Rank 3 Gifts

Adaption (Silent Strider Rank 3)

The Garou may exist in any environment, regardless of pressure, temperature or atmospheric composition. The Garou also takes no damage from poison or disease, though concentrated flame or radiation still affects the Garou normally. This Gift is taught by a Bear-spirit

System: The Garou spends one Gnosis point and rolls Stamina + Survival (difficulty 7). The effects last for one hour per success and may be extended by spending Gnosis. This Gift may be applied to others as well as the Garou who possesses it.

Alberich's Claws (Get of Fenris Rank 3)

Alberich was a dwarven king who had his castle below the ground, carved out of the rock itself. Get of Fenris with this Gift could well have been amongst the builders of that palace, for their claws can slice directly through stone, steel or any other inanimate material as if it were butter. It is taught by a mole spirit or earth elemental.

System: The player spends one point of Rage. If the Fenrir's next attack is performed with natural weaponry and strikes an inanimate object, it ausomatically does an extra ten levels of damage.
Taught by: Mole or earth elementals
Book: PG3e

Anahata (Stargazer Rank 3 - Kundalini)

The heart center stirs, opening the Garou up to normally unseen perceptions concerning others. She can sense what they are feeling and know the best way to make them listen to her (although they cannot be coerced into acting against their wills).

System: The players rolls Charisma + Empathy and spends one Gnosis point. For the rest of the scene, the Stargazer can sense the surface emotions (anger, frustration, joy, etc) or those who directly interact with her. After three or more turns of interacting with that person, the player may make a Perception + Empathy eoll; each success lowers difficulties on any rolls to sway that person, and he will be especially receptive to wisdom or advice from the Stargazer. The Stargazer can also attempt to avert any angry action against herself in such ways.

Ancestral Recall (Uktenna Rank 3 - Earth Guide Camp)

By accustoming themselves to a particular area or tribal group, the Earth Guides can "recall" pertinent information about tribal practices or traditions that may have been lost over time. This might uncover hidden lore of the tribe or simply reveal everyday information not generally known by outsiders. The Gift is taught by an Uktena Ancestor spirit. The Garou using this Gift need not have Past Life.

System: The Garou must have spent at least 24 hours in the presence of those whose tribal memories she is trying to access. The player then rolls Perception + Enigmas (difficulty 7). The number of successes determines the strength and obscurity of the information available. If the Garou can access hidden or forgotten lore, the player must spend a point of Gnosis to learn it.

Awaken Beast (Metis Rank 3)

This is the old ability out of legends and folklore; the power to change someone else into a werewolf by biting him. If the Gift is successfully used on a victim, their Beast awakens and they begin to Frenzy. The effect lasts for a single scene, although a human bit with this Gift may develop permanent derangements.

System: After a successful bite attack, the metis' player may spend a Gnosis point and roll Manipulation + Primal Urge (difficulty 6) against a resisted roll of the target's Willpower (difficulty 7) - B'et'e may add their Primal Urge score to the Willpower pool. If the attack is successful, the victim begins to Frenzy and will come to believe they are a werewolf.

Bacchantes' Rage (Black Fury Rank 3)

When deep in the wilds, the Black Furies can use this Gift to inflict extra damage. Even the toughest Get have walked away with a battle scar due to the effects of this potent Gift - and some haven't walked away at all. This Gift is taught by a Wyld spirit.

System: The Garou spends two Gnosis points to activate the Gift. During combat, she may spend Rage points to deal extra damage after a wounding hit; every point spent causes one additional, unsoakable Health Level of damage.

Banish Totem (Uktenna Rank 3)

By speaking words of forbiddance, the Uktena can bar pack or personal totems from giving their children aid. Doing so also disrupts the spiritual rapport between packmates, making it difficulty for them to execute pack tactics or work in concert. An ancestor spirit teaches this Gift.

System: The Uktena must concentrate for a full turn, and he must know which totem his victim's follow. The player spends a Gnosis point and a Willpower point and he rolls Gnosis at a difficulty of the pack's combined Totem scores (max 10). If successful, the pack members lose all Traits associated with their totem, and they cannot use pack tactics or act in concert for the remainder of the scene.If the Uktena is rendered unconscious or killed, the Gift is cancelled.
Taught by: Ancestor spirits
Book: WW3e

Beg (Bone Gnawer Rank 3)

By playing upon the compassion of others, Bone Gnawers can generate an amazing amount of pity. By exaggerating her miserable state, a clever Bone Gnawer can gain favour with people who have too much anyway. By groveling or telling her particular sob story, she might get a handout, a favour or at least a good meal. A pigeon spirit teaches this Gift, which is one reason only Bone Gnawers ever learn it.

System: The players must spend one Gnosis point and roll Manipulation and Performance. If the roleplaying is particularly moving, the player can forgo the roll at the Storyteller's discretion. The difficulty depends on the target; a charitable Child of Gaia might be a 4, whereas an overbearing Get of Fenris might be a 9. The number of successes determines the amount of pity generated and the generosity of the favour.

Bloody Feast (Wendigo Rank 3)

Great Wendigo, as a hungry cannibalistic spirit, can teach his favoured children the ability to gain added strength from an enemy's flesh and blood. An avatar of Great Wendigo teaches this Gift.

System: To activate this Gift, the Garou must first bite his opponent and be able to taste blood - meaning he must inflict at least one health level of damage, and his victim must be something that bleeds. If his opponent has toxic blood or none at all, this Gift will not work. The player then rolls Gnosis at a difficulty of the opponent's Stamina +3 (max 10). The Wendigo gains one extra dot in Strength for every two health levels inflicted by the bite (maximum of +5). The extra Strength bonus lasts for one turn per success on the Gnosis roll. However, flesh and blood can be addictive - the Wendigo's player must make an immediate frenzy roll the turn after activating the Gift.
Taught by: Wendigo
Book: WW3e

Bonds that Tie Us (Philodox Rank 3)

The Philodox is mediator and judge, but is also investigator. The Gift assists a Philodox with such matters by revealing any emotions and opinions that exist between two people. Many Garou detest this Gift, since it is indiscriminate, revealing any emotion that may exist. It is taught by an Ant spirit.

System: The player spends one Rage as the Philodox taps deep into his own wellspring of emotion, connecting those emotions to those of his target. After this, the Philodox whispers the name of a person with whom the target has a relationship, and the Philodox will immediately feel every emotion toward that person that the target has. These emotions aren't real (at least to the Philodox), but they certainly feel it, and it is wise to avoid the person to whom those emotions are directed for as long as the effect lasts (one scene). A Garou or other supernatural that does not wish to cooperate with the Gift may roll their Willpower (difficulty of the Philodox's rage) with a success preventing use of this Gift.
Taught by: Ant spirits
Book: PG3e

Cairbre's Tongue (Fianna Rank 3 - Songkeeper)

This Gift was used by the ancient songmaster Galliard Cairbre to show his people the corruption of Breas the Beautiful. By speaking our harshly against or satirize someone who is Wyrm-tainted, the possessor of this Gift will cause the Wyrm-taint to appear as splotches on his target's face, lowering the target's Appearance. This Gift is taught by faeries and Fianna ancestor spirits.

System: The Garou using this Gift must spend a Gnosis point, then roll Manipulation + Performance against a difficulty of the opponent's Willpower. If the roll succeeds, and the target is Wyrm-tainted, then she loses a point of Appearance for every success as incriminating blotches spread across her face and body. These marks last for a scene. If the roll fails, or the target is not Wyrm corrupted, nothing happens.

Call Flame Spirit (Uktenna Rank 3)

The Garou may summon a spirit of fire to perform one task for her. She must have a fire source for this Gift, even if it is only a cigarette lighter. The fire spirit will ignite flammable objects or hurl itself at her foe, blasting it in a great explosion as it departs the material world. This Gift is taught by a fire elemental.

System: The Garou spends one Gnosis point and rolls Manipulation + Occult (difficulty 8). A spirit's explosion inflicts two dice of aggravated damage plus another dice for each success rolled. A botch on the summoning roll calls a hostile spirit.

Call the Rust (Bone Gnawer Rank 3)

By whistling softly through his teet, the Bone Gnawer can summon a sudden and destructive rust onto metal in his vicinity. Spearheads crumble, swords corrode and mail falls apart at the werewolf's command. Some Gnawers use this trick to protect their kin from armed men in a humane fashion, but others prefer to inflicit little poetic justices - such as attending the latest bear-baiting and corroding the chain holding the bear in question.
This Gift is taught by a Water spirit.

System: The player spends a point of Gnosis and rolls Wits + Crafts. Each success allows the Gnawer to corrode one ferrous metal object into fragile uselessness, although detailed works such as a chain hauberk count as two objects. The Garou need not be touching the object at the time, but he must be able to see it and be within conversational earshot.
Taught by: Water spirit
Book: WW:tDA

Catfeet (Lupus Rank 3)

This Gift gives the Garou the agility of a cat, making him immune to falls under 100 feet (he lands on his feet just right). He also has perfect balance even on the most slippery surfaces, and the difficulties of all combat actions involving body slams and grappling are reduced by two. This Gift is taught by a Cat-spirit.

System: The Garou does not need to expend points or roll for this ability; it becomes innate to those who learn the Gift.

Chameleon (Metis Rank 3)

Like the Gift's reptilian namesake, the Garou can blend with her natural surroundings. Unlike the lizard, however, the Gift user shifts fluidly with changing backgrounds, thus allowing the Garou to move about and even attack. A Chameleon-spirit teaches this Gift.

System: The player spends one Gnosis point to activate the Gift. Anyone trying to see the Garuo, even in open ground, must make Perception rolls (difficulty equals the Garou's Wits + Stelath). Failure indicates that the Garou remains undetected. Once the Garou attackes, the difficulty drops by three. Note that the Gift affects only visual senses, and it provides no camouflage for sound or scent.
Taught by: Chameleon-Spirit
Book: Wild West Companion

Chant of Morpheus (Child of Gaia Rank 3)

The user of this Gift can induce a long, restful slumber in the target. Although the Gift will not stop a frenzied werewolf, it can ward off a frenzy before one take place. The Gift disinclines any hostile activity after the peaceful rest. Also, the waking victim is able to think much more clearly. An Opossum spirit teaches this Gift to individuals with patience and a lot of time.

System: The number of successes on a Charisma + Enigmas roll (difficulty equal to the opponent's Willpower) determines the number of hours that the target sleeps. One Gnosis point activates this power. For one hour after waking, the target must spend a Willpower point to take any hostile action against the user of this Gift. Any attacks directed at the sleeper awaken her immediately and end the effects of the Gift.

Chill of Early Frost (Wendigo Rank 3)

The Garou invokes the spirits of winter in a great ritual, summoning biting winds that whistle and shriek through the area. The chill is as much mystical as it is physical, sent from the domain of great Wendigo himself.

System: The Garou chants for an hour and spends one Gnosis point. She then rolls Intelligence + Occult against a difficulty depending on the temperature (4 if it is already winter, 6 on a 20C spring day, 9 in the midst of a summer heat wave). Success drops the temperature in a five-mile radius to below freezing (or even further if it was already winter). Anyone without a natural fur coating subtract two from all Dice Pools and may suffer damage from the bitter cold. The effect lasts for one hour per success.

Chill of Early Frost (Get of Fenris Rank 3 - Ymir's Sweat)

The Garou invokes the spirits of winter in a great ritual, summoning biting winds that whistle and shriek through the area. The chill is as much mystical as it is physical, sent from the domain of great Wendigo himself.

System: The Garou chants for an hour and spends one Gnosis point. She then rolls Intelligence + Occult against a difficulty depending on the temperature (4 if it is already winter, 6 on a 20C spring day, 9 in the midst of a summer heat wave). Success drops the temperature in a five-mile radius to below freezing (or even further if it was already winter). Anyone without a natural fur coating subtract two from all Dice Pools and may suffer damage from the bitter cold. The effect lasts for one hour per success.

Claim of Authority (Silver Fang Rank 3)

There are times when a Silver Fang cannot be present at important moots or meetings, and must send another Garou in her place. To make sure that any advantages to be gained aren't neglected, a Silver Fang with this Gift can grant her messenger some of her own natural authority. It is taught by an ancestor spirit.

System: The Silver Fang spends on one point of Gnosis and one point of Willpower before selecting a Garou as her representative. For a week thereafter, the representative is considered to possess the same level of Pure Breed as the Silver FAng, so long as she notes the name of the Silver Fang she speaks for. This Gift may not be used on an unwilling target.
Taught by: Ancestor spirit
Book: PG3e

Clarity (Stargazer Rank 3)

The Garou is able to see through fog, pitch darkness and even recognise illusions or invisibility. The Gift is taught by a Wind spirit.

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

Combat Healing (Ahroun Rank 3)

The Ahroun are famous for their ability to fight - it's their purpose in life. This Gift allows a Garou to heal wounds during combat without hesitation or even a moment's pause. Wolverine spirits teach this Gift, although they usually have to be bested in combat first.

System: The player spends two Rage points to activate this Gift. The Garou may now heal two wounds per round without having to pause or roll. In addition, aggravated wounds may be healed at a cost of one Rage point per additional wound.
Book: Damien

Consumption of Machine Essence (Glass Walker Rank 3)

This Gift allows the Garou who posesses it to consume the essence of some form of Weaver technology, and thus gain a measure of its power and abilities. The Garou must literally consume the item - thus only objects which can fit within even the generous mouth of a crinos form are able to be affected by this Gift. This Gift only affects crafted and created items - a sharpened stick or a fire would not be proper components.
Once absorbed, the Garou is able to continue to use the item in a spiritual form - an absorbed key can be used to unlock its matching door, a pen can still be used to write - but the Garou need only touch the item to be affected. To the outside observer, the Garou using absorbed objects does not have the object in hand - they are somehow writing with a finger, or pointing at someone and yelling Bang. The objects behave as they would in life - swallowed binoculars would only have the same magnification as they did before being used in the Gift, bullets fired from an absorbed gun would have the same forensic fingerprint as if the Garou had used it in hand, etc. Once objects have been affected by the Gift, they also work within the Umbra as they would in the Realm.

System: Any object to be consumed must first be invested with some spiritual essence via the Talisman Dedication ritual. The Garou must take the object into the Umbra, where they eat the object while activating the Gift. To activate, the Garou spends a point of Gnosis and rolls Wits + Primal Urge at a difficulty depending on the complexity of the item - an item with a simple function like a knife or key would be difficulty 5, whereas a PDA might be difficulty 9. As stated, the Garou must be able to consume the item - they do not literally need to chew and swallow it, but they must be able to close their mouth around it - successfully activating the Gift means that the object is absorbed, while an unsucessful attempt will leave the Garou coughing and gagging at the object now lodged in the mouth or windpipe.
Once the object is successfully absorbed, the Garou must spend a willpower point to use it. If a roll would normally be required to successfully use the item, that roll still applies (Dexterity + Firearms, for instance) at its normal difficulty.
Although the object is absorbed, it still counts towards the maximum number of objects that a Garou can dedicate with the Talisman Dedication ritual. The Garou can expunge an absorbed object only within the Umbra, and it is expelled in a spirit form only - the material form is destroyed as part of the Gift.
Taught by: Bower birds and Weaver spiders
Book: Damien

Control Complex Machines (Glass Walker Rank 3)

The Garou may bargain with the strange spirit life of the electronic world, thereby controlling cars, calculators, computers, video games, et al. The Gift is taught by a Net-Spider (the knowledge is sometimes stolen from the spirit, much as a cracker copies protected files).

System: The Garou spends one Willpower point and rolls Manipulation + an appropriate skill (Computer, Science, Electronics) against a difficulty ascertained by the Storyteller (usually 8). This control lasts for the duration of the scene.

Conundrum (Stargazer Rank 3)

A Stargazer with this Gift can introduce an unsolvable problem into a victim's mind. Depending on the effectiveness, the target could be completely immobilised by her new, fascinating train of thought. The effect varies with every individual, but it usually derives from the target's personality: A computer hacking Glass Walker might try to discover the last digit of pi, while a Bone Gnawer might try to reason why, indeed, did the chicken cross the road. An avatar of the Chimera teaches this Gift, but the Garou must first solve her instructor's puzzle.

System: The Stargazer rolls her Manipulation + Subterfuge (difficulty of the opponents Wits + Enigmas). The number of successes indicates the complexity of the problem and the extent to which the target is distracted. Each success also subtracts one die from the target's Dice Pools for an equal number of rounds. Each Willpower point the target spends reduces the effectiveness of this Gift by 1.

Conundrum (Stargazer Rank 3)

The character can cut through any falsity, illusion or bullshit with a few choice words. The words cannot be profane and must come in the form of a short haiku poem or koan. This Gift is taught by a Crow spirit or a Chimerling.

System: The player rolls Wits + Expression and spends one Gnosis point. Any illusion designed to foll others is revealed as such - even Bastet Den-Realms can be discovered with this Gift. In addition, anyone trying to lie at that moment is revealed as a liar - his words instead speak his true intent.

Coup De Grace (Black Fury Rank 3)

The Garou studies her foe, seeking the best place to land a blow, then sets herself up to deliver a devastating attack the following turn. This Gift is taught by an Owl spirit.

System: The Garou spends one Willpower point and rolls Perception + Medicine (difficulty of the target's Stamina + Dodge). If successful, the Garou doubles the damage dice on her next blow, assuming it hits.

Coup De Grace (Get of Fenris Rank 3 - Fangs of Garm)

The Garou studies her foe, seeking the best place to land a blow, then sets herself up to deliver a devastating attack the following turn. This Gift is taught by an Owl spirit.

System: The Garou spends one Willpower point and rolls Perception + Medicine (difficulty of the target's Stamina + Dodge). If successful, the Garou doubles the damage dice on her next blow, assuming it hits.

Curse of Corruption (Shadow Lord Rank 3)

The Shadow Lords, never a tribe to play fair, designed this Gift to discredit their rivals. Victims of this curse find themselves doubted by even their staunchest allies. Despite a target's most noble exertions, no one believes anything he has to say until the curse fades. A jackal spirit teaches this Gift.

System: The Shadow Lord rolls her Gnosis against a difficulty of the target's Gnosis. The number of successes indicates the number of turns the victim suffers from the curse. Until it fades, everything the victim says sounds dishonest. The Shadow Lord must spend a Willpower point to activate this Gift.

Curse the Betrayer (Philodox Rank 3)

Anyone who cheats the Philodox pays for his dishonesty. After entering a pact with the Garou, bad luck follows anyone who violates the agreement (including the user).

System: The Garou must enter a pact with someone. To seal the bargain and make the Gift active, the participants must shake hands, share a smoke or make a toast to seal the arrangement. Should either individual break the bargain, double every 1 he rolls for the rest of the story when calculating botches. An Honor-spirit teaches this Gift.
Taught by: Honor-spirit
Book: Wild West Companion

Dark Aerie (Shadow Lord Rank 3 - Children of Crow)

The Garou may hover and float in the air. This Gift is taught by Crow. The servant of Crow is enveloped by shadow as he escapes.

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 + Stealth (difficulty 7), and the difficulties of all complex actions, such as combat, are increased by two.

Data Flow (Glass Walker Rank 3)

The Glass Walkers originally developed this Gift as a "remote control" for new electronic devices. As the computer gained importance, this Gift gained a whole new utility. Glass Walkers now use this ability to take control of the data resources that are so important to the world's economy and to the world in general. By focussing her attention on a single computer, a Glass Walker can take control of that machine from across the room. She can order it to erase its memory, alter security clearances, transmit false data or simply print a document. An electrical spirit or the even more complex computer spirits can teach this Gift.

System: A successful Wits + Computer roll (difficulty 7) plus the expenditure of one Gnosis point establishes contact with the computer. as long as the Garou keeps her target in line of sight, she can maintain contact with the machine. While this Gift allows remote access, the Garou must still make all the appropriate rolls to manipulate the computer.

Dazzle (Child of Gaia Rank 3)

The Garou can overwhelm a target with the beauty and glory of Gaia. This Gift is taught by a Unicorn spirit.

System: The Garou rolls Charisma + Empathy (difficulty of the target's Willpower). So long as the target is not attacked, it will stand mutely in awe for the remainder of the scene. This Gift may only be attempted once per target per scene.

Death Track (Silent Strider Rank 3)

Sometimes someone's journey ends too soon, such as a man dying before he can tell the Silent Strider important information. Silent Striders with this Gift do not let the end of someone else's journey be the end of theirs. As long as the Silent Strider can find the body, they can then follow the trails of the spirit until they find the ghost. A servant of Owl teaches this Gift.

System: The Silent Strider stands over the body of the dead. Then, the player spends one point of Gnosis and rolls Perception + Occult, difficulty 7. One success is needed to smell the direction of the ghost from the body. Every day the search continues, another Perception + Occult roll must be made, with one additional success required for each day spent searching. The Storyteller determines how far away the ghost is.
Taught by: Servants of Owl
Book: PG3e
Alternative Versions
From: Damien (Silent Strider Rank 3)

System: Additional: only the ghosts of those who had a task left undone on their mind at the time of death may be found with this Gift. Unless the task in question concerned the Silent Strider using the Gift, the difficulty is 8.

Death Whispers (Lupus Rank 3)

The ancient Greeks associated the wolf with death. Hecate wore three wolf heads, while Charon wore wolf ears. Lupus with this Gift echo that connection. By standing entirely still near a recently dead body, the lupus can hear the final worlds of the deceased. These words are often rambling and incoherent, but can provide clues and understanding of what happened at the moment of their death, or of their most prominent thoughts at the moment of their demise.

System: The lupus must stand next to the corpse and stay entirely still, trying to hear the very soft whispers. The player then rolls Perception + Occult (diff 7). To successfully hear the death whispers, the lupus must obtain more successes than the number of hours the body has been dead. More successes than required increase the clarity of the whisper. This Gift may be attempt only once per dead body.
Taught by: Wolf
Book: PG3e

Deliberate Misinformation (Bone Gnawer Rank 3)

The Garou can slip confusing and contrary information into his target's conversation, making their plans fall apart or otherwise causing them to suffer from a gross breakdown in communications. Opponents in the immediate vicinity of the Garou mishear each other or misinterpret instructions. The information affected by this Gift must be communicated verbally - either in person or through the use of a direct communication device such as a telephone or other transmission device.

System: The player rolls Perception + Linguistics (difficulty of the target's Willpower, or the highest Willpower in the target group). Each success allows the character to subject one opponent to the effects of this Gift. All actions that result from information communicated verbally receive a +2 difficulty; simple orders, such as proceeding to a certain address or moving to the left or right flank in battle, automatically go awry. The Gift lasts for one scene.
Taught by: Mitanu
Book: RatH

Deliberate Misinformation (Ragabash Rank 3)

The Garou can slip confusing and contrary information into his target's conversation, making their plans fall apart or otherwise causing them to suffer from a gross breakdown in communications. Opponents in the immediate vicinity of the Garou mishear each other or misinterpret instructions. The information affected by this Gift must be communicated verbally - either in person or through the use of a direct communication device such as a telephone or other transmission device.

System: The player rolls Perception + Linguistics (difficulty of the target's Willpower, or the highest Willpower in the target group). Each success allows the character to subject one opponent to the effects of this Gift. All actions that result from information communicated verbally receive a +2 difficulty; simple orders, such as proceeding to a certain address or moving to the left or right flank in battle, automatically go awry. The Gift lasts for one scene.
Taught by: Mitanu
Book: RatH

Direct the Storm (Shadow Lord Rank 3)

Having a packmate who is prone to frenzy isn't safe for anyone. With this Gift, the Shadow Lord can direct the primal instincts of a frenzied Garou - friend or foe - causing him to attack targets of the Lord's choice. A stormcrow teaches this Gift.

System: The player spends a point of Gnosis and rolls Willpower (difficulty of the target's Rage). Success indicates that the Shadow Lord controls the target's frenzy and can set him on anyone she chooses. Using this Gift on a Garou in the Thrall of the Wyrm is possible, but doing so requires the player to roll Rage (difficulty 7) to check for frenzy for her own character.
Taught by: Stormcrow
Book: WW3e

Disquiet (Homid Rank 3)

The Garou causes the subject of this Gift to feel inexplicably depressed and withdrawn. The subject will find it hard to use his anger (Rage) or concentrate effectively on tasks. This Gift is taught by an Ancestor-spirit.

System: The Garou rolls Manipulation + Empathy against a difficulty equal to the Willpower of the opponent. If successful, that opponent will not be able to recover Rage for the duration of the scene; furthermore, all difficulties for extended actions (not combat) are increased by one.

Dominance Blow (Silver Fang Rank 3)

Smart Garou know to pay the Silver Fangs their due. Stupid ones openly challenge them, and force the Silver Fangs to assert their dominance. This Gift allows a Silver Fang to easily knock down would-be rebels by connecting physical dominance with rightful leadership. When this Gift is working, might does make right. Lupus Silver Fangs are fond of this Gift, which resembles wolf understandings of alpha standing. A wolf-spirit teaches this Gift

System: The player spends one point of Rage, and rolls Charisma + Brawl, difficulty 7. If the rolls succeeds, then every blow the Silver Fang strikes against a specific target grants the Silver Fang an additional die in all Social rolls against that target, allowing him to browbeat or intimidate the target more easily. The blow need not be full force to grant the bonus, which lasts for one day.
Taught by: Wolf spirits
Book: PG3e

Elemental Favour (Glass Walker Rank 3)

By cajoling a nearby urban elemental, the Garou can get the elemental to perform one "favor" for her. This can include the manipulation or even destruction of the elemental's housing - thus a metal vault door might unlock itself, a glass sheet might explode at the Garou's enemies, cables might coil around the Garou's opponents, etc. This Gift is taught by any urban elemental.

System: The Garou rolls Charisma + Subterfuge against a difficulty of the elemental's Gnosis.

Elemental Favour (Red Talon Rank 3)

By cajoling a nearby elemental, the Garou can get the elemental to perform one "favor" for her. This can include the manipulation or even destruction of the elemental's material reflection - thus a rock might roll onto enemies, fire may explode, water may flow at the Garou's whim, or winds may knock foes to their feet. This Gift is taught by any elemental.

System: The Garou rolls Charisma + Subterfuge against a difficulty of the elemental's Gnosis.

Empty Hand (Ragabash Rank 3)

The Garou's hand may seem to grasp the air, while in reality it may hold a pistol or even a stick of dynamite. This Gift obscures one possession for the Garou, making it completely undetectable to others. A Raccoon-spirit teaches this Gift.

System: The player grasps the item and spends one Willpower point to make the object undetectable. The object must be hand-held and should not be larger than the Garou's arm. For one scene, the item remains undetectable to all senses (including peeking from the Umbra) except touch, even if the Garou drops it. Unfortunately, even the Gift user can't see the item, so dropping it is bad.
Taught by: Raccoon-spirit
Book: Wild West Companion

Exorcism (Theurge Rank 3)

This is the Gift of ejecting spirits from places or objects, whether they are there voluntarily or are bound there. This Gift is taught by any Incarna avatar.

System: If a spirit does not wish to leave, the character must make a Manipulation + Intimidation roll (difficulty of the spirit's Willpower). If the spirit has been bound to its lodging place (or into a fetish), then the Exorcist must make a Wits + Subterfuge roll (difficulty 8) and gain more successes than the binder did when tying the spirit to its location.

Eye of the Cobra (Galliard Rank 3)

With but a look, the Garou can attract anyone to his side. This Gift is taught by a Snake-spirit.

System: The Garou rolls Appearance + Enigmas (difficulty of the target's Willpower). The Garou needs three successes to bring the target to his side; fewer at least start the victim moving in the right direction.

Eyes of Ma'at (Silent Strider Rank 3)

When a Strider invokes the power of ma'at itself, she may discern levels of truth invisible to even the canniest investigators With this Gift, she may perceive innocence and truth, should they reside in the breats of those she encounters. This Gift is taught by an Ibis or Baboon spirit.

System: This Gift acts much as the Philodox Git: Truth of Gaia. However, the Garou may make Perception + Empathy rolls to determine the nature of any truths or lies the target may speak. ("Please, no, I never set foot inside her house!" "That is true, but you forced the door open so that your companions could enter. The guilt is plain and written on your heart."

Eyes of the Cat (Metis Rank 3)

The Garou may see clearly in pitch darkness. The Garou's eyes will glow a lambent green while this power is in effect. This Gift is taught by a Cat-spirit.

System: The Garou must state when this Gift is in effect, but there is no roll or cost expenditure. The Garou suffers no difficulty or Dice Pool penalties from darkness.

Faerie Gate (Fianna Rank 3)

The Fianna are known for their interactions with the Fae, and this Gift is one of the more beneficial outcomes of that interaction. The Garou who possesses this Gift may enter the Umbra from the Realm by passing three times around a feature of the landscape (a tree, a large rock, a pond, etc). The Fianna slowly fades from view and appears in the Penumbra.

System: No roll is required for this Gift - the Garou simply has to spend the time to travel around the feature three times (usually about 15 - 20 seconds). The Garou cannot spend Rage for extra action while using this Gift. Whether a feature is significant enough for the Garou to use it to make the Gate is up to the ST. The Fianna may bring others with them into the spirit realms by this Gift.
Taught by: Faerie
Book: Damien

Faerie Kin (Fianna Rank 3)

The Garou can call one of more faeries to aid her. The faeries are not under the Garou's control, though they are favourably disposed to the Garou (except on a botch - Gaia help the Garou who botches this one); what they do is entirely up to the Storyteller

System: The Garou spends one Gnosis point and rolls Manipulation + Occulty (difficulty 8). Each extra Gnosis point spent over the base amount increases the faerie's raw power, while extra successes increase the faerie's numbers.

Flames of Hestia (Black Fury Rank 3)

By invoking this Gift, the Fury can produce white flames around her hands. These flames purify whatever they touch; cleansing tainted food or water. They will also help cure any damage caused by things of the Wyrm, and when used in hand to hand combat, the Gift inflicts great harm upon the creatures of the Wyrm. This Gift is taught by any spirit servant of Gaia.

System: By spending a Gnosis point and then rolling Gnosis against a difficulty of 8, the Fury can produce these flames. Each success reduces damage done by radiation, poison or disease by one Health Level. The flames do one Health Level per success in aggravated damage to Banes, fomori and Black Spiral Dancers if the Fury scores a successful hit while the Gift is invoked.
Taught by: Servant of Hestia

Fly Feet (Ragabash Rank 3)

Like an insect, the Garou can now cling to vertical surfaces. She can walk along walls or hang from a ceiling. The adhesive grip of the Garou can even assist her when catching falling objects or seizing handholds when she is falling. A fly-spirit, naturally, teaches this Gift.

System: The Garou can automatically activate this Gift with a Dexterity + Athletics rolls. The difficulty depends on the surface. For instance, wood or stone is difficulty 5; glass or ice is difficulty 9. Moving along the ceiling increases the difficulty by 1. The Storyteller should halve all movement rates unless the player rolls five or more successes.

Friend in Need (Bone Gnawer Rank 3)

It takes a lot for a pack to accept a Bone Gnawer as an equal, but once they do, the Gnawer's loyalty is unshakeable. This Gift allows a Bone Gnawer to risk all, even his own life, to aid a packmate or tribemate. A dog spirit teaches this Gift.

System: When a packmate or fellow Bone Gnawer is on danger, the character may "lend" him what he needs, be it a Gift the Bone Gnawer knows, his Rage, his Willpower, or even his own life (in the form of health levels). The Bone Gnawer cannot lend a Gift of higher rank than the recipient could know, neither can he lend Abilities or Attributes. The player must spend one Willpower point and roll Willpower (difficulty 7) and must succeed for the transfer to take place. If the roll botches, the Bone Gnawer loses the traits in question, but the recipient does not gain them. This Gift lasts until the end of the scene unless the recipient
decides to terminate it early. If the recipient dies before the Traits are returned, the Bone Gnawer loses them permanently.
Taught by: Dog
Book: WW3e

Frozen Form (Metis Rank 3)

Homids and lupus have no idea what its like to grow up as a metis, never changing from Crinos form for years upon years. This Gift, taught by any aerial spirit, lets a metis give others a taste of what spending extended time in Crinos is really like.

System: Spend a Willpower point and roll Stamina + Primal Urge, difficulty 6. For each success, the target must spend one full day in Crinos, consecutively if more than one success is rolled. This Gift works only on other Garou, including Black Spiral Dancers.
Taught by: Aerial spirits.
Book: GotC

Gathering Storm (Stargazer Rank 3 - Kailindorani)

This Gift summons a group of Wind spirits that engulf one opponent in a cyclone, buffeting her with debris and hurling her aside.

System: The player spends a Gnosis point and rolls Manipulation + Primal Urge. The opponent is thrown two yards for each success scored and also loses one Health Level per success. The opponent may soak this damage normally.

Gibberish (Silent Strider Rank 3)

This Gift destroys the ability to communicate. The Silent Strider causes one target to lose her knowledge of speech, writing and any other form of communication. Should the victim try to speak, no one can understand her. Should she try to read a telegram, the message appears to be garbled nonsense.

System: The player spends one Willpower point and rolls Manipulation + Enigmas (difficulty equals the target's Willpower). Each success removes the victim's ability to communicate for five minutes. The victim can resist with Willpower, but each point allows her to read or speak only one sentence.
Book: Wild West Companion

Gift of the Skunk (Bone Gnawer Rank 3)

With this Gift, the Garou can swell his musk glands, allowing him to spray musk like a skunk. This Gift is, of course, taught by a Skunk-spirit.

System: On any turn, the Garou may spray his musk at any target. Dexterity + Primal Urge (difficulty 7; modified by range) is required to hit. A target hit by the musk doubles over retching and must spend a Willpower point to do anything all for the remainder of the scene. Even then, however, he subtracts one from his Dice Pool for each success the Garou scored of his roll. The effect lasts for the duration of the scene or until the target rigorously bathes.

Gift of the Termite (Bone Gnawer Rank 3)

The Gnawer can cause wood and paper to rot with astonishing speed. Furniture falls apart, documents disintegrate and even buildings collapse. Obviously, one of the best instructors is a termite spirit.

System: After spending a Gnosis point, the character rolls Intelligence + Repair (difficulty 7). The number of successes determines the amount of wood or paper destroyed: One success can rot a ream of paper, three can deteriorate a wall and five successes can collapse the roof of a small building. Strategic use of this power can dramatic results even for those of lesser skill.

Good Faith (Child of Gaia Rank 3)

With this Gift, the Garou can cause all those in his presence to become filled with a sense of higher purpose. They all feel the work they must do is more important than their differences. All other distractions are gone, and they feel inspired to take reasonable positions, rather than inflexible positions or exaggerated stands intended to be bargained away. Those who resist, and continue to bargain in bad faith, become loudly and uncontrollably flatulent each time they state their position. This Gift is taught by avatars of the New World Trinity totem.

System: The Garou rolls Wits + Expression against a difficulty of 6. Anyone who actively wants to resist finding common ground or negotiating in good faith must make a resisted Willpower roll (difficulty 6) against the Garou's number of successes. If he fails to resist, his opposition will be betrayed by his sudden flatulence, and he will likely be shunned and viewed as absurdly inflexible by those who bargain in good faith.

Gremlins (Ragabash Rank 3)

The Garou can cause a technological device to malfunction merely by touching it. Use of this Gift actually intimidates the spirit that inhabits the device and causes it to function. If the Garou can sufficiently frighten the spirit, it will flee the device, causing it to malfunction permanently. This Gift is taught by a Gremlin, a type of Wyld spirit that enjoys breaking things.

System: The Garou rolls Manipulation + Intimidation; the difficulty is determined by the complexity of the item (see below). The more successes the Garou obtains, the more the device is damaged. Five successes permanently disable the device (the spirit has fled). Good roleplaying might certainly warrant one to three additional dice at the discretion of the Storyteller. Device Difficulty
Computer 4
Phone 6
Automobile 8
Knife 10

Guilt Trip (Child of Gaia Rank 3)

By unearthing buried guilt and remorse, the Child of Gaia can force another to perform an action against her own will. Even if little relation exists between the guilty conscience and the task at hand, the Gift can be effective. Better results occur when there is a direct link, however. The Gift works best when the target wants to perform the action, but pride or fear prevents her from doing so. Many urban spirits that have witnesses the cruelty of humanity toward itself know this Gift and teach it to the Garou.

System: The player must roleplay the plea; otherwise the Gift automatically fails. Excellent roleplaying can even negate the need for a roll (or even the need for the Gift). Otherwise, the player must roll Manipulation + Empathy versus the target's Willpower. One success barely gets a Bone Gnawer to lift his pinkie, whereas five successes can force a proud Silver Fang to beg for forgiveness. The target can spend Willpower points to resist this Gift.

Half-Moon Mnemonics (Silver Fang Rank 3 - Moon Lodge, Philodox)

Luna's Philodox aspect is the teacher of ways and the keeper of memories. The Garou who learns this Gift may recall any moment with crystal clarity, freezing it forever in her mind. The Garou may then study the moment at her leisure, coming at it from almost any angle. Silver Fang Philodox are forever replaying captured memories, and thus seem especially distant to others. A Sea-spirit teaches this Gift; the Garou hears indistinct water-spirit voices throughout her training. Ideally, the Silver Fang stares into water when using this Gift to recall a memory.

System: The player must spend one point of Gnosis for the character to "photograph" a moment, and must make a Wits + Alertness roll, difficulty 6. If the Garou attempts to access the memory later, the player must make an Intelligence + Occult roll (difficulty 7; 5 when the Fang is looking into water). A botch means the image disappears forever, leaving an actual hole in the Garou's memory. A Fang may have on more memories "on file" than her permanent Gnosis score, but may "dump" unwanted images at will.

Haunting Stare (Wendigo Rank 3)

(For Wendigo, the emotional impact is more guilt than horror.)
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

Heart of Fury (Ahroun Rank 3)

The Garou can steel himself against anger, suppressing his rage and containing a mental dam against the explosive frenzies of his race. This anger will eventually catch up with him, so he must vent it before it breaks free in frenzy. This Gift is taught by a Lion or Wolf spirit.

System: The Garou rolls Willpower (difficulty of his own permanent Rage). Every two successes add one to the Garou's frenzy difficulties for the scene, making it harder to frenzy. After that scene, however, past slights and injuries are remembered, refilling the Garou's heart and soul; he must spend one Willpower point or immediately make a frenzy check at regular difficulty.

Heimdall's Blade (Get of Fenris Rank 3)

This Gift turns ordinary items into spiritual manifestations of the Garou's Rage. With this Gift, even a barstool becomes a deadly weapon. An Ancestor-spirit teaches this Gift.

System: The player spends one Rage point and grasps her improvised weapon. Until the scene ends or until the Get drops it, the item has the same statistics as a cavalry sabre (difficulty 6, damage Strength +4).
Taught by: Ancestor-spirit
Book: Wild West Companion

Herding the Infant Ape (Red Talon Rank 3)

Perhaps the most unpopular Gift in the entire tribe, this Gift is hidden by Whelp's Compromise, although a few Warders of the Land use it in more… experimental ways. It turns a human child of no older than ten years old into a creature of the wild, unable to set foot in a city. Some suggest this Gift is responsible for myths such as Romulus and Remus, or the tale of Mowgli. Whelp's Compromise camp members use this to show that humans themselves can exist in harmony with Gaia, it is the City that is evil and needs to be destroyed.

System: This Gift can only be used on a human child of no more than ten years. The player pends three Gnosis and rolls Charisma + Primal Urge. The difficulty is the child's age; any child less than a year old automatically is barred from setting foot in a city for the rest of their life. For children aged one and up, the number of successes rolled becomes the number of decades that pass before they can re-enter a city. If they do so before then, they suffer incapacitating cramps, refuse to eat, and stay immobile until removed from the city.
Since this Gift only works on those too small to fend for themselves, few who use it simply abandon their charges. After all, a dead human child in the wild isn't the example the Whelp's Compromise wants to make.
Taught by: Wolf or Ape spirit
Book: PG3e

Hidden Heart (Theurge Rank 3)

This Gift allows the Garou to take a dangerous piece of knowledge she possesses and lock it away in her mind so that it becomes inaccessible without a key. The concealed information cannot be taken from her through mental powers or coercion; she can neither access the information nor remember that she has something hidden away in her mind. Until someone speaks the trigger word, performs the appropriate jesture or enacts the conditions set forth in the activation of the Gift, the Garou remains blissfully unaware of the information she has hidden from everyone - including herself.

System: Before using this Gift, the Garou must set the conditions which will cause the information to become available to her. This information should be given a trusted ally - after all, the Garou herself won't even remember that she has a key word, much less a secret. After describing the trigger, the player spends a point of Gnosis and rolls the character's Willpower (difficulty 8). Only one success is necessary for the Gift to take effect. The effect of the Gift lasts until the hidden information is triggered.
Taught by: Hakahe
Book: RatH

Hidden Heart (Uktenna Rank 3)

This Gift allows the Garou to take a dangerous piece of knowledge she possesses and lock it away in her mind so that it becomes inaccessible without a key. The concealed information cannot be taken from her through mental powers or coercion; she can neither access the information nor remember that she has something hidden away in her mind. Until someone speaks the trigger word, performs the appropriate jesture or enacts the conditions set forth in the activation of the Gift, the Garou remains blissfully unaware of the information she has hidden from everyone - including herself.

System: Before using this Gift, the Garou must set the conditions which will cause the information to become available to her. This information should be given a trusted ally - after all, the Garou herself won't even remember that she has a key word, much less a secret. After describing the trigger, the player spends a point of Gnosis and rolls the character's Willpower (difficulty 8). Only one success is necessary for the Gift to take effect. The effect of the Gift lasts until the hidden information is triggered.
Taught by: Hakahe
Book: RatH

Honor Pact (Silver Fang Rank 3 - Sun Lodge)

The Honor Pact is another Gift of diplomacy. All participants must enter into the pact willingly. Those who participate exchange blood (most often by cutting their palms open) and swear oaths to Falcon. Spiritual bonds connect participants, and they may not work against each other's interests in any way. (The Storyteller has final say in what constitutes the edict.) Packmates bound by this oath are highly resistant to the tendrils of the Defiler Wyrm. The Children of Karnak teach this Gift.

System: Three temporary Gnosis points must be spent by each participant, while four must be spent by the user of the Gift. The players must also make a Charisma + Rituals roll (difficulty 7). Previous rivalries or differences between pactmakers are greatly lessened, reducing the difficulties of all Social rolls among themselves by -2. All attempts by agents of the Defiler Wyrm to corrupt those under an Honor Pact are at +2 difficulty. Garou who invoke this Gift but who frequently squabble or fight destroy the Gift's effects over time. The effects of the Gift last forever or until a participant breaks faith. The person who does so suffers five Health Levels of aggravated damage (as he is rent by the spirit-talons of Falcon), and is marked as an oath-breaker (as the Stone of Scorn rite).

Icy Chill of Despair (Shadow Lord Rank 3)

The Garou can assume a frightening aspect, seeming to grow larger, more looming, shadowy and terrible. Viewers will hesitate and stall in fear. This Gift is taught by a Stormcrow

System: The Garou concentrates for a turn, spends a Gnosis point and rolls Manipulation + Intimidation (difficulty 7). If successful, enemies viewing this sight must make a Willpower roll (difficulty 8), scoring a number of successes equal to the Garou; failure means that the victims must spend Willpower to attack, take action against or even verbally oppose the Garou. The victims are not controlled by her, merely to cowed to struggle or oppose her. This effect lasts for the rest of the scene.

Interrogator (Shadow Lord Rank 3 - Lords of the Summit)

This Gift was originally discovered by a cult of Shadow Lords known as the Judges of Doom. A Garou may use this Gift to terrify his victim into a confession. This Gift is taught by a Fear-spirit.

System: The interrogator rolls Manipulation + Subterfuge or Interrogation; the defendant resists with a opposed Willpower roll. If the Garou succeeds, the defendant will be paralyzed with fear for one round and confess the greatest crime that he has committed during the last cycle of the moon. This is long enough for a one sentence confession, but may only by used once per moon cycle. Judges of Doom may learn this as a Level One Gift.

Invent (Glass Walker Rank 3)

By invoking this Gift, the Glass Walker can use pseudo-science to create minor gadgets and devices to get him out of a fix. The closer the theory is to the laws of Science, the more likely the Gift can fool reality for the few necessary moments.

System: The player must roll Intelligence + Repair (difficulty 8, modified by Storyteller whim). A Gnosis point must be spent to alter the material so that it will work as the Garou intends.

Invisibility (Uktenna Rank 3)

This Gift makes the Garou invisible to sight and difficult to hear or smell. When employing this Gift, the Garou must concentrate on its use at all times; the Garou may not move any faster than half speed, nor may he do anything that would distract her. This Gift is taught by a spirit servant of Uktena.

System: The Garou concentrates for a turn and spends a Gnosis point. He then rolls his Intelligence + Occult against a difficulty set by the Storyteller (based on conditions). The number of successes must be recorded; anyone who attempts to see through the invisibility must roll more successes on a Perception + Alertness roll than the Garou rolled when invoking this Gift.

Laughter (Ragabash Rank 3)

Those who learn this Gift can cause others to realise the humour of any situation - in fact, the uproarous hilarity of any situation. This Gift is taught by Tulu the Kookaburra

System: After spending a Gnosis point, the player rolls Charisma + Expression (difficulty of the target's Willpower). If successful, the target is struck by how funny the situation is and breaks into peals of laughter. Any attack made by the target against the Tulu Child suffers a penalty of the number of sucesses rolled to the dice pool (just looking at the Child is enough to cause spontaneous belly laughs).

Ley Lines (Fianna Rank 3)

By manipulating ley lines - part of an energy web that crisscrosses the planet - the Fianna can disorient world-be trackers or hunters. The victims of this Gift find themselves following false trails, making wrong turns or walking in circles. The user's trail simply disappears. The secrets of this Gift can be learned from an earth-spirit.

System: After spending a Gnosis point, the player rolls Wits + Occult (difficulty 7). Any attempt to track the Garou must follow a successful Perception + Occult roll (difficulty 8). This roll must exceed the Gift user's successes to be successful.

Lightning Rage (Glass Walker Rank 3 - Iron Riders)

The Iron Rider can channel her Rage into an electrical charge. With this Gift, she can shock opponents whom she is able to touch or who are in contact with a conductive material (e.g., metal or water). A Lightning-spirit teaches this Gift.

System: For every Rage point the player spends, she can inflict three soakable, aggravated wounds on as many Garou (or fewer).
Taught by: Lightning-spirit
Book: Wild West Companion

Lleu's Spear (Fianna Rank 3)

The name of this Gift derives from a tale of the Welsh, wherein Lleu Skillful Hand was nearly murdered by his rival Goronwy and sought retribution. Goronwy asks if gold or land will satisfy the debt, but Lleu claims that Goronwy must stand where he stood, and Lleu will throw a spear at him just as he had thrown his spear at Lleu - nothing else. Goronwy finally agrees to his fate, but asks if he can hold a stone between himself and the spear (for it was a woman who compelled him to attack Lleu). Lleu agrees - but it does Goronwy no good, for Lleu hurls the spear straight through the stone and right through his foe.
So it is with this Gift. The Fianna may invest a spear with supernatural piercing power, striking with more strength and accuracy than one might expect from a mighty Crinos. Some say that a Fianna full of spirit could even stand at a castle's gates and put a spear clean through the wall crenelation and the man standing behind it.
This Gift is taught by an ancestor spirit.

System: The Fianna concentrates with spear in hand for a full turn, makes a Willpower roll (difficulty 8), and spends a variable number of Gnosis points. Each Gnosis spent grants the Fianna two additional dice for the spear's throw; these dice may be split between the Dexterity + Athletics roll to his his target, to the damage roll (normally Strength + 2), or even spent to increase the spear's effective range (by twenty yards per dice assigned).
The Gift functions only on a spear's throw; it cannot be used to augment a blow made in melle, or any other missile attack. However, the spear need not be metal-tipped; this Gift proves very effective at placing a six-foot wooden stake through a vampire's black heart.
Taught by: Ancestor spirits
Book: WW:tDA

Loki's Touch (Get of Fenris Rank 3 - Get of Fenris Ragabash (Rotagar))

This Gift is rare among the Get of Fenris, but the Rotagar often find it necessary to cool the rages of their comrades. With just a touch, the Garou may cause a target to go into uncontrollable fits of laughter or simply to have a better sense of humor. This Gift is taught by any Trickster spirit (most often Ratatosk, the Squirrel).

System: The Garou must touch an opponent and roll Manipulation + Empathy (difficulty equal to the Rage plus the Rank of the target; maximum difficulty of 10). The fits of laughter will last for one round per success, during which time target may not take any offensive action, although he may defend himself if attacked.

Long Running (Silent Strider Rank 3)

Whether the Garou is on foot or in a vehicle, this Gift allows him to reduce the travel time on a lengthy journey. Striders use this Gift only when the need is dire; usually, they prefer to see the sights and take their time. A Horse-spirit can teach this Gift.

System: The player rolls Dexterity + Athletics (or Drive) at a difficulty equal to the local Gauntlet and spends a Gnosis point. For every success, the travel time diminishes by 5 percent. A botch increases travel time by 25% or indicates that travel has stopped altogether (due to a flat tire, twisted ankle, etc).

Mark the Enemy (Get of Fenris Rank 3 - Swords of Heimdall)

A specialised power developed by the Swords of Heimdall, this Gift marks the target with a mystical brand that only this Gift's users can see. The Swords use this brand to label their enemies so that all other Swords can see the threat. An avatar of Fenris himself teaches his children to identify their enemies thus.

System: By laying her hand on the target and successfully rolling Manipulation + Occult (difficulty 8), the Get can mark her enemy. Other Swords who know the Gift can see the mark with a successful Perception + Occult roll (difficulty 8). Any Garou who knows the Gift can remove the effect.

Mental Speech (Metis Rank 3)

The Garou may mentally communicate with another being over great distances. This does not allow mind-reading, but does allow the Garou to use Social Abilities, such as Intimidation, from a distance. The Garou must know the person with whom he is attempting to communicate (although he does not have to be friends with that person). If he does not know the person, he must have something that belongs to that person, such as a lock of his hair. This Gift is taught by a Bird-spirit or any spirit affiliated with intellect.

System: The Garou rolls Charisma + Empathy (difficulty 8). The Garou may transmit a maximum distance of 10 miles per success.

Merciful Blow (Stargazer Rank 3)

The Garou can subdue a for in combat without harming him. This Gift is taught by a Mongoose spirit.

System: The Garou spends one Gnosis point, attuning himself to the body of his foe. If his next blow (hand or weapon) strikes and does damage before a soak is rolled, the Garou may then roll Perception + Medicine (difficulty of the opponents Wits + Dodge). One or two successes on this roll cause the opponent to keep over helpless for the next turn; three or more paralyse the foe for the entire scene.

Message Glance (Silent Strider Rank 3)

The Strider can formulate a message of words or symbols that can be delivered with a single glance to the recipient's mind, and easily remembered by the recipient.

System: The player rolls Intelligence + Linguistics, difficulty 7, to formulate the message. The number of successes determines the length of the message - 5 symbols or words per success. One Gnosis must be expended to deliver the message and the target must be in sight. The target receives a -1 to all difficulties interpreting and remembering the message.

Messenger's Fortitude (Black Fury Rank 3 - Freebooters)

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.

Might of Thor (Get of Fenris Rank 3)

The Garou can immensely increase his strength, wreaking terrible havov on opponents. This Gift is taught by a Wolf spirit.

System: The Garou spends one Rage point. He then rolls Willpower (difficulty 8). The Garou may double his Strength for one turn per success, after which he will be as weak as a kitten (Physical Attributes 1, half Willpower) until he rests for an hour.

Monkey Tail (Lupus Rank 3)

Although the lupus' tail retains the appearance of a regular wolf's tail, it gains far more agility and flexibility. Although incapable of fine manipulation, the tail can grasp objects, wrap around branches or allow the Garou to hang upside down. The tail can also attack from an unexpected direction. A Monkey-spirit must be persuaded to teach a Garou this Gift

System: After learning this Gift, the Garou's tail automatically becomes prehensile whenever she likes. In order to manipulate the tail successfully, the player must make a Dexterity + Athletics roll (difficulty 6). The difficulty can increase for very delicate operations. If the Garou's strength exceeds her Stamina, she can use the tail to hang or swing. When attempting to lift objects with her tail, the Garou's strength rating is halved. If used as an attack, the damage from the tail is Strength-1.

Moonriver (Theurge Rank 3)

By using this Gift, the Garou may swiftly travel across the surface of a body of water which reflects the moonlight. She can follow a river or cross a lake so long as she follows the "trail" of the moon's light. If the light becomes obscured at any point (such as when a cloud passes across the moon), the effects of the Gift end and the Garou may have to swim or wade to shore.

System: The players rolls Dexterity + Occult. Only one success is needed for the character to gain the ability to travel the "moonriver". The Garou travels across the water with supernatural speed, typically three times her normal movement rate. No successes on the roll indicates that the moon is either not visible or does not shine over a body of water in the character's vicinity. A botch allows the character to get midway through her journey before the moon's light fails, thus stranding the character in mid-stream.
Taught by: Sokhta
Book: RatH

Moonriver (Stargazer Rank 3)

By using this Gift, the Garou may swiftly travel across the surface of a body of water which reflects the moonlight. She can follow a river or cross a lake so long as she follows the "trail" of the moon's light. If the light becomes obscured at any point (such as when a cloud passes across the moon), the effects of the Gift end and the Garou may have to swim or wade to shore.

System: The players rolls Dexterity + Occult. Only one success is needed for the character to gain the ability to travel the "moonriver". The Garou travels across the water with supernatural speed, typically three times her normal movement rate. No successes on the roll indicates that the moon is either not visible or does not shine over a body of water in the character's vicinity. A botch allows the character to get midway through her journey before the moon's light fails, thus stranding the character in mid-stream.
Taught by: Sokhta
Book: RatH

Name the Spirit (Lupus Rank 3)

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).

Nerigal's call to arms (Ahroun Rank 3)

This Gift allowes the Garou to summone to her side any creatures of spirits allied to Nerigal or appropriate to the Ice Warrior. These beings, whether Nerigal's spirit warriors or predatory animals, fight alongside the Garou for the duration of an entire battle.

System: The Garou spends a point of Gnosis and rolls Charisma + Leadership, difficulty 8. One success summons one of two creatures; additional successes increase the number of creatures or spirits that answer the summons. Thus, two successes bring up to five respondents, three successes summon up to ten creatures, four successes results in up to 15 beings while five successes brings everything within a five-mile radius of the character. Those creatures summoned serve as an army under the character's command for an entire scene. Of course, if there are no wild predators or War-spirits of Nerigal within range, the Gift fails.
Taught by: Nerigal
Book: RatH

Nerigal's call to arms (Get of Fenris Rank 3)

This Gift allowes the Garou to summone to her side any creatures of spirits allied to Nerigal or appropriate to the Ice Warrior. These beings, whether Nerigal's spirit warriors or predatory animals, fight alongside the Garou for the duration of an entire battle.

System: The Garou spends a point of Gnosis and rolls Charisma + Leadership, difficulty 8. One success summons one of two creatures; additional successes increase the number of creatures or spirits that answer the summons. Thus, two successes bring up to five respondents, three successes summon up to ten creatures, four successes results in up to 15 beings while five successes brings everything within a five-mile radius of the character. Those creatures summoned serve as an army under the character's command for an entire scene. Of course, if there are no wild predators or War-spirits of Nerigal within range, the Gift fails.
Taught by: Nerigal
Book: RatH

Oaksong (Fianna Rank 3)

By using this Gift, a Garou can communicate with inanimate objects made of wood or some other organic substance (ie: something that was once alive). The objects do not actually speak, but the Garou can sense their thoughts as images or sensations. For example, a wooden can might communicate that someone had used it for wilderness travel by filling the Garou's mind with sounds of a crashing waterfall, the musty odour of bear spoor and the image of crowded undergrowth and towering pines. A straight-backed wooden chair might allow the Garou to "see" the person who last occupied it and get a sense of the emotional state of that individual. With practice, a Garou can hold an entire wordless conversation with anything from a sturdy help rope or a mat made of woven reeds to a charred scrap of paper (made from wood pulp).

System: The user of the Gift must concentrate on what sort of information she wishes to obtain from the object as if she were asking a question. The sensations and images constitute the "answer". The player spends a point of Gnosis and rolls Perception + Enigmas (difficulty 7). Each success allows the character to formulate one question and direct it to one item. Additional successes allow the character to ask more questions (on a one-for-one basis) or else ask the same question of different objects. No successes indicate a simple failure of the Gift, while a botch provides the Garou with false or garbled information.
Taught by: Eshtarra
Book: RatH

Oaksong (Galliard Rank 3)

By using this Gift, a Garou can communicate with inanimate objects made of wood or some other organic substance (ie: something that was once alive). The objects do not actually speak, but the Garou can sense their thoughts as images or sensations. For example, a wooden can might communicate that someone had used it for wilderness travel by filling the Garou's mind with sounds of a crashing waterfall, the musty odour of bear spoor and the image of crowded undergrowth and towering pines. A straight-backed wooden chair might allow the Garou to "see" the person who last occupied it and get a sense of the emotional state of that individual. With practice, a Garou can hold an entire wordless conversation with anything from a sturdy help rope or a mat made of woven reeds to a charred scrap of paper (made from wood pulp).

System: The user of the Gift must concentrate on what sort of information she wishes to obtain from the object as if she were asking a question. The sensations and images constitute the "answer". The player spends a point of Gnosis and rolls Perception + Enigmas (difficulty 7). Each success allows the character to formulate one question and direct it to one item. Additional successes allow the character to ask more questions (on a one-for-one basis) or else ask the same question of different objects. No successes indicate a simple failure of the Gift, while a botch provides the Garou with false or garbled information.
Taught by: Eshtarra
Book: RatH

Open Moon Bridge (Ragabash Rank 3)

The Garou has the ability to open a Moon Bridge, with or without the permission of the totem of that caern. This Gift is taught by a Lune.

System: The Garou spends one Gnosis point. See the Rite of the Opened Bridge (pg. 141) for more information on opening Moon Bridges. The maximum distance that can thereby be covered is 1,000 miles.

Pall of Despar (Child of Gaia Rank 3)

This Gift inflicts a wave of despair upon a targetted individual, making the victim incapable of action due to feelings of profound melancholy.

System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty of the victim's Willpower). A successful roll causes the victim to experience a feeling similar to Harano (or, in the case of humans, clinical depression). This state of mind forces the victim to roll her Willpower in order to take any action, while combat becomes almost impossible. (Optionally, the Storyteller can enforce the limitations of Harano found in the Werewolf Players guide, pg 207). The effects of this Gift last for one scene.
Taught by: Lu-Bat
Book: RatH

Pall of Despar (Ragabash Rank 3)

This Gift inflicts a wave of despair upon a targetted individual, making the victim incapable of action due to feelings of profound melancholy.

System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty of the victim's Willpower). A successful roll causes the victim to experience a feeling similar to Harano (or, in the case of humans, clinical depression). This state of mind forces the victim to roll her Willpower in order to take any action, while combat becomes almost impossible. (Optionally, the Storyteller can enforce the limitations of Harano found in the Werewolf Players guide, pg 207). The effects of this Gift last for one scene.
Taught by: Lu-Bat
Book: RatH

Paralysing Stare (Shadow Lord Rank 3)

The Garou can direct a terrifying gaze at a target, causing her to freeze in paralytic fear. This Gift is taught by a Stormcrow.

System: The Garou concentrates for a turn, spends one Gnosis point and rolls Charisma + Intimidation (difficulty of the target's Willpower). Each success gained on this roll freezes the opponent in place for one turn.

Parting the Velvet Curtain (Theurge Rank 3)

This Gift allows a Garou to transport non-Garou into the Umbra. If the non-Garou wants to resist, she must make a resisted Willpower roll against the bearer of the Gift. This Gift can be used for physical transport through a reflective surface, or in combination with other Gifts, for spirit travel. While in the Umbra, the non-Garou are connected to the Gift user by silver threads. The others brought with the Theurge leave when she does, or at the whim of the Theurge.

System: The player must make their normal Gnosis roll and spend a Willpower point for each non-Garou or non-Kinfolk that they wish to bring with them. The Theurge can send others home before herself by spending a Willpower point.

Parting the Velvet Curtain (Child of Gaia Rank 3)

This Gift allows a Garou to transport non-Garou into the Umbra. If the non-Garou wants to resist, she must make a resisted Willpower roll against the bearer of the Gift. This Gift can be used for physical transport through a reflective surface, or in combination with other Gifts, for spirit travel. While in the Umbra, the non-Garou are connected to the Gift user by silver threads. The others brought with the Theurge leave when she does, or at the whim of the Theurge.

System: The player must make their normal Gnosis roll and spend a Willpower point for each non-Garou or non-Kinfolk that they wish to bring with them. The Theurge can send others home before herself by spending a Willpower point.

Princely Bearing (Silver Fang Rank 3)

This Gift allows a Garou to temporarily raise her Rank. During this time, she is considered to be of that Rank, and thus can issue challenges and rulings appropriate to that Rank. This Gift is not used in the presence of other Silver Fangs, but traditionally only used when interacting with the lesser tribes.

System: The Garou must roll Charisma + Leadership at a difficulty of 9 and spend a Willpower point. One rank is gained for 1 success, 2 ranks if three successes are rolled, and so on. The maximum rank that can be gained is limited by their leadership score. A botch reveals the Silver Fang's perfidity.

Prophetic Vision (Theurge Rank 3)

This Gift enables the Garou to receive a vision of the future based on the study of the night sky. The vision usually reveals itself in astrological terms ("Lu-Bat's influence suggests an attitude of acceptance towards the events of the next several days" or "The intervention of Shantar indicates that changes may occur rapidly in the near future"). This Gift is taught by a Star spirit.

System: The Garou spends one Gnosis point and rolls Wits + Enigmas (difficulty 7). The number of successes indicates how precise a vision appears to the character. A single success provides vague information, while three of more successes allows the revelation of specific details. Storytellers should couch their visions in symbols appropriate to the Incarna and matter at hand; the seer should have to interpret the vision rather than be spoon-fed.
Taught by: Star spirit
Book: RatH

Pulse of the Invisible (Theurge Rank 3)

Spirits fill the world around the Garou, and none knows this better than the Theurge. Those Garou with Pulse of the Invisible remain constantly aware of all that spirits do around them and can interact with them at will. While most of what occurs is barely worth watching, the Garou will be aware of any dramatic changes. This Gift is taught by any spirit.

System: If the Garou's Gnosis Dice Pool equals or exceeds the Gauntlet, he can automatically see into the Umbra. Otherwise, he must roll to pierce the Gauntlet, using Perception + Occult (difficulty of the Gauntlet). Only one success is required. The effect lasts for an entire scene or until the character enters an area with a hight Gauntlet.

Quiet Mind (Theurge Rank 3)

This gift allows the user to shield their mental presence. To entities which rely on a mental 'sight' to perceive others around them, the Garou is fundamentally invisible. The gift user is not any more resistant to mental attacks once an opponent is aware that the Garou is present (for example, the Mindspeak gift relies on line of sight, and the Garou using Quiet Mind would not gain any benefits from their gift when opposing Mindspeak), but it is impossible to locate a remote werewolf by mental means alone. The gift can also shield a Garou from certain types of scrying, at the ST's discretion. Attempts to magically or mystically find the Garou from a distance can be resisted by the gift owner. Effects such as Questing Stone, which rely on a direct contact with spirits and the focus of the Rite, are not affected, but gifts such as the Uktena gift Scrying may be.

System: By spending a Gnosis point, the character becomes effectively mentally invisible for a scene. However, to resist scrying effects, the player must roll Wits and Subterfuge against difficulty 8. Each sucesses cancels a success from the roll of the scyree. A roll may also be called for if the mental sight of someone searching for the user of the gift is particularly powerful or perceptive.

Taught by: Raven
Book: Damien

Raven's Curse (Shadow Lord Rank 3)

As the name implies, this Gift lays Raven's Curse - the curse of death by arrows - on the Shadow Lord's enemy. While the curse is in effect, arrows, bolts, hurled spears and other projectile weapons are invisibly attracted to the target. Although this Gift can be used in battle situations, most Lords prefer to secretly use it on their foes just before a major battle, ensuring an "unfortunate accident".
This Gift is taught by a Raven spirit

System: The Shadow Lord must caress the intended target with his fingertips. At that time, the player spends one Gnosis and rolls Manipulation + Archery. The number of successes determines the duration of the curse's effect. Successes Duration
One One Hour
Two One day
Three One month
Four One year
Five+ Until somehow broken
The difficulty to strike the target with any sort of missile weapon (except bullets, which explains the eventual wane of this Gift's popularity) drops by two; archers and other missileers in battle situations are also (as determined by the Storyteller) more likely to fire at the marked target than at other targets around him. The curse can be broken by certain methods at the Storyteller's discretion; a Rite of Cleansing, for instance, is usually effective.
Taught by: Raven spirits
Book: WW:tDA

Raven's Wings (Shadow Lord Rank 3)

The Garou with this Gift may send a portion of her spirit out of her body in the form of a raven. The raven can see and hear, but it cannot affect the physical world. It is invulnerable to attacks, however. This Gift is taught by a Raven-spirit.

System: The Garou spends one Gnosis and rolls Wits + Occult (difficulty 6). The raven may be sent five miles away for every success on the roll. If it goes past this range, the Gift is canceled. While this Gift is in use, the Garou must concentrate to use the raven's sense and may take no other actions in the same turn in which he is communing with the raven.

Reshape Object (Homid Rank 3)

The Garou can instantly shape once-living material (but not undead!) into a variety of objects - thus trees may become shelter, buck antlers become spears, animal hides become armor, and flowers become perfumes. The item will in some way resemble the object from which it was created (the spear is made of antler, not wood). This Gift is taught by a Weaver-spirit.

System: The Garou rolls Manipulation + Repair against a variable difficulty (5 to turn a broken tree limb into a spear, 8 to turn a plank into a floatable raft, etc). The created object is not necessarily permanent; it will last a length of time according to the chart below. Expending a Gnosis point allows a created weapon to inflict aggravated damage (this effect is not permanent unless a permanent Gnosis point is spent). Successes Duration
One 5 minutes
Two 10 minutes
Three One Scene
Four One Story
Five Permanent

Reshape Object (Bone Gnawer Rank 3)

The Garou can instantly shape once-living material (but not undead!) into a variety of objects - thus trees may become shelter, buck antlers become spears, animal hides become armor, and flowers become perfumes. The item will in some way resemble the object from which it was created (the spear is made of antler, not wood). This Gift is taught by a Weaver-spirit.

System: The Garou rolls Manipulation + Repair against a variable difficulty (5 to turn a broken tree limb into a spear, 8 to turn a plank into a floatable raft, etc). The created object is not necessarily permanent; it will last a length of time according to the chart below. Expending a Gnosis point allows a created weapon to inflict aggravated damage (this effect is not permanent unless a permanent Gnosis point is spent). Successes Duration
One 5 minutes
Two 10 minutes
Three One Scene
Four One Story
Five Permanent

Reshape Object (Fianna Rank 3)

The Garou can instantly shape once-living material (but not undead!) into a variety of objects - thus trees may become shelter, buck antlers become spears, animal hides become armor, and flowers become perfumes. The item will in some way resemble the object from which it was created (the spear is made of antler, not wood). This Gift is taught by a Weaver-spirit.

System: The Garou rolls Manipulation + Repair against a variable difficulty (5 to turn a broken tree limb into a spear, 8 to turn a plank into a floatable raft, etc). The created object is not necessarily permanent; it will last a length of time according to the chart below. Expending a Gnosis point allows a created weapon to inflict aggravated damage (this effect is not permanent unless a permanent Gnosis point is spent). Successes Duration
One 5 minutes
Two 10 minutes
Three One Scene
Four One Story
Five Permanent

Reynard's Lie (Ragabash Rank 3)

The Ragabash can tell the most blatant lies and have them accepted as truth, at least for a little while. Even the most stern-faced priest or suspicious baron will believe the Garou's pleas of innocence, no matter how guilty she may be. This Gift is taught by a Fox-spirit.

System: The player tells the lie and rolls Wits + Subterfuge (difficulty is the target's Wits + Subterfuge, or the highest rating in a crowd). Two successes convince a single individual; three are required to dupe multiple listeners at once. In any event, convinced listeners believe the lie for the duration of the scene. However, the roll must always be made after the lie has been told; it's easy to get into rouble by trusting this Gift to protect you. A failed roll raises suspicion; a botch makes the listeners outright hostile.
Taught by: Fox-spirit
Book: Werewolf: The Dark Ages

Riddle (Ragabash Rank 3)

Taking their cue from numerous trickster legends, some Ragabash love to confuse their targets with unusual quizzes and mysterious puzzles. Those with this Gift add a little spiritual punch into the mix, slowly driving their targets mad with riddles. A spirit servant of Sphinx teaches this Gift.

System: The player must first create (or find) a riddle to be told. It must have a solid answer that can be understood by most people. After telling it to the victim, the player spends one Gnosis. From then on, the victim will be driven to distraction by the riddle and until he can solve it, he suffers a +1 difficulty to all rolls.In addition, every morning the victim loses one Willpower. Should this drain him entirely of Willpower, he will go a little crazy, most commonly by barricading himself in his room for a day and refusing to come out. At the end of the day, however, the riddle will no longer concern him.
Taught by: Spirit servant of Sphinx
Book: PG3e

Ride the Solar Winds (Child of Gaia Rank 3)

This Gift allows the Garou to ride the solar winds that sweep through the Aetherial Realm without worrying about being thrown off course by storms. Use of this Gift also increases the Garou's movement rate, lessening travel time between locations within the Aetherial Realm.

System: The player spends a point of Gnosis and rolls Wits + Alertness (difficulty 7); the need to remain "in touch" with the ever-changing currents of these spirit winds requires concentration and attunement rather than physical agility. A single success allows the character to ride the winds successfully to her destination (or until she decides to end her journey). Additional successes either allow the Garou to carry others with her (on a one-for-one basis) or reduce the travel time by half per success. Thus, with one additional success, a journey of one month would only take two weeks, while two additional successes reduces the journey to a week. A character may use some of her extra successes to allow others to travel with her and the remaining ones to speed up travel time.
Taught by: Katanka-Sonnak
Book: RatH

Ride the Solar Winds (Wendigo Rank 3)

This Gift allows the Garou to ride the solar winds that sweep through the Aetherial Realm without worrying about being thrown off course by storms. Use of this Gift also increases the Garou's movement rate, lessening travel time between locations within the Aetherial Realm.

System: The player spends a point of Gnosis and rolls Wits + Alertness (difficulty 7); the need to remain "in touch" with the ever-changing currents of these spirit winds requires concentration and attunement rather than physical agility. A single success allows the character to ride the winds successfully to her destination (or until she decides to end her journey). Additional successes either allow the Garou to carry others with her (on a one-for-one basis) or reduce the travel time by half per success. Thus, with one additional success, a journey of one month would only take two weeks, while two additional successes reduces the journey to a week. A character may use some of her extra successes to allow others to travel with her and the remaining ones to speed up travel time.
Taught by: Katanka-Sonnak
Book: RatH

Savagery of the Taloned Hunter (Red Talon Rank 3)

This Gift allows a Garou to gain twice the advantage of his Rage, thus increasing the ferocity and frequency of attacks or else allowing him to accomplish more under stress than he normally would.

System: The player spends a Rage point, which he may then convert into the equivilent of two points of Rage for the character. This enables a character to take two extra actions in a combat at the cost of a Rage point. Another use of the Gift allows the character to recover from a stunned state and take an extra action in the same turn.
Taught by: Rorg
Book: RatH

Savagery of the Taloned Hunter (Ahroun Rank 3)

This Gift allows a Garou to gain twice the advantage of his Rage, thus increasing the ferocity and frequency of attacks or else allowing him to accomplish more under stress than he normally would.

System: The player spends a Rage point, which he may then convert into the equivilent of two points of Rage for the character. This enables a character to take two extra actions in a combat at the cost of a Rage point. Another use of the Gift allows the character to recover from a stunned state and take an extra action in the same turn.
Taught by: Rorg
Book: RatH

Scent of Distinction (Galliard Rank 3)

By invoking this Gift, the Galliard can gain a sense of the nature of her surroundings (influenced by the Wyrm, Weaver or Wyld), and some of the history of the area. It involves a general sniffing of the area followed by a short meditative trance. For instance, using this Gift at a caern would let the Garou know when the caern was founded, the name of the caern totem, changes in leadership and other important pieces of history about the site.

System: The player must spend a Gnosis point and roll Intelligence + Survival (for wyldness) or Intelligence + Streetwise (for weaver-areas). The difficulty is determined by the Storyteller. Scent of Distinction can be used over large or small areas, but information is more generalised for larger areas.

Scrying (Uktenna Rank 3)

By starting into a mirror or other reflective surface, the Uktena can witness distant events or spy on rivals. She can follow a comrade's progress into a dangerous ambush or sneak a peak into a Tremere chantry house. Other supernaturals, especially ones with similar abilities, may have defenses against this Gift, which is taught by a Fly-spirit.

System: After spending one Gnosis point, the player must roll Perception + Occult (difficulty 7). The difficulty increases to 10 if the Garou does not possess an item owned by the target or something taken from the chosen area. The Uktena can see everything as if she was the proverbial fly on the wall.
Taught by: Fly-spirit.

Secrets (Uktenna Rank 3)

Uktena are said to possess more hidden knowledge than any other tribe. This Gift may be one reason it is so. With Secrets, an Uktena can have one specific questions answered by touching somebody who knows the answer. The answer to any question - such as "Where is the vampire;s lair?" - leaps into the Garou's mind if, in fact, the target knows the answer in the first place. A Dream-spirit can teach this Gift after being caught.

System: After formulating a mental question, the Garou must touch the target. She must also roll Perception + Enigmas (difficulty 8) and spend one Gnosis point. The deeper the secret, the more successes are required. Learning a target's favourite colour requires only one success, whereas uncovering his secret lair might be four or more. If the target is aware of the mental intrusion, she may resist with a Willpower roll (difficulty 8).

Sense Balance (Philodox Rank 3)

As the arbitrators of the Garou Nation, the Philodox have developed an attunement with the precarious forces that balance the world and the individual alike. This Gift allows the user to detect an overabundance of any of the prime forces of the universe, whether Wyrm, Wyld or Weaver. It can point out a Bane manifestation at an industrial plant or mental instability in a packmate. A Cat-spirit teaches a friendly Garou this Gift in exchange for a warm fire and a promise not to chase her kin.

System: The Gift requires the expenditure of one Gnosis point. With a successful Perception + Enigmas roll (difficulty 8) the Garou can feel the balance (or lack thereof) within an area, person or inanimate object. Wyrm manifestation feels dense and oily, Weaver presence feels cold and unyielding and Wyld energies feel warm and trembling. Such manifestations are more subtle than the ones detectable through such Gifts as Sense Wyrm. The Philodox must focus and be at peace for this Gift to work properly. Distractions, such as combat or exhaustion, disrupt any benefits of the Gift - the Garou can only find her own imbalance in such situations.

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

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

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

Shadow Tracking (Ragabash Rank 3)

Shadow Tracking allows a Garou to grapple and pin the shadow of a victim, holding it in place. If the victim flees, their shadow is stretched and lengthened, but remains pointing towards their current direction until sundown, or until the Garou lets go of the pinned shadow.

System: Stealing another's shadow is not a subtle process. The Ragabash must pounce on the shadow of the victim (roll Dexterity + Brawl, diff 8) and if successful, spend a Gnosis point to pin it down. The Garou must remain holding the shadow to the ground with at least one hand, and cannot move about while the Gift is enacted.
Taught by: Shadow and cat spirits
Book: Damien

Shake the Earth (Ahroun Rank 3)

The force of the Ahroun's Rage splits the ground before him and knocks his foes off their feet. Even a minor tremor can cause great damage to houses, mineshafts and people. An Earth elemental teaches this Gift.

System: The player spends one Rage point to cause a three-foot-wide stretch of ground, extending 10 feet in front of the user, to split into a chasm that is 10 feet deep. Anyone over that spot must make a Dexterity roll (difficulty 7) or fall into the hole. For every Rage point beyond the first, the Garou can mke similar holes or deepen the first one.
Taught by: Earth elemental
Book: Wild West Companion

Shatter Bone (Ahroun Rank 3)

Victims with twisted arms or crushed legs are much easier prey. The Ahroun with this Gift can destroy bone with a single punch, regardless of the damage inflicted by the blow. A Hyena-spirit teaches this Gift.

System: Before striking an opponent, the Ahroun must spend a Willpower point and a Rage point. The Garou must target a specific limb, which increases the difficulty of the attack by 2. Also, he must spend the Willpower and Rage even if the blow does not connect or he scores fewer than three successes. The successful use of this Gift crushes whatever bone structure lies beneath the targeted flesh and causes a number of Health Levels of damage equal to the number of successes in the attack roll -3. Broken arms and legs subsequently handicap an opponent in any combat. A fractured skull renders the victim unconscious. A broken spine causes paralysis. This damage is unsoakable but does not cause aggravated wounds. Target Difficulty Special Effect
Skull +3 Stamina roll (difficulty 8) to remain conscious.
Arm +2 Dexterity roll to hold items; target cannot use broken limb to attack.
Leg +1 Dexterity roll to remain standing; target cannot run or attack with broken limb
Rib +2 Stamina roll (difficulty 6) to avoid puncturing a lung.
Spine +4 Must attack target from rear; target remains paralysed until this wound heals.

Shell (Metis Rank 3)

Consider the state of the Metis cub. He is outcast from birth, knows this from the moment he can talk, and is trapped within a body that reacts powerfully to his slightest emotional twinge. Once you appreciate this state, it becomes easy to understand how this Gift was first learned. Shell places an emotional and instinctual barrier around the metis. A turtle spirit teaches this Gift.

System: While active, the metis cannot use Rage nor acheive any successes on Rage rolls, nor will mind-altering Gifts or magic affect him. However, he can also not attempt any rolls using Empathy or Primal Urge, and suffers a -1 dice penalty on all initiative rolls.
Taught by: Turtle
Book: PG3e

Silence (Ragabash Rank 3)

By invoking this Gift, the Ragabash can cause all sounds made within their presence to vanish into the Gauntlet, thus silencing the area around them. No normal sounds may be made by anyone within the effect, including the user.

System: With the expenditure of two Gnosis points and a roll of Manipulation + Stealth (difficulty 7) the Garou can completely silence an area. Each success adds another 5 yards to the area of affect. Any Gifts which require the use of sound (eg: Clap of Thunder) require the two Garou to make a resisted Gnosis roll against difficulty 6. The winner's Gift takes precedence over the loser's.

Silver Bullets (Silver Fang Rank 3)

The Gift allows the Silver Fang to change the composition of his ammo. As he fires each shot, the bullet changes to deadly silver. Lunes and Ancestor-spirits teach this Gift.

System: The player spends a Gnosis point as he fires his gun. The bullet changes to silver and causes regular damage to normals, but it inflicts terrifying wounds on Garou. The bullet remains silver after it strikes (whether what it hits is its target or not). The altered bullets do not reduce the Silver Fang's Gnosis unless he recovers them.
Taught by: Lune or Ancestor-spirit
Book: Wild West Companion

Silver Claws (Ahroun Rank 3)

The Garou can turn her claws into silver, making her a terror against other Garou on the battle field. This Gift is taught by a Lune.

System: The Garou rolls Gnosis (difficulty 7). All claw wounds inflict aggravated damage, which cannot be soaked by Garou. While the Garou manifests the claws, she suffers searing agony. Each turn she gains an automatic Rage point; furthermore, all noncombat difficulties are increased by one because of the distraction. When her Rage points exceed her Willpower, she must check for Frenzy.

Silver Claws (Silver Fang Rank 3)

The Garou can turn her claws into silver, making her a terror against other Garou on the battle field. This Gift is taught by a Lune.

System: The Garou rolls Gnosis (difficulty 7). All claw wounds inflict aggravated damage, which cannot be soaked by Garou. While the Garou manifests the claws, she suffers searing agony. Each turn she gains an automatic Rage point; furthermore, all noncombat difficulties are increased by one because of the distraction. When her Rage points exceed her Willpower, she must check for Frenzy.

Sing Down the Rain (Uktenna Rank 3)

By intoning a ritual chant, the Garou can call down rain for the purpose of cleansing or watering the ground, or, adversely, to cause flooding or mudslides. This Gift is taught by a Frog spirit.

System: The player spends a point of Gnosis and rolls Wits + Occult (difficulty 7). The number of successes indicates the amount of rainfall summoned. One success calls down a light drizzle; three successes results in a full rain shower. For or more successes causes a torrential rain to fall. The effect lasts for one scene, although the Garou may extend the duration by continuing to spend Gnosis. Depending on the affected terrain and the Garou's intent, this Gift can cleanse a piece of ground ravaged by acid rain, return moisture to a parched field or cause rivers to overflow their banks.

Sing the Spirits (Galliard Rank 3)

The earliest incantations to spirits were sung, and although the Theurges may be the chosen auspice to deal with them, the Galliards still know some songs with power in them. Such songs are many, but always have a similar construction. They begin by calling out the spirit's name, and ordering it to stay away, and finish with a threat issued against it if it doesn't. When done right, the spirit will be unable to approach the Galliard, or anyone she touches. The Gift is taught by a bird or fish spirit.

System: The player spends one Gnosis and rolls Strength + Performance (difficulty 7). The spirit named must remain one meter per success away from the Galliard and anyone she is touching. The Galliard doesn't need to know the exact name of the spirit, but must be able to name it appropriately (telling what sort of spirit, such as Cat or Nexus Crawler is sufficient). The spirit may attempt to break through this ward by rolling their Rage, difficulty 8; they must obtain more successes than the Galliard did on their Performance roll. This Gift lasts one scene.
Taught by: Bird or fish spirits
Book: PG3e

Sky Running (Wendigo Rank 3)

The Garou gains the ability to run at 80kph through the skies. The Garou must continually remain in motion of he falls. The Garou leaves a track of fire in the sky as he runs. This Gift is taught by a spirit servant of Wendigo.

System: The Garou concentrates for one turn and spends one Willpower point. The Gift lasts for four hours and may be replenished by further Willpower expenditure.

Snap Man's Chains (Red Talon Rank 3)

The Red Talons look on humanity's domestication and subsequent abuse of animals as nothing less than a sin against Gaia. With this Gift, the Red Talon can undo that offense, if only for as long as a night. The Talon releases a howl that drives domesticated animals completely feral - horses throw their rides and bolt as far as they can, oxen throw themselves against fences in a frenzy, dogs turn on their masters at the first sign of weakness. Needless to say, this Gift's use often drives surviving humans on a quest for the witch among their numbers that surely must be responsible.
This Gift is taught by any Animal-spirit, although the spirits of wolves and wild oxen are particular generous with its secret.

System: The player spends a Gnosis point and rolls Manipulation + Primal-Urge. Success makes any animals within earshot uneasy and difficult to manage, but the actual amount of animals driven feral depends on the number of successes rolled. Successes Area of Effect
One A single barn, kennel, stable or mews
Two A farmstead
Three A small keep
Four A village or large keep
Five A town
Six+ A city or valley
The Talon cannot influence the actions taken by the newly feral animals; most will try to flee human territory, although some might attack their masters in a fit of panic or hunger. The effect lasts until the sun rises or sets, whichever comes first.
Taught by: Animal spirits
Book: WW:tDA

Song of Rage (Galliard Rank 3)

This Gift unleashes the Beast in others, forcing Garou to transform into Crinos form, sending vampires into frenzy and turning humans into berserkers. This Gift is taught by a Wolverine- or Wolf-spirit.

System: The Garou rolls Manipulation + Leadership (difficulty of the target's Willpower). Each success drives the victim into a violent rage for one turn.

Song of the Siren (Black Fury Rank 3)

The sound of the Garou's voice can entrance anyone who hears it. Typically, the Garou sings or howls while using this Gift, although some modern Glass Walkers have taken to poetry recital. This Gift can make an opponent pause before a fight, but can rarely stop a heated combat already in process. A songbird-spirit teaches this Gift.

System: The player rolls Charisma + Performance versus the target's Willpower and spends one Gnosis point. Enchanted targets cannot perform any actions for a number of turns equal to the number of successes rolled. The audience can spend Willower to overcome the enchanting effects; to act freely, a listener must spend one point for each of the Galliard's successes.

Spirit Friend (Child of Gaia Rank 3)

The Children walk among spirits and interact with them more easily than most, for their aura exudes friendship. This Gift is taught by Unicorn spirits.

System: The Garou rolls Charisma + Expression (difficulty 7). Each success adds one die to all the Garou's Dice Pools for interacting with any spirits in the vicinity (except those of the Wyrm).

Spirit Path (Theurge Rank 3)

The Umbra can often confuse the senses of even the most perceptive tracker. The Theurge who possesses this Gift can track a particular spirit anywhere in the spirit world. As long as the Garou knows the spirit's name, she can find that spirit no matter which Umbral realm it takes refuge in. A cockroach-spirit can teach this Gift.

System: As long as the Garou knows the true name of the spirit, she can use this Gift. She must spend a Gnosis point to be able to find the spirit. A successful Perception + Enigmas roll (difficulty 8) reveals the location of the errant Umbral denizen. Some Realms and certain Charms can make this Gift more difficulty to use. The Gift: Name the Spirit can be used in conjunction with Spirit Path.

Splintered Claw (Metis Rank 3)

This painful Gift causes the metis' claws to splinter as they piece flesh. Tiny bits of claw imbed themselves deep in the victim's body, thus causing tremendous irritation. Healing such a wound without first removing the splinters is both painful and stupid. Unfortunately the Gift's user loses her claws until she spends a round regenerating new ones. A Tree-spirit teaches this Gift (especially one with thorns or spiky seedpods). Glass Walkers or Bone Gnawers can learn this Gift from spirits living in houses or other wooden constructs.

System: After a successful attack that causes at least one Health Level of damage, the Garou may spend a Rage point to activate the Gift. Any damage that the target does not soak cannot be healed until he removes the bits of claw. As with all other werewolf claw attacks, the wounds are aggravated. The attacking Garou receives one automatic, nonaggravated wound. The werewolf cannot soak this wound, but can heal it as normal. Until the Garou heals the wound, he has no claws.

Strength of Gaia (Lupus Rank 3)

The Goddess blesses her child with enhanced strength to defeat her enemies. The Garou must maintain her Lupus form, but she retains the might of the Crinos.

System: The player must spend one Rage point to activate the Gift. Her base strength increases by four, rather than the normal one, in her Lupus form. The Gift works only in Lupus form and its effects cease if she shapeshifts. In any case, the Gift's effects last one scene.
Book: Wild West Companion

Strength of the Guardian (Uktenna Rank 3 - Bane Tender)

This Gift provides Bane Tenders with extra power when attempting to bind or destroy a Bane (or other troublesome spirit) or keep it locked within its bindings. This is usually used against a Bane that the Garou is responsible for overseeing. Occasionally, another Bane Tender will be overcome, and the Garou must use this to regain control over the loosed Bane. Even more rare are those instances when a Garou is asked to locate and bind a particular Bane. This Gift is never used simply to overcome a Bane met by chance - it is too costly. The Gift is taught by a Wolf-spirit.

System: The player rolls Gnosis (difficulty 6). Each success allows her to boost a chosen Attribute by one point - even if goes beyond normal maximum. When used, the Garou decides whether she wishes to increase her Strength, Stamina, Charisma, Manipulation and/or Willpower to aid her in the battle. Thus a Garou who gets five successes might raise her Willpower by 2, her Charisma by 1 and her Strength by 2. The cost of this over-exertion is a conmeasurate exhaustion. When the Gift comes to an end, the Garou loses an equal number of points from the Attributes and Willpower raised as she gained. This loss remains for 24 hours. Raising one's Attributes beyond their normal doubling is very dangerous, for if they then fall below zero, the Garou dies unless immediately healed with Mother's Touch.

Summon Stormcrow (Shadow Lord Rank 3 - Judges of Doom)

The Judges learnt this blessing from Grandfather Thunder himself. The Stormcrows, some of Grandfather Thunder's servants, come to the aid of those Garou who activate this Gift. Acting as spies, the Stormcrows follow anybody the Judge chooses and report back all they learn. Rumours speak of networks of Stormcrows that pass information back and forth like a regular telephone line.

System: To call a 'crow, the Judge must roll Charisma + Intimidation (difficulty 8) and spend a Gnosis point. He may give the crow a single command, such as "Follow the Red Talon and report his activities" or "Keep an eye on the Theurge elder". The Stormcrow is invisible to everyone except individuals in the Umbra. The target must roll her Perception (difficulty 8) or employ a Gift to see a Stormcrow in the Umbra.

Talons of Falcon (Silver Fang Rank 3)

This deadly Gift turns the Garou's claws into impaling weapons, allowing her to cut muscle, bone and sinew as if it were paper. Combined with the Gift: Razor Claws, this is a truly devastating attack. A falcon of the Great Flock teaches this Gift.

System: The player spends one Gnosis point and makes the usual Dexterity + Brawl roll to attack. The Garou makes a screeching sound like that of a bird of prey as she strikes. The attack does Strength + 3 damage and all healing powers (such as Mother's Touch) are at +1 difficulty to treat the wound.

Tangling the Skein (Glass Walker Rank 3)

This Gift enables the Garou to cause confusion among her enemies by mixing up their perceptions so that they cannot decide who to follow or what to do next. The effect resembles that of the Gift: Mitanu's Deliberate Misinformation, except it distorts what others discern through sight or memory, rather than through what they hear. Victims may mistake one person for another and follow the wrong leader or they may go to the wrong meeting place in the mistaken impression they are proceeding to the correct spot.

System: The player spends a point of Gnosis and rolls Manipulation + Enigmas (difficulty of the victim's Willpower). Each success allows the character to alter one visual or remembered perception for her victim. She can cause a Black Spiral Dancer to confuse the weakest member of his pack for the pack leader or make a rival show up at the wrong caern for an important meeting.
Taught by: Shantar
Book: RatH

Tangling the Skein (Philodox Rank 3)

This Gift enables the Garou to cause confusion among her enemies by mixing up their perceptions so that they cannot decide who to follow or what to do next. The effect resembles that of the Gift: Mitanu's Deliberate Misinformation, except it distorts what others discern through sight or memory, rather than through what they hear. Victims may mistake one person for another and follow the wrong leader or they may go to the wrong meeting place in the mistaken impression they are proceeding to the correct spot.

System: The player spends a point of Gnosis and rolls Manipulation + Enigmas (difficulty of the victim's Willpower). Each success allows the character to alter one visual or remembered perception for her victim. She can cause a Black Spiral Dancer to confuse the weakest member of his pack for the pack leader or make a rival show up at the wrong caern for an important meeting.
Taught by: Shantar
Book: RatH

The Great Leap (Silent Strider Rank 3)

The Garou can jump incredible distances in one bound. This Gift is taught by a Jackrabbit spirit.

System: The Garou spends one Willpower point and rolls Strength + Athletics (difficulty 6). Each success enables the Garou to leap 100 feet.

Tongues (Homid Rank 3)

This Gift allows the user to read or write any human language encountered, no matter how ancient or obscure. Galliards often use this Gift when translating ancient texts to revive old legends or compose new songs for Moots. This Gift is taught by a Raven-spirit.

System: After spending one Willpower point, the player rolls her Intelligence+Linguistics. The obscurity and relative age of the language determines the difficulty. A common modern language such as Spanish is difficulty 4. An ancient and obscure tongue such as Etruscan, would be difficulty 10. The number of successes determines the character's fluency with the language.

Tongues (Silent Strider Rank 3)

This Gift allows the user to read or write any human language encountered, no matter how ancient or obscure. Galliards often use this Gift when translating ancient texts to revive old legends or compose new songs for Moots. This Gift is taught by a Raven-spirit.

System: After spending one Willpower point, the player rolls her Intelligence+Linguistics. The obscurity and relative age of the language determines the difficulty. A common modern language such as Spanish is difficulty 4. An ancient and obscure tongue such as Etruscan, would be difficulty 10. The number of successes determines the character's fluency with the language.

Tongues (Glass Walker Rank 3 - Warders)

This Gift allows the user to read or write any human language encountered, no matter how ancient or obscure. Galliards often use this Gift when translating ancient texts to revive old legends or compose new songs for Moots. This Gift is taught by a Raven-spirit.

System: After spending one Willpower point, the player rolls her Intelligence+Linguistics. The obscurity and relative age of the language determines the difficulty. A common modern language such as Spanish is difficulty 4. An ancient and obscure tongue such as Etruscan, would be difficulty 8 (the difficulty increases in later years as more time has passed since the death of the most ancient tongues). The number of successes determines the character's fluency with the language.
Taught by: Raven
Book: WW:tDA

Trackless Waste (Red Talon Rank 3)

The Garou employing this Gift must have at least a rough familiarity with the terrain in a given area (have spent at least a week in the vicinity). The Garou may completely disrupt others' perceptions of that terrain's landmarks, etc. Humans and the like will automatically become lost (compasses won't work and maps will become misleading). Even Garou may become lost. This Gift is taught by any wilderness-oriented spirit.

System: The Garou spends one Gnosis point and rolls Intelligence + Primal Urge (difficulty 6). Each success enables a two-mile radius to be affected. Other Garou must roll Perception + Primal Urge (difficulty 6) and equal or exceed the Gift users's roll. The effect lasts four hours.

Umbral Camoflage (Theurge Rank 3)

Although perfectly visible in the physical world, this Gift renders the Garou undetectable by spirits. In conjunction with other Gifts, Umbral Camouflage can make the user vanish from all perception. Garou who use this Gift in the Umbra might as well be someplace else entirely. A Wind-spirit teaches this Gift.

System: The player spends one Gnosis point, and for the remainder of the scene, she is completely invisible to spiritual senses. She may move about as normal but cannot make any attack actions without disrupting the Gift. In the Umbra, the Garou becomes completely undetectable.
Taught by: Wind-spirit
Book: Wild West Companion

Umbral Tracking (Theurge Rank 3)

Usually only the Garou who creates an Umbral tether can see it. If a Theurge has this Gift, that is no longer true. This Gift is taugh by a fly spirit.

System: By spending one point of Gnosis, the Garou can see all active Umbral tethers around her. She does not know to whome the tethers belong, but can tell in what direction it extends to the Garou. If the Garou attempts to break the tether, the tether's creator knows immediately and may make a resisted Strength + Occult roll at difficulty 6 against the Garou. If the attacker gains more successes, the tether is destroyed.
Taught by: Fly spirits
Book: PG3e

Undisputed Ruler (Philodox Rank 3)

This Gift allows a Garou to take over the leadership of a small gathering of humans (whether a paramilitary group of town council) or a group of spirits for a period of up to 6 months. During this time, the targeted group accepts the Garou as their leader, rendering her the honor, respect and obedience due her position. The group demonstrates a high degree of loyalty, obeying the Garou's instructions in a manner approrpriate to her position (as orders if they are paramilitary, or as legally binding decisions if the position is akin to that of a town mayor, for instance). If the Garou uses this Gift in the Umbra, the targetted group of spirits will follow the Garou's commands as if she were a greater spirit such as an Incarna. This Gift lasts anywhere from a week to six months.

System: The player spends a point of Gnosis and rolls Charisma + Leadership (difficulty of the highest Willpower in the target group). The Gift lasts for a period of time as follows. Success Duration
One One week
Two One month
Three Two months
Four Four months
Five Six months
This Gift is only successful against mortals and spirits of no greater than Jaggling status, although "borderline" supernaturals such as ghouls and Kin are susceptible.
Taught by: Zarok
Book: RatH

Undisputed Ruler (Silver Fang Rank 3)

This Gift allows a Garou to take over the leadership of a small gathering of humans (whether a paramilitary group of town council) or a group of spirits for a period of up to 6 months. During this time, the targeted group accepts the Garou as their leader, rendering her the honor, respect and obedience due her position. The group demonstrates a high degree of loyalty, obeying the Garou's instructions in a manner approrpriate to her position (as orders if they are paramilitary, or as legally binding decisions if the position is akin to that of a town mayor, for instance). If the Garou uses this Gift in the Umbra, the targetted group of spirits will follow the Garou's commands as if she were a greater spirit such as an Incarna. This Gift lasts anywhere from a week to six months.

System: The player spends a point of Gnosis and rolls Charisma + Leadership (difficulty of the highest Willpower in the target group). The Gift lasts for a period of time as follows. Success Duration
One One week
Two One month
Three Two months
Four Four months
Five Six months
This Gift is only successful against mortals and spirits of no greater than Jaggling status, although "borderline" supernaturals such as ghouls and Kin are susceptible.
Taught by: Zarok
Book: RatH

Unravel (Shadow Lord Rank 3)

This Gift allows the Garou to put together seemingly random bits of information to form a tentative analysis of a situation and formulate a course of action. This is particularly useful in situations where gathering concrete information is difficult or in extremely complex situations.

System: The player spends a point of Gnosis and rolls Intelligence + Enigmas (difficulty 7). Only on success is necessary to make sense out of even the most confusing situation, but each additional success furhter clarifies matters. (The player may ask the Storyteller to explain to her what is actually going on in a given scene and use that information as character knowledge).
Taught by: Ruatma
Book: RatH

Unravel (Theurge Rank 3)

This Gift allows the Garou to put together seemingly random bits of information to form a tentative analysis of a situation and formulate a course of action. This is particularly useful in situations where gathering concrete information is difficult or in extremely complex situations.

System: The player spends a point of Gnosis and rolls Intelligence + Enigmas (difficulty 7). Only on success is necessary to make sense out of even the most confusing situation, but each additional success furhter clarifies matters. (The player may ask the Storyteller to explain to her what is actually going on in a given scene and use that information as character knowledge).
Taught by: Ruatma
Book: RatH

Unwitting Pawn (Shadow Lord Rank 3)

Over time, the Shadow Lord can convince a target that the Gift user holds the other's best interests at heart. At first, the new-found friend performs small favors; much later, the pawn might even die for the Shadow Lord. A Rat-spirit teaches this Gift.

System: The Gift affects just one pawn at a time. Over the period of a week, the Shadow Lord must pretend to be the person's friend (the friendship can be real as well). During that time, he must spend one Gnosis per day to seal the arrangement. After the first week, the pawn sides with the Shadow Lord in arguments, helps with the Garou's chores and rolls his cigarettes. The effect fades in one week unless the Shadow Lord spends additional Gnosis. If the Gift affects the same person for over a year, the small favors and general friendliness turn obsessive and dangerous.
Taught by: Rat-spirit
Book: Wild West Companion

Veil of the Mother (Black Fury Rank 3)

This Gift allows the Garou to assume a different appearance for a short period of time in order to confuse pursuers or escape detection. Primarily useful in Homid form, the Veil of the Mother alters the physical features of the face, causes the user to seem either shorter or taller by up to 6 inches and changes the body size to reflect a gain or loss of up to 30 pounts. This Gift does not alter the sex or age of the Garou, though it can change skin, hair or eye colour and hair texture or length. The Garou may use the Gift on herself or on another individual, usually someone she is trying to hide or draw attention from.

System: The player spends a Willpower point and rolls Appearance + Subterfuge (Difficulty 7). The number of successes indicate the degree to which the character can alter her appearance or that of another individual. One success allows only minor details in height weight, facial features, skin tone and other similar qualities. Three successes enables the character to effect a drastic change in her physical form, even to the extent of appearing to be a specific person. (The Garou must, of course, be familiar with the appearance of anyone whose form she assumes). The effect of this Gift lasts for one scene.
Taught by: Tambiyah
Book: RatH

Veil of the Mother (Galliard Rank 3)

This Gift allows the Garou to assume a different appearance for a short period of time in order to confuse pursuers or escape detection. Primarily useful in Homid form, the Veil of the Mother alters the physical features of the face, causes the user to seem either shorter or taller by up to 6 inches and changes the body size to reflect a gain or loss of up to 30 pounts. This Gift does not alter the sex or age of the Garou, though it can change skin, hair or eye colour and hair texture or length. The Garou may use the Gift on herself or on another individual, usually someone she is trying to hide or draw attention from.

System: The player spends a Willpower point and rolls Appearance + Subterfuge (Difficulty 7). The number of successes indicate the degree to which the character can alter her appearance or that of another individual. One success allows only minor details in height weight, facial features, skin tone and other similar qualities. Three successes enables the character to effect a drastic change in her physical form, even to the extent of appearing to be a specific person. (The Garou must, of course, be familiar with the appearance of anyone whose form she assumes). The effect of this Gift lasts for one scene.
Taught by: Tambiyah
Book: RatH

Venom Blood (Get of Fenris Rank 3)

The Garou may change her blood to a black, viscous bile capabale of harming anyone who comes into contact with it. This Gift is taught by any poisonous spirit (Snake, Spider, etc).

System: The Garou spends on Rage point and rolls Stamina + Medicine (difficulty 7). Anything that contacts the Garou's blood takes one die of aggravated damage per success. This effect lasts for the duration of the scene.

Visceral Agony (Black Fury Rank 3)

The Garou turns her claws into barbed talons dripping with black venom. The pain caused by these claws is excruciating. The Gift is taught by a pain spirit.

System: The Garou spends one Rage point with each attack. The claws inflict no extra damage, but any penalty to actions caused by the claws' wounds is doubled for the duration of the scene (ie: a foe at Wounded would have a -4 penalty to actions). Even if the foe is in frenzy or otherwise resistant to pain, he suffers normal wound penalties.

Wage Slave (Glass Walker Rank 3)

This Gift allows a Glasswalker using it to bind another being to a preagreed contract. The Garou 'pays' something of value to the other participant in the contract and the contractee is bound to fulfil the agreed deal, or suffer the consequences. However, if the contract also contains requirements for the Glasswalker in the deal, they too are bound by this Gift. It is not necessary for the target to agree to the deal - they merely need to know of the requirements and accept the payment.

System: When the contract is sealed by payment (either money or other valuables), the Garou spends a Gnosis point. From then on, both participants are bound to the terms of their agreement. If either break the deal, then they will suffer an ongoing curse - other deals may sour, weaver technology can fails for them and so on. The exact details are up the GM, or may be delineated in the contract itself. Multiple people may be bound to the Glasswalker by the same contract, but each new participant must be paid, and gnosis must be spent to activate the Gift.
Taught by: Weaver spirits
Book: Damien

Walk the Web (Stargazer Rank 3)

The Stargazer can walk through Weaver Realms without attracting attention. Pattern spiders will ignore her and go about their business. The Garou must chant a mantra through sub-vocalisation. However, if the Stargazer takes direct action against any Weaver minions, the effect of the Gift is canceled and the spiders will come. This Gift is taught by various Enigmatics.

System: No expenditure is necessary, however while the Stargazer is chanting the mantra, they are at a -2 dice penalty to all actions, reflecting the concentration needed to maintain the effect.

Weak Arm (Philodox Rank 3)

Philodox are more attuned to others than are most Garou. Accordingly, they can use this perceptiveness against their foes. Merely watching an opponent's fighting style lets the Garou determine its strengths and weaknesses. This Gift is taught by a Snake- or Wind-spirit.

System: The Garou rolls Perception + Brawl (difficulty 8). A number of bonus dice equal to her successes may be divided between (or among) her attack and damage rolls. This Gift can be only be used against a given foe once per scene, and the benefits are lost at the end of the scene. The Garou must concentrate for a full turn to use this Gift.

Weaponmaster (Glass Walker Rank 3 - Warders)

Over the past few centuries, humans have developed a bewildering array of weapons. The Warders have great respect for this talent for war, and have learned this Gift to take advantage of that talent. A Warder with this Gift can utilise any man-made weapon as if he were fully trained in it from childhood; this Gift is particular popular among lupus.
This Gift is taught by a War spirit

System: No roll is necessary; the granted expertise is automatic. When using any weapon, no matter how unfamiliar, the Warder's attach dice pool is squal to the total of his Dexterity + Melee (or Archery, as appropriate) or his Gnosis pool, whichever is higher. In addition, no matter how many modifiers may apply, the difficulty of his attack roll cannot exceed 8.
This Gift is not effective when dealing with firearms, a fact that contributes to its eventual obsolenescence.
Taught by: War spirit
Book: WW:tDA

Web Walker (Glass Walker Rank 3)

This Gift allows a Glass Walker to move along the Pattern Web through the Umbra. Possessing this Gift prevents a Garou from being trapped in the Gauntlet - while they cannot leave the Gauntlet for an hour, they can move within its structure.

System: To move onto the pattern web requires the expenditure of a point of Gnosis. Once there, Weaver spirits will ignore the Glass Walker on a roll of Charisma + Science against a difficulty of 7. To avoid the chance of being trapped within the Gauntlet, the Garou must spend a point of Gnosis before rolling to step sideways.

Whispering Wind (Stargazer Rank 3 - Kailindorani )

This Gift allows the Kailindo practitioner to know what his opponent's next combat maneuver will be. The spirits of the wind whisper the opponent's attack plan to the Garou.

System: The player must roll Perception + Kailindo, difficulty equal to his opponent's combat skill (Brawl, Melee, Kailindo, etc) + 4, and spends a Gnosis point. The Kailindorani receives a -1 to his difficulty to attack his opponent next action (in addition to any other modifiers). The Gift user also automatically gains as many successes to his initiative roll as her gained on his roll.

Wings of Pegasus (Black Fury Rank 3)

By invoking their kinship with Pegasus, the Black Fury can sprout majestic wings, white and feathery like that of the Tribe Totem. The Fury can use these wings in lupus or hispo forms, and may fly along at a considerable speed, even carrying others if her strength permits.

System: The wings appear whenever the Garou invokes them. The player must roll Stamina + Athletics (difficulty 7 to launch, 6 to fly along and variable depending on other maneuvers). The Fury's speed is approximate 50 mph (85 kph)

Wisdom of the Ancient Ways (Philodox Rank 3)

All Garou have an innate connection to their ancestors, a form of racial unconscious accessible through intense meditation. The Garou, by tapping into these deep memories, can remember ancient facts and lore. This Gift is taught by a Garou Ancestor-spirit.

System: The Garou must meditate for a short time, concentrating on the past. The Garou then rolls Gnosis (difficulty 9, -1 for each point of Past Life the Garou possesses).

Wisdom of the Ancient Ways (Wendigo Rank 3)

All Garou have an innate connection to their ancestors, a form of racial unconscious accessible through intense meditation. The Garou, by tapping into these deep memories, can remember ancient facts and lore. This Gift is taught by a Garou Ancestor-spirit.

System: The Garou must meditate for a short time, concentrating on the past. The Garou then rolls Gnosis (difficulty 9, -1 for each point of Past Life the Garou possesses).
Taught by: Ancestor spirit
Book: WW3e

Woadling (Fianna Rank 3)

The ancient Celts would paint their skin with woad - the components of which caused a frenzy-like state - before marching off to battle. The Fianna carry on this tradition and take it even further. After painting the woad on their bodies, they can bring the paintings to life to harry an opponent. A stag-spirit can teach this Gift.

System: Each painting can create one woadling that costs one Gnosis point to animate. The Fianna can release only one woadling per turn. Each time the player creates a woadling, she should roll Dexterity + Occult (difficulty 6). Each success subtracts one die from her opponent's pool as the woadling dances and prances around the target. The woadlings vanish (and must be repainted) after the Gift ends.

Wrath of Gaia (Silver Fang Rank 3)

The Garou is revealed by his foes as that which Gaia intended him to be: Her Chosen Warrior. Wyrm beasts will flee in fear unless they can master their instinctual terror of Gaia's Defender. This Gift is taught by an avatar of Gaia Herself.

System: The Garou spends a Gnosis point and rolls Charisma + Intimidation (difficulty 6). All agents or minions of the Wyrm (including Kindred with Humanity scores less than 7) in the vicinity must make Willpower rolls (difficulty 7). If a Wyrm creature does not match or exceed the Garou's successes, it will flee in terror for the duration of the scene.

Wyld Spirits (Silent Strider Rank 3)

The Garou can call upon Meros' erratic nature and inflict one or more of her opponents with a bout of erratic behavior, thus making it more difficult for the victimes to coordinate attacks or act sensibly in any given situation.

System: The player spends a point of Willpower and rolls Manipulation + Empathy (difficulty of the victim's Willpower). Each success allows the character to affect one individual. Affected targets fail to carry out any sustained course of action, attacking one minute and retreating the next or else stopping to make a speech. If the Gift is used in a non-combat situation, the victims change their actions radically from one moment the the next. This Gift lasts for one scene.
Taught by: Meros
Book: RatH

Wyrm Whispers (Uktenna Rank 3)

Considered too dangerous by the other tribes, this Gift gives the Uktena insight into the thoughts of Wyrm creatures. The Uktena can read even the most vile thoughts of Banes, if the Garou can hold her stomach. A Dream-spirit teaches this Gift.

System: The player rolls her Perception + Enigmas (difficulty 8). With one success, she can detect nearby sentient Wyrm creatures. For every additional success, she telepathically reads one complete thought from the creature's mind. If she receives five or more successes, she must make a frenzy roll. Regular use of this gift can cause Derangements or even Wyrm-taint.
Taught by: Dream-spirit
Book: Wild West Companion

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