must continue to resist. Effectively it becomes a bidding war between the victim and the Fianna; whoever has the most Willpower wins.
Taught by: Ox spirits
Book: PG3e

Staredown (Homid Rank 2)

By staring into the eyes of a human or animal, the Garou can cause the target to flee in terror. This Gift can be used against Garou, but the Garou will freeze in place rather than flee. This Gift is taught by a Ram-spirit or a Snake-spirit.

System: The Garou rolls Charisma + Intimidation (difficulty 6). The victim flees for one turn per success. Should the Garou score five or more successes, the victim flees for the duration of the scene. Garou targets will not flee, but they cannot attack while this Gift is in effect, although they can defend themselves.

Steel Fur (Glass Walker Rank 2)

Garou with this Gift can temporarily convert their fur into steel. This Gift is taught by metal or earth elementals.

System: the Garou must spend one Willpower point and roll Stamina + Science (difficulty 7). Each success adds one to the Garou's soak dice pool. The effect lasts for one scene or until the Garou decides to convert the metal back into fur. While this Gift is active, the Garou suffers a +1 difficulty to all Social rolls (except among Glass Walkers) and Dexterity rolls.

Sticky Fingers (Ragabash Rank 2)

This trick coats the fingers of a Garou with a silvery substance that adheres to anything, making it possible to climb slick vertical surfaces with ease. In addition, this Gift also assists a Garou in pilfering small items such as credit cars, keys or loose change.

System: The player spends a point of Gnosis. The ability to cling to sheer surfaces is automatic. In addition, the character gains two extra dice to any Streetwise or other roll the Storyteller deems appropriate; he might get extra dice on a pickpocketing attempt, but not when trying to hot-wire a car. The effect lasts for one scene
Taught by: Mitanu
Book: RatH

Sticky Fingers (Bone Gnawer Rank 2)

This trick coats the fingers of a Garou with a silvery substance that adheres to anything, making it possible to climb slick vertical surfaces with ease. In addition, this Gift also assists a Garou in pilfering small items such as credit cars, keys or loose change.

System: The player spends a point of Gnosis. The ability to cling to sheer surfaces is automatic. In addition, the character gains two extra dice to any Streetwise or other roll the Storyteller deems appropriate; he might get extra dice on a pickpocketing attempt, but not when trying to hot-wire a car. The effect lasts for one scene
Taught by: Mitanu
Book: RatH

Stinging Blows (Child of Gaia Rank 2)

The Children hate to admit it, but sometimes you can't negotiate your way to a position of peace. Occasionally, you have to have faith in your own righteousness, and enforce you will upon those who are genuinely acting like children. But it you're going to do it, at least you can make your claim as strongly as possible and prevent unnecessary damage. This Gift is taught by a wasp spirit.

System: The Child of Gaia spends one Rage. For the rest of the scene, her attacks are so painful that anyone struck by her immediately ignores any other foes he may be facing and attack the Child (Willpower roll, difficulty 9 to resist). Usually this Gift is employed to break apart two foes who otherwise couldn't be. Its a risky gambit, but sometimes effective.
Taught by: Wasp
Book: PG3e

Strength of Purpose (Philodox Rank 2)

Some Garou feel so strongly about their place in the pack, the tribe and the world that they can draw on this resolve in times of need. The Garou can pull new resolve from his deepest reserves. This Gift is taught by a Wolf-spirit.

System: Once per scene, when the character feels she needs Willpower, she can roll Stamina + Rituals (difficulty 7). For every two successes, she recovers one point of Willpower up to her maximum.
Alternative Versions
From: Damien (Philodox Rank 2)

System: Once per day, when the character feels she needs Willpower, she can roll Stamina + Rituals (difficulty 7). For every two successes, she recovers one point of Willpower up to her maximum.

Strength of the Pack (Ahroun Rank 2)

The Ahroun, the heart of the pack's strength, can share any or all of her physical might with her pack members. Just as if she handed her packmate a loaded gun, the Ahroun grants her more power to do the work of the pack. A Bear-spirit teaches this Gift.

System: The player spends a Rage point to make the Gift active. She may then temporarily reduce her strength by any amount, to a minimum of 1, and lend that strength to her packmates with just a touch. The Garou decides how much strength goes to each pack member chosen. The effects last for one scene.
Taught by: Bear-spirit
Book: Wild West Companion

Summon Talisman (Silent Strider Rank 2)

The Strider can summon to herself any dedicated handheld object (see the Rite of Talisman Dedication). The item disappears from wherever it currently rests, even from somebody else's grasp, and appears in the Garou's grip. Striders use this Gift to bring special items to them once they have finished a journey, or to recover items lost along the way. A packrat-spirit teaches this Gift.

System: The Garou need only spend one Gnosis point and concentrate on the item. The Garou can only call half of his dedicated items - he must choose which ones upon learning this Gift.

Surface Attunement (Stargazer Rank 2)

The Garou may attune herself to the surrounding environment, thereby gaining the ability to walk at normal speed across such surfaces as mud, water, snow and quicksand without falling through or leaving tracks. This Gift is taught by the spirits of small animals (rabbits, sparrows, mice) animals usually overlooked by the other Garou, but honoured by the Stargazers.

System: The Garou concentrates for a turn and rolls Dexterity + Athletics (difficulty 6).

Taking the Forgotten (Ragabash Rank 2)

Not only is the Ragabash an accomplished thief, but those from whom she steals often never realize they have been robbed. If the character succeeds in stealing something, her victim will forget he ever possessed the stolen item. This Gift is taught by a Mouse-spirit.

System: The Garou must score three successes on a Wits + Stealth roll (difficulty of the victim's Intelligence + Streetwise).

Tinker's Touch (Theurge Rank 2)

The Theurge can mend a broken object with a touch, as long as the item contains metal. This Gift is especially useful for emergency wagon repairs or for fixing guns during a siege.

System: The player spends one Gnosis point to activate the Gift. She must place together and continuously touch any separated portions of the item to be mended for one turn. During which time, slipped nails slither solidly back into place, bent rifle barrels straighten, shattered blades re-form, and so forth. Items blasted to bits (such as an exploded artillery shell) are beyond the scope of Tinker's Touch. A Metal-spirit teaches this Gift.
Taught by: Metal-spirit
Book: Wild West Companion

Touch of the Muse (Black Fury Rank 2)

With the Gift, the Black Fury invokes the spirits of art and artifice, calling the favour of the Muses to herself for a time. She can call upon any of the nine muses to help her in any endeavor that falls within their spheres - singing, dancing, history, seduction or oration. This Gift is taught by any spirit servant of the Muses.

System: A Gnosis roll (difficulty 8) reduces the difficulty of all Social rolls by one per success for any activity that would fall under the something of the muses.

Trail of Pain (Black Fury Rank 2)

First developed by the Amazons of Diana camp, this Gift allows the user to sense persons in agony. The Amazons use this Gift to uncover individuals suffering abuse. Other Black Furies use this Gift to track the abusers after wounding them. This Gift is taught by a spirit servant of Pegasus.

System: The Garou must focus and spend a Gnosis pint. At least one turn is required for the Gift user to attune herself to the mental anguish of the target. A Perception + Empathy roll discerns a single sufferer among many. The Fury can sense any living being in tremendous pain, physical or emotional, within 50 yards. The user senses only the general direction and urgency, but that's typically enough for an angry Black Fury.

Trash Magnet (Bone Gnawer Rank 2)

Ordinary street garbage becomes the Bone Gnawer's ally as it swirls about his opponent or engulfs his rival. All the trash nearby assails the target of this Gift, making life difficulty. Older Bone Gnawers can completely immobilise a smart-mouth, upstart Garou in heaps of trash and piles of garbage. Trash spirits teach this Gift, although Rat-spirits teach a version that animates sewer flotsam.

System: The player rolls Charisma + Streetwise (difficulty 7) to determine the amount of trash involved. With one success, a minor distraction of newspapers and plastic bags causes a small increase in difficulties. With 5 successes, the target is buried in garbage and must dig his way to freedom. This Gift affects toxic waste as well. Note that this Gift does not create trash but instead draws upon the garbage in an area. An attempt to use this Gift in a sterile environment would fail.

Tread Sebek's Back (Silent Strider Rank 2)

A Silent Strider may call on the rover to support her steps. By activating this Gift, a Strider may walk or run across water or other liquids. However, her feet are not protected - running across a pit of Wyrm-toxin is still a hazardous enterprise. Some Striders are rumoured to have crossed seas by use of this Gift. It is taught by a Crocodile or Basilisk spirit.

System: The Strider spends a Gnosis point and rolls Dexterity + Survival (difficulty 7). Each sucess allows her to travel across water as if it were open ground for an hour.

Troll Skin (Get of Fenris Rank 2)

With this Gift, a Garou can make her skin grow tough and thick, covered with warty knots of hard, armored flesh. This Gift is taught by an Earth Elemental.

System: The Garou spends one Gnosis point and rolls Stamina + Primal-Urge (difficulty 7). For each success, the Garou receives one extra die on her soak roll. This Gift does not protect against fire or silver, and lasts for one scene. However, when imbued with Troll Skin, the Garou is +1 difficulty on Social rolls due to the ugly skin and its accompanying smell.

Truce of Helios (Silver Fang Rank 2 - Sun Lodge)

Helios is, among other things, a spirit of reason and diplomacy. Garou who follow him are often skilled diplomats. This Gift helps ensure that the other side at least listens to the Garou's words. Helios is also an honorable Celestine; the Silver Fang may not use this Gift as a ruse to gain momentary advantages (gain time to set an ambush, for example). A Garou may learn this Gift from one of the Children of Karnak or from a Firebird-spirit.

System: The player must roll Charisma + Etiquette (difficulty 7). If successful, the Silver Fang negotiates under a spiritually enforced flag of truce. All those whom he negotiates with must make Willpower rolls (difficulty 9, two successes needed) to attack the Garou. The truce lasts one hour for each success rolled. If the Silver Fang breaks the words of the truce, the effects of the Gift end and will never work on the same target again. Additionally, the Silver Fang loses three points of temporary Honor. This Gift costs a Gnosis point to use.

True Fear (Ahroun Rank 2)

The Ahroun can display the true extent of her power, scaring one chosen foe into quiesence for a number of turns. This Gift is taught by a spirit associated with fear.

System: The Garou rolls Strength + Intimidation (difficulty of the target's Willpower). Ech success she achieves cows the enemy for one turn; the victim cannot attack. He may defend himself and otherwise act normally, although given the chance he will probably flee.

Uktena's Freezing Stare (Uktenna Rank 2)

Like a snake mesmerising its prey, the Uktena can paralyse a foe merely by staring into its eyes. This Gift is taught by an avatar of Uktena.

System: The Garou must meet the eyes of whoever she wishes to paralyse, then her player rolls Manipulation + Intimidation (difficulty of the opponent's Willpower). The paralysis lasts one scene or until the foe is physically or magically attacked.

Umbral Compass (Uktenna Rank 2 - Sky Dancer Camp)

This Gift helps the Garou cross the Gauntlet and traverse the Umbra more easily. Once in the Umbra, the Gift helps the Garou orient herself so she has less chance of becoming lost or confused as to where she is. Further, it seems to urge the Garou toward a direction she needs to travel. Thus, if something terrible is happening in the Umbra, use of this Gift will point the Garou right toward it. This could be a good thing or very inconvenient and potentially deadly, depending on the Garou's point of view and her ability to talk or fight her way out of difficult situations. This Gift is taught by a Bird spirit.

System: The player rolls Perception + Survival (difficulty 7). A single success allows the Garou to lower the difficulty of crossing the Gauntlet by one and to find her way through the Umbra with little difficulty. If she then needs guidance while in the Umbra, she may roll her Gnosis (difficulty 6) to find her way. Should the Garou using Umbral Compass botch her roll to cross through the Gauntlet, she is allowed to make a single Gnosis roll (difficulty 8) to escape the effects of the botch. Failure on this roll means the botch takes effect as normal, while a botched means the caught Garou is difficult for others to find and free.

Umbral Tether (Theurge Rank 2)

Although most Theurges would never admit it, even they can become lost in the spirit world from time to time. This Gift allows the werewolf to spin a spiritual line, resembling spider silk, behind her as she explores the Umbra. Only the Garou using the Gift can see the trail, thus increasing the Theurge's reputation as master of the spirit world. A spider spirit teaches this gift.

System: The player does not need to roll to create the trail, but must spend one Gnosis point for every hour of Umbral travel to maintain it. At dawn, the player must spend an additional Gnosis point to maintain the trail in the physical world. Although only the werewolf using this Gift can see her trail, some Gaffling pests occasionally sever or alter the tail without knowing it.
Alternative Versions
From: WW3e (Theurge Rank 1)

As above, but rank 1.

Unnatural Camoflage (Homid Rank 2)

This odd Gift allows the Garou who employs it to merge in with the homids around him, not appearing out of place or unusual in the circumstances in which they find themselves. However, the Garou is not able to interact with any of the people around them without the illusion dropping.
The Gift will even seem to clothe the Garou appropriately for the current environment, and subtley change that appearance if the Garou moves. So a Garou who was in a lift with a number of corporate drones would appear to be wearing a similar sort of suit to their companions, but if they then joined a group of skaters, their apparently clothing would change to jeans and baggy tops.
This Gift has been of great use in the past to Garou who find themselves with insufficient amounts of dedicated clothing when forced to change form, or step sideways.

System: The player spends a Gnosis point to activate the Gift. For the rest of the scene, the character is shrouded in an illusion of the appropriate appearance, even as far as hiding tattoos or scars. If the ST feels that they are in a situation where a surrounding homid might interact with them, the player can roll Wits + Subterfuge (difficulty as appropriate) to avoid the contact - else the Gift drops immediately, revealing the Garou for what they are. This Gift only works on characters in Homid form.
Taught by: Spirits of illusion or trickster spirits
Book: Damien

Voice of Reason (Child of Gaia Rank 2)

All too often, emotions obscure rational thought and turn normal people, both human and Garou, into a bloodthirsty mob. The Children of Gaia use this Gift to break through the emotional cloud and bring reason back to such a crowd. Once her words reach her listeners' ears, the Gift forces them to pay attention. It quells emotional distractions and imparts a moment of clarity on the audience. While the Gift does not disperse the members of a mob, it does give them a chance to rethink their actions. A Reason-spirit teaches this Gift.

System: The audience must hear the Child of Gaia for this Gift to work. If she is unable to speak, or cannot be heard over the roar of the crowd, the Gift has no effect. The player must also spend one Willpower point. For every success on a Charisma + Empathy roll, two people come to their senses and shake off the mob mentality. If the Gift can affect the majority of the group, the mob disperses.
Taught by: Reason-spirit
Book: Wild West Companion

Ward of the Road (Bone Gnawer Rank 2)

This allows a Garou to leap from a quickly moving vehicle and remain undamaged. The Gift is taught by a spirit of the road.

System: By spending one Willpower point and scoring at least one success on a Stamina + Survival roll (difficulty 6), the Garou takes no damage from the fall. If he fails, however, he takes full damage; if he botches, he takes double damage (he fell on his ankle, etc.). The Garou can also leap from tall buildings in this manner, but it requires one success per story to negate damage.

Warrior's Draught (Fianna Rank 2)

By stirring a bit of his own blood into a jack of wine, beer, ale or mead, the Fianna transforms the drink into a potent elixir. Once quaffed, this potion drives the drinker into a beserk rage, lending him even more strength than usual during his fury. The Fianna often use this Gift when alone and making a desperate stand, but many Ragabash also use the draught to wreak havoc in the household of an enemy by serving it to their foe's loyal retainer.
This Gift is taught by a Boar-spirit

System: The Fianna spends a point of Gnosis as he mixes the draft. The eleixir remains potent for a day (the Fianna may increase the duration by one day for every extra Gnosis point he expends during mixing). Once drunk, the draught drives the drinker into a beserk frenzy - but for the duration of the frenzy, she gains an additional dot in Strength and Stamina.
Taught by: Boar spirits
Book: WW:tDA

Wearing the Bear Shirt (Get of Fenris Rank 2)

When a Garou with this gift frenzies, he will always enter a berserk frenzy, never a fox frenzy. This Gift is taught by a Bear-spirit.

System: No roll is required; once this Gift is learned, the effects are automatic. In addition, the Garou can make a Willpower roll to resist any Gifts, Disciplines, Arcanos or other powers that incite fear, even if a resistance roll is normally not allowed.

Whore's Vengeance (Black Fury Rank 2)

This Gift affects the most sensitive areas of the human or animal anatomy. By causing either minor irritation or wracking pain, Whore's Vengeance can distract or even incapacitate a victim. The target of this Gift need never have visited a house of ill-repute, nor does the Gift user need to practice the profession. A spirit of Lust teaches this Gift.

System: The player rolls her Intelligence + Medicine (difficulty equals the target's Willpower). If the roll succeeds, the target breaks out in a painful rash in his or her sensitive region. Each success subtracts one die from the target's Dice Pool for the remainder of the scene. This Gift affects only living animals (including humans) and has no effect on spirits or the undead.
Taught by: spirit of Lust
Book: Wild West Companion

Word of Honor (Silver Fang Rank 2)

To a Silver Fang, honour is everything. This Gift imbues a Garou's words with his honourable bearing. As long as the Silver Fang speaks the truth, others believe him. An Eagle spirit teaches the Silver Fangs how to speak clear and true.

System: By spending a Gnosis point, the Silver Fang can make every word he says bear the ring of truth. Anyone who listens hears that the Gift user speaks true. Listeners are not necessarily inclined to obey the Fang or follow his suggestions, but the facts are clear. The Silver Fang must speak the truth, or the Gift automatically backfires.

Wriggle (Metis Rank 2)

Metis sometimes have to hide in all the wrong places at the wrong times. With this Gift, they can take best advantage of their surroudings to get away and take a breather. The spirit of a Cockroach teaches this gift.

System: Spend a Gnosis point and the Gift takes effect immediately. For the rest of the scene, no matter what her form, the metis can squeeze into a space no less than half the size of her body. Storytellers should make judgements on space limitations.
Taught by: Cockroach
Book: GotC

Wyld Ferocity (Lupus Rank 2)

The harsh, untamed wilderness frequently brings death to humans who venture into it unprepared. With this Gift, the Garou can heighten the fear humans have of the wild. A panic-stricken human may be unable to act or have to flee the area. An Ancestor-spirit teaches this Gift.

System: The Garou must spend one Rage point to activate the Gift and must growl (even in human form) for the effect to work. All normal humans lose one die from their Dice Pools within 20 feet of the Garou. Those humans not used to dealing with wild animals must make a Willpower roll (difficulty equals the Garou's Rage) or flee the area.
Taught by: Ancestor-spirit
Book: Wild West Companion

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