Rank 4 Gifts

Airitech's Daughers (Fianna Rank 4)

Airitech, a creature of the Otherworld in Celtic lore, had three daughters who took on the shape of werewolves. In the end, they were slain. This Gift allows the Fianna to play the part of Airitech, by forcing the visage of a Crinos werewolf onto (at most) three humans. It doesn't make them stronger, or give them the instincts that Garou have, but they make fine decoys when being hunted by the Wyrm.
Like Airitech's Daughters, these werewolves exist to be murdered. The Gift is
taught by an ancestor spirit.

System: The player spends one point of Rage for each human he wants to turn into a werewolf, up to a maximum of three, before rolling Stamina + Subterfuge (difficulty 8). Each success will turn all humans affected by the Gift into werewolves for one hour. They do not receive any of the benefits of the Crinos form, do not cause Deirium, and are not protected by the Veil; the change is largely cosmetic. They may, however, receive a bonus to Intimidation rolls. This Gift does not work on anyone by moral humans, including Kinfolk, ghouls and sorcerers.

Taught by: Ancestor spirits
Book: PG3e

Angel's Semblence (Child of Gaia Rank 4)

The Children of Gaia don't believe in terrifying humans unnecessarily. This Gift allows a Child to act in Crinos form without invoking the terror of the Delerium; but instead of seeing a werewolf, onlookers see an angelic figure of exceeding grace and holiness. Witnesses may remember a Child's battle with a Wyrm beast as an angel's struggle with a demon, or a warning to leave the woods as the gracious guidance of a guardian angel. Onlookers need not be Christian to be affected; Islamic witnesses might remember on of Mohammed's fiery messengers, while Norse pagans might think the Garou was one of the Valkyries.
This Gift is taught by a spirit of Hope.

System: The player spends a Gnosis point to invoke Angel's Semblence for a scene. The effects are automatic against humans; use the Delerium chart (ignoring the Child of Gaia tribal flaw) to determine how strongly a witness is affected. Responses of fear should be replace with rapture; even "catatonic fear" should be seen as "complete bliss".
Taught by: Hope
Book: WW:tDA

Anger of the Goddess (Black Fury Rank 4)

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

System: The player spends three Rage points to summon Gaia's wrath. The Storyteller determines what freak natural events follow, but the full force of the Goddess strikes the target (multiple lightning bolts, a tornade touching down at his feet, etc.). Unfortunately, the Gift affects everyone around the target as well, as the power of nature is indifferent to innocence.
Taught by: An avatar of Gaia
Book: Wild West Companion

Attunement (Bone Gnawer Rank 4)

By standing in a particular area, the character can commune with the spirits of the area, thus getting an overview or what exists or has happened in the area - rough population, secret tunnels, places of note and so on. This Gift is taught by a Rat spirit to Bone Gnawers and a Cockroach spirit to the Glass Walkers.

System: The Garou spends one Gnosis point and rolls Perception + Streetwise (difficulty 6). The amount of information gathered depend on the number of successes; on a botch, the spirits lie. This Gift may only be used in urban areas, as the Gnawers have become desensitised to the wilderness.

Attunement (Glass Walker Rank 4)

By standing in a particular area, the character can commune with the spirits of the area, thus getting an overview or what exists or has happened in the area - rough population, secret tunnels, places of note and so on. This Gift is taught by a Rat spirit to Bone Gnawers and a Cockroach spirit to the Glass Walkers.

System: The Garou spends one Gnosis point and rolls Perception + Streetwise (difficulty 6). The amount of information gathered depend on the number of successes; on a botch, the spirits lie. This Gift may only be used in urban areas, as the Gnawers have become desensitised to the wilderness.

Attunement (Silent Strider Rank 4)

This Gift is similar to the Bone Gnawer Gift, but may be used only in the wilderness. By standing in a particular area, the character can commune with the spirits of the area, thus getting an overview of what exists or what has happening in the area - rough population, secret trails, places of note and so on. This Gift is taught by an Owl spirit.

System: The Garou spends one Gnosis point and rolls Perception + Survival (difficulty 6). The amount of information gained depends on the number of successes. On a botch, the spirits lie.

Attunement (Wendigo Rank 4)

This Gift is similar to the Bone Gnawer Gift, but may be used only in the wilderness. By standing in a particular area, the character can commune with the spirits of the area, thus getting an overview of what exists or what has happening in the area - rough population, secret trails, places of note and so on. This Gift is taught by an Owl spirit.

System: The Garou spends one Gnosis point and rolls Perception + Survival (difficulty 6). The amount of information gained depends on the number of successes. On a botch, the spirits lie.
Taught by: owl

Avalanche (Red Talon Rank 4)

The Garou must be in a mountainous or otherwise tectonically unstable area. The Gift causes an avalanche, mudslide, etc to engulf his foes. This Gift is taught by an earth elemental.

System: The Garou spends one Gnosis point and rolls Manipulation + Survival (difficulty determined by the Storyteller depending on the instability of the terrain). The more successes, the more powerful the effect. On a botch, the Garou is caught in the avalanche.

Avoid Fate (Stargazer Rank 4)

With this Gift, the Stargazer can dodge the wheels of fate for the moment. Through a preternatural connection between herself and the universe, she avoids certain disaster. A cat spirit teaches this Gift to Garou.

System: Once per scene, the player can spend a Gnosis point to reroll any failed roll.

Badger's Heart (Metis Rank 4)

Metis often possess angry hearts, and in their own way, they have a keen understanding of Rage, no matter what their auspice. This Gift allows them to affect the Rage of other werewolves, causing their enemies to expend more of it than necessary. A Badger spirit teaches this Gift.

System: Spend a Gnosis point and roll Willpower, difficulty 7. Three successes are necessary, but if the roll is made, the target expends twice as many Rage points as he normally would. For example, if Merryk Winterchase successfully uses this Gift on Mari Cabrah while they're in combat, each time she spent one Rage point, she would actually use two, without gaining any benefit of the second Rage point. This Gift lasts an entire day.
Taught by: Badger spirits
Book: GotC

Balor's Gaze (Fianna Rank 4)

One of the Garou's eyes begins to glow a baleful red. Its stare is horrifying, causing wracking pain in any being who meets its glare and whose resolve falters. This Gift is taught by a Pain spirit.

System: The Garou spends one Gnosis and one Rage point. He then rolls Perception + Occult (difficulty 8). Thereafter, for the remainder of the scene, any foe at whom he so much as glances must equal or exceed the Garou's successes on a Willpower roll (difficulty 8) or double over in agony. Such a foe is treated as Crippled (-5 to actions) for the scene, even though the foe takes no actual wounds; foes who are already Crippled are effectively Incapacitated. If a foe successfully resists, she is immune for the duration.

Bare the Heart (Uktenna Rank 4 - Earth Guide Camp)

This Gift is only taught to those who join the Earth Guide camp and utilises the Uktena's noted penchant for delving into the deepest secrets. The Earth Guides use this Gift to examine Bane Tenders for signs of Wyrm-taint. Using the clear sight granted to him by this Gift, the Uktena can look beyond outward manifestations, internal manipulations and even magical disguises that might mask Wyrm-taint, corruption or evil intent and pierce straight to the heart of the truth. Thus, the Garou might note that an otherwise normal-looking person is really a fomor or a Black Spiral Dancer by use of this Gift. Garou using the Gift could also determine that someone is disguised (via cosmetic means or magical change), but only if that person has evil intent (ie: intends to commit some evil - as defined by the Garou's concept of evil - while so disguised. Thus, if a bank robbery was in the offing, the Garou might not see through the mask unless he cares about that bank, but he would unmask someone intending to clear-cut a virgin forest). This Gift is taught by an Incarna avatar.

System: The Garou using this Gift must spend at least one turn intently observing the person he wishes to examine. While doing so, he attunes himself to the person's innermost core, the truth of the heart, and spend two points of Gnosis. The player then rolls Perception + Empathy (difficulty 6). Even one success uncovers a falsehood if one exists and the nature of the mask (cosmetic, magical, etc). Two successes pinpoint how deeply the taint runs and the exact nature of the hidden heart (ie: the target is Wyrm-corrupted, a Bane, a vampire, etc) while three successes allows the Garou to discover such a creature's immediate intent (ie: what its plans are for the rest of the scene).

Beast Life (Lupus Rank 4)

The Garou may not only communicate with animals, but can attract and command them. If there are no animals of the sort desired in the vicinity, none can be called. This Gift is taught by any Animal-spirit.

System: The Garou spends one Gnosis point and rolls Charisma + Animal Ken (difficulty 7). One success causes animals within a 10-mile radius to be affected. Each additional success add 10 miles (two successes indicate a 20-mile radius). The effect lasts for one scene, but the time may be extended by spending one Gnosis point per extra scene.

Beast Life (Child of Gaia Rank 4)

The Garou may not only communicate with animals, but can attract and command them. If there are no animals of the sort desired in the vicinity, none can be called. This Gift is taught by any Animal-spirit.

System: The Garou spends one Gnosis point and rolls Charisma + Animal Ken (difficulty 7). One success causes animals within a 10-mile radius to be affected. Each additional success add 10 miles (two successes indicate a 20-mile radius). The effect lasts for one scene, but the time may be extended by spending one Gnosis point per extra scene.

Berserker's Song (Get of Fenris Rank 4)

The Get can sing himself into a controlled Frenzy. He can ignore wounds, shift to Crinos immediately, and he is immune to many mental Gifts of Charms. In this state, unlike normal frenzy, the Get can pull out of the frenzy at any time. An angry Wolverine-spirit or bear-spirit teaches this Gift to the Get.

System: The Garou spends two Rage points and begins singing his particular song of Rage (many young Get prefer "death metal"). The number of successes on a Stamina + Expression (or Performance) roll (difficulty 6) equals the number of rounds the frenzy lasts. She can drop the frenzy earlier by spending a Willpower point.
Alternative Versions
From: PG3e (Get of Fenris Rank 2)

This fearsome battle song is in a language that has yet to be recognised - it's certainly not Nordic, any Germanic language, nor Garou. Yet it is potent, for it both channels and increases Rage in the warrior who sings it. Some younger Fenrir have begun experimenting with the tune and discovered that the lyrics can be sung in any method - so long as they maintain the lyrics, they can sing it in more modern styles (which outrages some Elder Get). An ancestor spirit teaches this Gift, but cannot explain its origins.

System: After spending two Rage points, the player rolls Stamina + Expression or Performance, whichever is higher, against difficulty 6. For a number of rounds equal to the successes gained, the Get automatically frenzies, shifting immediately to Crinos, and gaining immunity to mind influencing powers. However, he can pull out of Frenzy immediately and may use simple weapons like swords or bludgeons. If the Garou is stopped from singing, somehow, the effect automatically ends.

Blank Slate (Shadow Lord Rank 4)

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

System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty of the victim's Willpower). A single success allows the character to excise the desired piece of information. Additional successes enable the character to make secondary adjustments to the target's memory to hide the fact that something is missing.
Taught by: Ruatma
Book: RatH

Blank Slate (Theurge Rank 4)

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

System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty of the victim's Willpower). A single success allows the character to excise the desired piece of information. Additional successes enable the character to make secondary adjustments to the target's memory to hide the fact that something is missing.
Taught by: Ruatma
Book: RatH

Body Shift (Homid Rank 4)

This Gift allows the Garou who possesses it to extended their shapeshifting abilities to a new plane. They can alter their physical form to improve their strength, or to gain increased speed above and beyond the ability to change to Crinos by borrowing from one aspect of themselves to temporarily give to another.

System: The player who wishes to use this Gift must spend a point of Rage and roll Stamina + Primal Urge (difficulty 7). Each success allows them to move a point from one physical attribute to another - from Stamina to Strength, or from Dexterity to Stamina.

Body Wrack (Black Fury Rank 4)

The Garou can cause a target to suffer immense pain. This Gift is taught by a pain spirit.

System: The Garou spends a Gnosis point and rolls Dexterity + Medicine (difficulty of the opponent's Stamina + 4). Each successes causes the victim to lose one die from all Dice pools as agonising pain sweeps over his body.

Bridge Walker (Galliard Rank 4)

The Galliard has the ability to create minor Moon Bridges through which she alone can travel. The Garou travels between the ends of this Moon Bridge in one percent of the time it would take to travel that distance normally, allowing her to disappear from in front of a foe and reappear instantly behind it. Note that these Moon Bridges are not protected by Lunes and occasionally attract the interest of spirit creatures; these beings have been known to follow the Garou into the physical world. This Gift is taught by a Lune.

System: The Garou spends one Gnosis point to create the Bridge. The Moon Bridge lasts for only one passage unless the Garou spends a permanent Gnosis point during its creation, in which case it lasts until the next full moon. The maximum distance that can be traversed by the Bridge is the Garou's Gnosis in miles.

Call Elemental (Uktenna Rank 4)

The Garou is able to call one of the four classical elementals (air, earth, water, fire) of his choice to him. This Gift is taught by an elemental spirit.

System: The Garou spends one Gnosis point and rolls Gnosis (difficulty of the area's Gauntlet) to summon the elemental. He must then roll Manipulation + Occult (difficulty 7) to cause the elemental to look favourably upon him. At the end of the scene, the elemental will return from whence it came.

Call Forth the Wyld (Uktenna Rank 4 - Wyld Children)

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

System: The player must roll Manipulation + Repair (difficulty 6) and spend a Gnosis point to use the Gift. One success is sufficient to discombobulate most small technological targets. Storytellers may require more successes or higher difficulties to affect larger or more complex targets.

Call the Cannibal Spirit (Wendigo Rank 4)

The Garou must chant and dance for a full hour under the night sky to invoke this Gift. If the summons is successful, a Wendigo avatar will answer the summons. The avatar will track down a victim of the Garou's choosing (the Garou must have an article or part of the victim) to eat his heart. Great Wendigo sends an avatar to his most worth Children to teach them this Gift.

System: The Garou spends a Gnosis point and one Rage point. She then rolls Charisma + Occult (difficulty 8). If the roll botches, or the Wendigo avatar is thwarted in its mission, it will return to kill the summoner.

Calm Before the Storm (Black Fury Rank 4)

The Black Furies are at heart a tribe of contradiction, they both represent the harmony and beauty of the Wyld, but also the spectacular savagery and brutality of the same. Sometimes, they even bring the two forces together, such as with this Gift. It lays a sense of peace and quiet over an area, not an uncomfortable silence but a serene sense of security. It is, naturally, used to prepare an ambush. The moment this peace breaks, these spirits of calm depart quickly and are replace with spirits of anger, storm and pain. Few subjected to this Gift survive the assault that follows. This Gift is taught by a cat spirit.

System: The Black Fury spends one Gnosis and rolls Charisma + Primal Urge, difficulty 7. A simple success projects a sense of utter safety on a group of no more than ten people. If they expect an ambush, they may roll Perception + Empathy (difficulty 8) in order to sense the sudden change of emotion within their own group. If they obtain more successes than the Black Fury on her Primal Urge roll, they can sense the impending assault and run. Otherwise, the Gift works and the resulting chaos causes the targets to lose one die on each of their rolls for every success the Black Fury initially rolled.
Taught by: Cat spirits
Book: PG3e

Camera Eye (Glass Walker Rank 4)

The Garou can "film" events simply by looking at them. They will be recorded onto the retina of the werewolf who uses this Gift and can be later transferred onto video tape or still film. While the images thus captured can be as artful as any photographic shot, they cannot be altered until they are later transferred to a physical medium.

System: Any sight that the Garou witnesses can be captured with the expenditure of a Gnosis point and a roll of Perception + Alertness (or Performance for artistic shots) at a difficulty 5. To transfer the images to a viewable medium, the Garou must stare at the object and spend a Willpower point. This Gift lasts for a scene.

Challenge of Single Combat (Ahroun Rank 4)

By invoking the name of the Ice Warrior and issuing a direct challenge to an enemy, the Garou can force her opponent to fight one-on-one according to the tacity rules of fair play. The opponent can launch no surprise attacks, employ dirty tricks or accept extra help from comrades or pack mates. However, the Garou using this Gift accepts the same restrictions - neither combatant can break off from the fight until one participant either concedes victory to the other or dies.

System: After the character has issued the challenge, the player spends a point of Rage and rolls Manipulation + Leadership (difficulty of the target's Willpower). A single success forces the target to forego any unfair tactics and meet the Garou in single combat as described above. No successes means the Gift fails while a botch inspires the target to launch an immediate attack - usually with the help of the opponent's friends.
Taught by: Nerigal
Book: RatH

Challenge of Single Combat (Get of Fenris Rank 4)

By invoking the name of the Ice Warrior and issuing a direct challenge to an enemy, the Garou can force her opponent to fight one-on-one according to the tacity rules of fair play. The opponent can launch no surprise attacks, employ dirty tricks or accept extra help from comrades or pack mates. However, the Garou using this Gift accepts the same restrictions - neither combatant can break off from the fight until one participant either concedes victory to the other or dies.

System: After the character has issued the challenge, the player spends a point of Rage and rolls Manipulation + Leadership (difficulty of the target's Willpower). A single success forces the target to forego any unfair tactics and meet the Garou in single combat as described above. No successes means the Gift fails while a botch inspires the target to launch an immediate attack - usually with the help of the opponent's friends.
Taught by: Nerigal
Book: RatH

Clenched Grip (Ahroun Rank 4)

The Garou's jaw can become a grip of steel, clamping down on a foe and not releasing it until the Garou chooses. This Gift is taught by a Wolf spirit.

System: After making a successful bite attack, the Garou, by spending a point of Rage, makes her grip unbreakable. While foes can make a typical resisted Strength roll to break the grip, the Garou gains an automatic success per point of Strength, and can roll half her Willpower pool (rounding down) to add more successes.

Cliche Curse (Bone Gnawer Rank 4)

From Roger Ebert's Little Bigger Movie Glossary, "Clichephobia. Condition affecting people raised on movies. Symptoms occur when real life situations echo movie cliches, and the sufferers must take action to avoid what would be the inevitable denouement in a movie."
What is a humerous anecdote in the hands of humans becomes a deadly weapon in the claws of a Bone Gnawer. Most often employed with an appropriately dramatic curse (although this isn't necessary), the target of this Gift becomes certain to suffer an unfavourable fate in a cliche-related way. Anyone reaching for something high in a cupboard will inevitably have the entire contents fall on top of him. Riding a bicycle on a sunny day invites being hit by a truck. While it is possible to avoid the effects of this curse, doing so requires virtually
shutting yourself from the world, and not in a dark room, either. It is taught by a dog spirit or by a spirit from a television realm.

System: The player spends one point of Gnosis and names the victim, who must be within hearing distance and line of sight. For twenty-four hours, the victim risks disaster. Once that disaster occurs, however, the curse is ended.
Taught by: Dog and TV spirits
Book: PG3e

Cocoon (Homid Rank 4)

The Garou causes a thick, opaque epidermis to surround him. The Garou is immune to fire, starvation, gas, et al. This Gift is taught by an Insect- or Weaver-spirit.

System: The Garou spends one Gnosis point. While in the cocoon, attacks must do an amount of damage equal to the Garou's Stamina + Rituals to affect him at all. The cocoon lasts for one scene. Extra time may be gained by spending more Gnosis points, allowing Garou to stay protected for days. How long a Garou can ultimately spend in the cocoon is up to the Storyteller.

Command the Heart of Rage (Silver Fang Rank 4)

The Silver Fang can reach into the heart of another Garou and stifle her opponent's Rage. Even a frenzied Garou must obey the Fang's command. An avatar of Falcon teaches this Gift.

System: The player spends one Willpower point and selects a target. The Fang and the victim make resisted Willpower rolls. If the Silver Fang wins, she can dictate when and how much Rage the victim spends. This Gift works on frenzied Garou as well.
Taught by: avatar of Falcon
Book: Wild West Companion

Corner Shot (Glass Walker Rank 4 - Wise Guys)

This Gift makes any Glass Walker goodfella a feared opponent. Any single bullet fired will "home in" on its target, regardless of any cover or changes in direction is needs to take. Only single shots will work - autofire in not possible.

System: The Garou player must spend a point of Gnosis, and then roll Dexterity + Firearms at the normal difficulty. As long as the named target is within the range of the gun and within 90 degrees either side of the way the Garou is pointing, they will be hit with the bullet as if it was fired in a straight line.

Counting Coup (Wendigo Rank 4)

The Garou invoking this Gift can steal Renown from another Garou by touching them, but doing no actual damage. The Garou is in effect demonstrating that he could have severely damaged his opponent, and only did not because he chose so.

System: Before a combat, the player must spend a Gnosis point to activate this Gift. Then onward, they can declare that they are trying to count coup against their opponent - they make an attack roll with a +2 difficulty penalty (it is harder to know when to pull the blow). If the attack succeeds, they effectively pull one point of temporary Glory from their opponent for themselves.

Crescent Moon Fata (Silver Fang Rank 4 - Moon Lodge, Theurge)

Garou with this Gift can examine the tapestry of fate itself, carefully discerning individual threads to learn something of an object's past or destiny.

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

Curse of Corruption (Uktenna Rank 4 - Bane Tender)

This Gift allows a Bane Tender to take part of the taint from the Bane he is tending and infuse the one cursed with it. This takes the form of some physical loss or mental instability that makes functioning much more difficult; it may whither limbs, inflict the target with a permanent nausea,make her bones brittle and likely to shatter or cause paralysis. It can also cause unstable personality quirks (foolish risk-taking, being insulting to those of greater rank, refusing to obey orders or cooperate with one's pack, complete unreasoning cowardice) or reduce the target to idiocy. Effects last for one full lunar cycle from the time the curse is inflicted. This Gift is taught by an Incarna avatar.

System: The Garou must choose to afflict her target either mentally or physically. She then spends two points of Gnosis and rolls Manipulation + Intimidation (versus a difficulty equal to her target's Gnosis). One success inflicts a minor effect, or one that only functions sporadically, while more successes cause more serious afflictions or ones that constantly affect the target throughout the length of the curse. Storytellers should be creative, but fair, when assigning curses.

Curse of the Berserker (Get of Fenris Rank 4)

Although the tribe is known for its ferocity, this Gift allows a Get to throw off her frenzy and retain control. This Gift comes with a price, however, as the Garou must choose another to suffer. That victim then endures the Get's frenzy instead. A Woverine-spirit or an Ancestor-spirit teaches this Gift.

System: The player rolls her Willpower in a resisted action versus her target's Willpower when a frenzy is imminent (difficulty for each equals the opponent's Willpower). The loser of the resisted action enters a frenzy and the victor remains in contol of his wits.
Taught by: Wolverine-spirit or Ancestor-spirit
Book: Wild West Companion

Dam the Heartflood (Silent Strider Rank 4)

No tribe loathes the blight of vampires more than the Silent Striders. By using this Gift, a Strider mya block the flow of blood in a vampire's heart, preventing him from using any supernatural powers tied to the blood. This Gift is taught by Cobra spirits, who resent being viewed as a symbol of Set.

System: This Gift can only be used on a supernatural creature with a Blood Pool who gains power from that blood (vampires, ghouls, even Anasasi). The Garou spends a Gnosis point and rolls Manipulation + Medicine (difficulty of the target's Willpower). Each success prevents the target from spending any Blood Points, for whatever purpose, for a full turn. A Garou may only use this Gift once per scene against a given target, but multiple Garou may use this Gift on a target once each. Strider packs armed with this Gift are amongst the fiercest Leech-slayers known to the Garou

Dolorous Stroke (Shadow Lord Rank 4)

The Shadow Lord may deliver a blow so merciless and terible that it strikes fear into the hearts of those around her. Anyone witnessing the Dolorous Stroke becomes faint of heart, and finds it difficulty to oppose the Shadow Lord capable of such a strike.
This Gift is taught by a Death spirit.

System: The player spends a Gnosis point and then rolls to hit; she may take no other action this turn. If she misses, the Gift is ineffectual. But if she hits, she gains two bonus dice to her damage pool. If she does at least three levels of damage (after soak) to her target, any onlookers are dismayed by the brutal expertise of the Shadow Lord's attack, and suffer a one-die penalty to any rolls made against the Shadow Lord for the remainder of the scene.
Taught by: Death spirit
Book: WW:tDA

Doppleganger (Glass Walker Rank 4)

The Garou may take the exact likeness of a particular human or wolf, or even another Garou. This is taught by a Chameleon spirit, or a spirit of Illusion.

System: The Garou spends on Gnosis point and rolls Charisma + Performance (difficulty 8). The effect lasts for one day per success.

Enthronement (Philodox Rank 4)

The Garou can create small or simple objects out of thin air - including mist, clouds or wind. By shaping the air around him with his hands, the Garou may form a solid block of matter to serve as a chair, create a bowl or cup for holding liquid or construct some other useful item. Alternatively, the Garou can form small, stone-sized balls of air to use as hurled weapons against his enemies. The items last until the Garou disperses them.

System: The player simply rolls Dexterity + Repair (difficulty 7). The character may form one small item of solidified air for each success, or use two or more successes to shape a larger item (such as a throne-like seat). "Air-stones" used as weapons do the character's Strength + 1 normal damage, and dissipate upon contact with their target (or any other solid substance). In addition, the victim must make a Stamina roll (difficulty 8) to remain on her feet when the "air-stone" discharges its mass. If she fails the Stamina roll, the victim is stunned for the remainder of the round and can take no action.
Taught by: Zarok
Book: RatH

Enthronement (Silver Fang Rank 4)

The Garou can create small or simple objects out of thin air - including mist, clouds or wind. By shaping the air around him with his hands, the Garou may form a solid block of matter to serve as a chair, create a bowl or cup for holding liquid or construct some other useful item. Alternatively, the Garou can form small, stone-sized balls of air to use as hurled weapons against his enemies. The items last until the Garou disperses them.

System: The player simply rolls Dexterity + Repair (difficulty 7). The character may form one small item of solidified air for each success, or use two or more successes to shape a larger item (such as a throne-like seat). "Air-stones" used as weapons do the character's Strength + 1 normal damage, and dissipate upon contact with their target (or any other solid substance). In addition, the victim must make a Stamina roll (difficulty 8) to remain on her feet when the "air-stone" discharges its mass. If she fails the Stamina roll, the victim is stunned for the remainder of the round and can take no action.
Taught by: Zarok
Book: RatH

Faerie Blood (Fianna Rank 4)

The Garou can temporarily transform his blood to that of the Fae. While this Gift has been invoked, the Fianna is effectively one of the Fae - they are immune to silver (although cold iron is as dangerous), any magic becomes much easier and trods open up to the Fianna as if they were Kin. Nearby Changelings may notice this alteration and the Garou may also notice them. On the downside, those creatures who prey on blood, such as vampires, may also notice (and be interested in) this change. This Gift is taught by Fae closely associated with the Fianna.

System: By spending a Gnosis point the Fianna undergoes this change. An Gnosis roll while the Gift is in effect is at a -1 difficulty and any Gift requiring Gnosis to activate it needs one less point. Silver is not inherently dangerous to the Fianna, but cold iron has many of the same effects. The Gift lasts for one scene.

Fool's Luck (Ragabash Rank 4)

This Gift allows the Garou to tamper with Fate - when things go catastrophically wrong for the werewolf, they can insist that there must have been some mistake.

System: By spending one Gnosis point, the character can choose to disregard one botched roll per scene and roll again. This can only be done when the roll concerned the Ragabash's Auspice roll - a roll for stealth, trickery or such, and not combat, tracking, singing or spirit interaction.

Form of Akhlut (Red Talon Rank 4)

Inuit myth tells of Akhlut, a killer whale that turned into a wolf to walk on land. The legends are almost right, of course. This Gift allows a Red Talon to take on an aquatic form such as a fish, dolphin or whale. It is believed by some that this Gift is how the Red Talons spread from their original lands to other continents. The Gift is taught by the spirit of an appropriate pelagic animal, although the Red Talons respect the orca most of all.

System: Two Gnosis points are required to activate this Gift, and then the player rolls Stamina + Primal Urge, difficulty 8. Each success allows the Red Talon to become a more powerful aquatic denizen. One success might allow the Red Talon to become a goldfish, three a dolphin and five the genuine killer whale of legend.
Taught by: Whale or dolphin spirits
Book: PG3e

Gaia's Embrace (Homid Rank 4 - Pure Ones)

Known only to the Pure Ones, this Gift allows the Garou to become one with the land. If seriously wonded, the Garou may "crawl into" the earth to seek Gaia's aid. Once protected within Her womb, the wounded child is mended by the power of the Goddess. An Earth-spirit teaches this Gift.

System: After suffering aggravated wounds, the Garou must be buried alive or dig his own way under the soil. This Gift sustains an interred Garou and heals his aggravated wounds at a rate of one per hour, instead of one per day.
Taught by: Earth-spirit
Book: Wild West Companion

Gift of the Porcupine (Metis Rank 4)

This Gift allows a Garou's fur to become bristly and sharp like the quills of a porcupine. The Garou must be in Crinos, Hispo or Lupus form. This Gift is, of course, taught by a Porcupine-spirit.

System: The Garou spends a Gnosis point to sharpen his fur. Anyone whom the Garou body slams, grapples or immobilizes takes aggravated damage from the Garou's sharp fur (Strength + 1). Furthermore, anyone who hits the Garou with bare flesh and scores fewer than five successes takes damage based on the attacker's Strength, although the Garou still takes normal damage. This Gift lasts for one scene or until the Garou deactivates it.

Gnaw (Lupus Rank 4)

The Garou may strengthen her jaws to the point that, given time, she can chew through just about anything. In addition, her jaws do more damage in combat. This Gift is taught by a Wolf-spirit.

System: The Garou spends one Willpower point and rolls Stamina + 4 against a variable difficulty (3 for wood, 6 for steel cables, 9 for a titanium door). The length of time it takes to gnaw through something is up to the Storyteller. When employing this power in combat, the Garou's bite does an extra die of damage.

Gorge (Red Talon Rank 4)

Natural wolves will eat as much as possible when food is available, for they never know when their next meal will arrive. With this Gift, a Red Talon can do much the same thing with Rage, Gnosis or Willpower, storing such energy against the day she will need it. A wolf-spirit teaches this Gift.

System: Upon learning this Gift, the player chooses which Trait (Rage, Gnosis or Willpower) her character can store. Thereafter, the character can hold three more points in the appropriate Trait than her permanent rating. These extra points must be regained as usual, and they do not add extra dice to rolls involving these Traits.
Taught by: Wolf
Book: WW3e

Grasp the Beyond (Theurge Rank 4)

The Garou may take things to and from the Umbra without having to Dedicate them to herself (see Rite of Talisman Dedication, pg. 144). This includes humans and animals, both willing and unwilling. Garou often use this power to take loyal Kinfolk with them on Umbral quests or to heal injured Kinfolk - both body and soul - in mystic Glens.

System: The Garou must grasp the object or person he wishes to take to the spirit world. He must then spend a number of Willpower points: one for small items, two for larger items (swords, etc) and three for huge items (including people). He makes the usual Gnosis roll to pierce the Gauntlet and step sideways; if successful, both he and the desired object or person pass into the Umbra. An unwilling target may resist with a Willpower roll; each success subtracts one from the Garou's successes. A Garou attempting to abduct an unwilling victim must achieve at least three successes on his Gnosis roll. Any person taken to the Umbra, unless she has the ability to step sideways, must rely on the Garou to escape, or else find an area with a very thin Gauntlet, such as a caern. The Gauntlet rating must be 3 or lower for a victim to exit of his own accord. If he does exit, he may not reenter the Umbra, no matter what the Gauntlet rating.

Great Bison (Wendigo Rank 4)

For centuries, the bison provided the Pure Ones and their Kinfolk with all they needed. With the incursion of the Europeans, both Garou and human, the bison population dwindles and the open plains vanish. With this Gift, the Wendigo summons a ghostly stampede of spirit bison to trample his enemies. A Bison-spirit teaches this Gift.

System: The player spends one Willpower, one Gnosis and one Rage point to summon the stampede. The stampede, 50 yards wide and 100 yards long, tramples everything in its path and causes 10 dice of damage. The bison are spirits and pass through man-made obstacles, such as buildings, to crush anyone inside. The targets can find safety out of the bison's path, to either side of the stampede, or by climbing trees and the like.
Taught by: Bison-spirit
Book: Wild West Companion

Guiding Hand of Djeheuty (Silent Strider Rank 4)

None could stay the words of Djeheuty, the messenger of the Gods. Those who have this Gift do not even have to accompany the message, but can send it on its way and be assured that it will reach its destination. The spirit of any migrating animal teaches this Gift.

System: The player spends two points of Gnosis and rolls Charisma + Occult, difficulty 8, while the Strider loudly states the message's destination. The message must be written on something physical (paper, tablet, bone shard). A simple success imbues the message with a Gaffling that will ensure it arrives at the stated destination. The method of delivery is a matter of coincidence; the message is picked up by someone curious, ends up on a truck heading that direction, floats on the wind, etc. The number of additional successes determines how long this takes, regardless of distance. Number of Successes Length of Transit
1 A year
2 Six months
3 One season
4 One week
5 One day
While the message is in transit, the Silent Strider cannot regain the two points of Gnosis invested in it. Nor can they revoke the message. As a result, this Gift tends to be used only when all other avenues have been tried and failed, or if the Strider's death is certain. The Strider's death will not disrupt this Gift.
Taught by: Migrating animal spirits
Book: PG34

Hand of the Earth Lords (Uktenna Rank 4)

The Garou can telekinetically move substances weighing up to 500lbs. This Gift is taught by an earth elemental and an air elemental.

System: The Garou spends one Gnosis point and rolls Dexterity + Occult (difficulty 6). The effect lasts one turn per success.

Hand of the Sun (Child of Gaia Rank 4)

The Garou's hand blazes with a terrible heat and gives off a white-hot light, similar to a branding iron. The Garou may touch an individual and mark them indelibly (and painfully) with a brand of shame. Any Garou who encounters the victim in the future immediately recognise the mark as a sign of that person's treachery, dishonour or other grave crime. Vampires ignite when touched by the Hand of the Sun.

System: The Garou spends a point of Rage and then a point of Gnosis. No roll is necessary for the Gift to take effect, but the character must make a standard attack roll in order to mark her victim. A victim touched by the Hand of the Sun takes two health levels of unsoakable aggravated damage and receives a permanent circular scar. The scar cannot be removed by any means short of amputating the part of the body which contains the scar. The fire lasts for one scene, although the Garou may extinguish it beforehand if she so chooses.
Taught by: Katanka-Sonnak
Book: RatH

Hand of the Sun (Wendigo Rank 4)

The Garou's hand blazes with a terrible heat and gives off a white-hot light, similar to a branding iron. The Garou may touch an individual and mark them indelibly (and painfully) with a brand of shame. Any Garou who encounters the victim in the future immediately recognise the mark as a sign of that person's treachery, dishonour or other grave crime. Vampires ignite when touched by the Hand of the Sun.

System: The Garou spends a point of Rage and then a point of Gnosis. No roll is necessary for the Gift to take effect, but the character must make a standard attack roll in order to mark her victim. A victim touched by the Hand of the Sun takes two health levels of unsoakable aggravated damage and receives a permanent circular scar. The scar cannot be removed by any means short of amputating the part of the body which contains the scar. The fire lasts for one scene, although the Garou may extinguish it beforehand if she so chooses.
Taught by: Katanka-Sonnak
Book: RatH

Harano (Wendigo Rank 4)

The Wendigo can inflict a state of Harano on a single victim. The target feels the tragic history of all the world's oppressed peoples, including the Garou themselves. Rumours that this power would not affect Native Americans have been dispelled by a Shadow Lord who swindled the Gift out of a naive Wendigo - who found himself the victim of a Gift he'd just taught. The Shadow Lord has not been heard from in recent days. A wind-spirit teaches this Gift.

System: For one scene, the Garou can inflict an artificial Harano with a Manipulation + Expression roll (difficulty 8). Five or more successes can result in permanent mental injury. During the duration the victim is too depressed to perform any actions without a successful Willpower rolls (difficulty 6).
Alternative Versions
From: PG3E (Wendigo Rank 4)

System: The player spends one point of Rage and rolls Manipulation + Expression (difficulty 8). More than five successes inflicts permanent Harano upon the victim; otherwise, the suffering lasts for the rest of the scene. (See rules for Harano).

Harmonius Slumber (Child of Gaia Rank 4)

This Gift enables the Garou to create a perfect environment for sleep even in the most difficulty circumstances. Under the influence of this Gift, the Garou receives the equivalent of eight hours of restful sleep and awakens refreshed and with his spirits revived.

System: The player spends a point of Gnosis and rolls Stamina + Enigmas (difficulty 7). One success is necessary to affect the character. Each additional success allows him to include another individual in the effects of the Gift. A failure means that the Gift does not work, while a botch inflicts restless sleep on the character, with no benefits. When a character awakens from a successful use of this Gift, he finds that his Gnosis is fully replenished. The nap can last for up to eight hours, although only two hours are necessary to reap full benefits.
Taught by: Lu-Bat
Book: RatH
Alternative Versions
From: Damien (Child of Gaia Rank 4)

System: The player rolls Stamina + Enigmas (difficulty 7). Each success allows the character to regain a point of Willpower and Gnosis while they sleep, or to include another individual in the effects of the Gift (a connection of some sort, physical, or spiritual is necessary to include others in the Gift's effects). A failure means that the Gift does not work, while a botch inflicts restless sleep on the character, and they lose a Willpower point. The nap can last for up to eight hours, although only two hours are necessary to reap full benefits.

Harmonius Slumber (Ragabash Rank 4)

This Gift enables the Garou to create a perfect environment for sleep even in the most difficulty circumstances. Under the influence of this Gift, the Garou receives the equivalent of eight hours of restful sleep and awakens refreshed and with his spirits revived.

System: The player spends a point of Gnosis and rolls Stamina + Enigmas (difficulty 7). One success is necessary to affect the character. Each additional success allows him to include another individual in the effects of the Gift. A failure means that the Gift does not work, while a botch inflicts restless sleep on the character, with no benefits. When a character awakens from a successful use of this Gift, he finds that his Gnosis is fully replenished. The nap can last for up to eight hours, although only two hours are necessary to reap full benefits.
Taught by: Lu-Bat
Book: RatH
Alternative Versions
From: Damien (Ragabash Rank 4)

System: The player rolls Stamina + Enigmas (difficulty 7). Each success allows the character to regain a point of Willpower and Gnosis while they sleep, or to include another individual in the effects of the Gift (a connection of some sort, physical, or spiritual is necessary to include others in the Gift's effects). A failure means that the Gift does not work, while a botch inflicts restless sleep on the character, and they lose a Willpower point. The nap can last for up to eight hours, although only two hours are necessary to reap full benefits.

Hero's Stand (Get of Fenris Rank 4)

The Garou plants herself on a patch of ground and channels the very force of Gaia through her body, essentially becoming one with the earth. She may not retreat or even move from her chosen "turf" (and no force on Earth can make her), but she gains many powers thereby. Only when all foes are defeated may she retreat or leave. This Gift is taught by an earth elemental.

System: The Garou rolls Willpower (difficulty 8). Each success grants her one extra die to all her Dice Pools. Additionally, she may not be surprised, and all attacks against her are considered frontal. Any supernatural attempts to make her leave must obtain twice as many successes as the Garou did on the Willpower roll.

Hero's Stand (Wendigo Rank 4)

The Garou plants herself on a patch of ground and channels the very force of Gaia through her body, essentially becoming one with the earth. She may not retreat or even move from her chosen "turf" (and no force on Earth can make her), but she gains many powers thereby. Only when all foes are defeated may she retreat or leave. This Gift is taught by an earth elemental.

System: The Garou rolls Willpower (difficulty 8). Each success grants her one extra die to all her Dice Pools. Additionally, she may not be surprised, and all attacks against her are considered frontal. Any supernatural attempts to make her leave must obtain twice as many successes as the Garou did on the Willpower roll.

Hunter's Horn (Ahroun Rank 4)

This Gift enables the Garou to create a sound so horrible and mind-chilling that it sends enemies into utter panic and causes them to flee an area without regard for direction or destination. Enemies so affected cannot attempt to evade pursuit or disguise their passage. This makes hunting them down and dispatching them a fairly simple task.

System: The player spends a point of Rage and rolls Manipulation + Primal-Urge (difficulty of the highest Willpower in the group). Each success affects one victim with uncontrollable panic, causing them to run blindly from an area. Garou affected by this Gift enter a state of fox frenzy, while others simply become mindless panicked creatures of prey. The effect lasts for an entire scene, during which time the character (and any allies) may hunt down and slay the victims if they so desire.
Taught by: Rorg
Book: RatH

Hunter's Horn (Red Talon Rank 4)

This Gift enables the Garou to create a sound so horrible and mind-chilling that it sends enemies into utter panic and causes them to flee an area without regard for direction or destination. Enemies so affected cannot attempt to evade pursuit or disguise their passage. This makes hunting them down and dispatching them a fairly simple task.

System: The player spends a point of Rage and rolls Manipulation + Primal-Urge (difficulty of the highest Willpower in the group). Each success affects one victim with uncontrollable panic, causing them to run blindly from an area. Garou affected by this Gift enter a state of fox frenzy, while others simply become mindless panicked creatures of prey. The effect lasts for an entire scene, during which time the character (and any allies) may hunt down and slay the victims if they so desire.
Taught by: Rorg
Book: RatH

Ignore Death Blow (Silver Fang Rank 4)

Tales say that the first Silver Fang died and was reborn; since that time, the Fangs have passed down this Gift. A Fang with this Gift can choose to ignore what would be a killing blow. This Gift is taught by a Lion spirit.

System: Once per scene, the Fang can spend a Willpower point and ignore all damage from a single attack. The damage simply does not occur; no special handicaps take effect, either.
Alternative Versions
From: PG3e (Silver Fang Rank 5)

The Fangs claim they rule by divine right, and after seeing this Gift in action, few garou disagree. The Silver Fang simple ignores a blow that would otherwise kill him. Seeing a blade swung with perfect accuracy toward someone's neck and watching it fail to sever the head is something few Garou will forget - especially if they were swinging the sword. A lion-spirit or avatar of Falcon teaches this Gift.

System: Once per scene, the Fang can spend a Willpower point and ignore all damage from a single attack.

Imaginal Mantra (Stargazer Rank 4)

The Stargazer can chant a mantra to banish Banality from the area and awaken Glamour. During the chanting, he must imagine the area is being inherently magical, seeing the rocks, stones and buildings as living things - he must pretend to dream while awake. This Gift is taught by a Chimerling.

System: The player rolls Wits + Rituals and spends one Gnosis point. If successful, any Banality is banished for one scene. In addition, any fae are revealed in their true forms.

Infest (Bone Gnawer Rank 4)

The Gnawer may call up a horde of vermin (rats, insects, slugs, birds, snakes, etc) to invade an area (no greater than a large building) of his choice. The creatures will act according to their nature and will not mindlessly attack humans; indeed, many of them may try to flee. This Gift is taught by a Rat spirit.

System: The Garou spends one Gnosis point and rolls Manipulation + Animal Ken (difficulty 7). The size of the horde is determined by the number of successes; one success will cause a notable problem and several calls to the exterminator, while five will create a scene from a horror film as the building is swarmed in creatures.

Iron-Can't-Bite (Get of Fenris Rank 4)

By carving the "iron-can't-bite" rune into her flesh, the Fenrir can make herself invincible against the iron and steel weapons of her foes. Spears bounce off her hide and swords snap rather than cut into her.
This Gift is taught by a War spirit.

System: The player spends a Gnosis point and a Rage point; the rune-carving inflicts no actual damage. For the duration of the scene, the Fenrir takes no damage from attacks inflicted by ferrorus metals, although wood, stone, silver, claws or teeth and other non-ferrous attack forms can wound her as normal.
Taught by: War spirits
Book: WW:tDA

Journey Home (Get of Fenris Rank 4)

No matter what the distance or what the circumstances, the Get can travel home as easily as he can reach into the Umbra.

System: The player spends all of his Gnosis (minimum of three points) and steps into the Umbra. When he steps out of the Umbra, he emerges at the place he considers home.
Book: Wild West Companion

Lore of the Land (Galliard Rank 4)

By eating, smoking or otherwise taking in a portion of the land, the Garou can sense things that happened in the immediate vicinity in the past. For instance, a Garou can mix dandelions from a meadow into a salad which she eats; as a result, she realises that a group of hunters passed through the meadow three months ago. By chewing on the bark from a tree, the Garou can learn that a surveyor for a corporation measured the land around the tree as part of a planned site for a new factory, or that someone buried a body beneath the tree.

System: The player spends a point of Gnosis and rolls Perception + Empathy (difficulty 7). One success gives the character a piece of past information ("A group of men passed through here several weeks ago"). Additional successes either embellish the first piece of information ("The men wore security uniforms") or else provide new information about other events ("A battle took place here last year"). The information provided will be as pertinant as possible; the character actually learns the most important (to Garou standards) thing or things that happened within the area, most often information that the Garou can act on.
Taught by: Eshtarra
Book: RatH

Lore of the Land (Fianna Rank 4)

By eating, smoking or otherwise taking in a portion of the land, the Garou can sense things that happened in the immediate vicinity in the past. For instance, a Garou can mix dandelions from a meadow into a salad which she eats; as a result, she realises that a group of hunters passed through the meadow three months ago. By chewing on the bark from a tree, the Garou can learn that a surveyor for a corporation measured the land around the tree as part of a planned site for a new factory, or that someone buried a body beneath the tree.

System: The player spends a point of Gnosis and rolls Perception + Empathy (difficulty 7). One success gives the character a piece of past information ("A group of men passed through here several weeks ago"). Additional successes either embellish the first piece of information ("The men wore security uniforms") or else provide new information about other events ("A battle took place here last year"). The information provided will be as pertinant as possible; the character actually learns the most important (to Garou standards) thing or things that happened within the area, most often information that the Garou can act on.
Taught by: Eshtarra
Book: RatH

Luna's Blessing (Ragabash Rank 4)

When the moon is visible in the night sky, silver refuse to cause the Garou aggravated wounds. Indeed, if the moon waxes full, silver weapons may well turn on those who would wield them against the character. This Gift is taught by a Lune.

System: For each strike against the Garou, the wielder of the weapon must roll three extra dice on the attack; these dice are read only to check for botches. The Garou can soak and regenerate silver as if it were normal damage, but only when the moon is visible. Thus, the Garou is still vulnerable during a new moon.

Mastery (Silver Fang Rank 4)

The Garou can command other Garou (including Wyrm-tainted Garou such as Black Spiral Dancers) to do her bidding. This Gift is taught by a Falcon spirit.

System: The Garou rolls Charisma + Leadership (difficulty of the target's Wits + 3). The Garou can cause the target to obey any non-suicidal command for one turn per success. This Gift works only against Garou.

Mercurial Messenger (Bone Gnawer Rank 4)

This Gift enables a Garou who overhears a conversation or who is entrusted with a message to remember what she has heard. At a later time, the Garou may repeat back verbatim everything heard over a single scene as if she had total recall. The Gift allows the Garou to reproduce voice intonations, accents and speech patterns or mannerisms which match those of the original speaker. In addition, the Garou can approximate the speaker's actual voice.

System: The player spends a point of Gnosis and rolls Wits + Linguistics (difficulty 7). Each success increases the accuracy of the character's delivery of the remembered conversation or message. If necessary, the Storyteller may repeat the conversation for the benefit of the character's audience. A failure means that the character remembers only what the player remembers. A botch introduces a series of discrepancies into the repetition.
Taught by: Mitanu
Book: RatH

Mercurial Messenger (Ragabash Rank 4)

This Gift enables a Garou who overhears a conversation or who is entrusted with a message to remember what she has heard. At a later time, the Garou may repeat back verbatim everything heard over a single scene as if she had total recall. The Gift allows the Garou to reproduce voice intonations, accents and speech patterns or mannerisms which match those of the original speaker. In addition, the Garou can approximate the speaker's actual voice.

System: The player spends a point of Gnosis and rolls Wits + Linguistics (difficulty 7). Each success increases the accuracy of the character's delivery of the remembered conversation or message. If necessary, the Storyteller may repeat the conversation for the benefit of the character's audience. A failure means that the character remembers only what the player remembers. A botch introduces a series of discrepancies into the repetition.
Taught by: Mitanu
Book: RatH

Mindblock (Silver Fang Rank 4)

The Garou possesses a powerful psychic shield, increasing the difficulty of all attempts to affect or attack her mentally. This Gift is taught by a Falcon spirit.

System: All attempts to affect or attack the Garou mentally are made against a difficulty of 10. This includes vampiric Domination and Presence.

Mooncat (Stargazer Rank 4)

This Gift allows the Garou to assume form of a small white cat (one of Sokhta's favoured animals). THis ability can prove useful for getting into small places (or escaping from such) and remaining hidden. The Garou has the senses of a cat for the duration of the Gift, including good night sight, the ability to absorb information through her whiskers and extreme flexibility of movement - however, she also retains the power of a full-fledged Garou, and is much more dangerous than she looks. Anyone studying the cat closely can tell that it is not a normal feline because the cat's eyes always reflect the current phase of the moon regardless of the surrounding light sources.

System: The player spends a point of Gnosis and rolls Dexterity + Animal Ken (difficulty 7). Each success allows the character to remain in cat form for one scene, although she can end the gift at any time before the duration runs out. While in cat form, the Garou retains her Lupus-form Attributes, may soak silver as if it were ordinary damage (although silver damage is still aggravated), and can inflict aggravated damage with claw and bite attacks as usual. No successes means that the Gift fails, while a botch results in a transformation into a misshapen creature somewhere between a cat and a wolf. The character may choose to end the Gift immediately if this happens.
Taught by: Sokhta
Book: RatH

Mooncat (Theurge Rank 4)

This Gift allows the Garou to assume form of a small white cat (one of Sokhta's favoured animals). THis ability can prove useful for getting into small places (or escaping from such) and remaining hidden. The Garou has the senses of a cat for the duration of the Gift, including good night sight, the ability to absorb information through her whiskers and extreme flexibility of movement - however, she also retains the power of a full-fledged Garou, and is much more dangerous than she looks. Anyone studying the cat closely can tell that it is not a normal feline because the cat's eyes always reflect the current phase of the moon regardless of the surrounding light sources.

System: The player spends a point of Gnosis and rolls Dexterity + Animal Ken (difficulty 7). Each success allows the character to remain in cat form for one scene, although she can end the gift at any time before the duration runs out. While in cat form, the Garou retains her Lupus-form Attributes, may soak silver as if it were ordinary damage (although silver damage is still aggravated), and can inflict aggravated damage with claw and bite attacks as usual. No successes means that the Gift fails, while a botch results in a transformation into a misshapen creature somewhere between a cat and a wolf. The character may choose to end the Gift immediately if this happens.
Taught by: Sokhta
Book: RatH

Motherly Guardian (Black Fury Rank 4)

This Gift allows the Garou to "tag" an individual so that she can keep track of her target's health and welfare. The Garou gains a general sense of the individual's location at all times and can sense when the target is in trouble and needs assistence. The Gift lets the Garou know what kind of aid the target needs. The Garou must concentrate on her target in order to gain these insights. The effects of the Gift remain in place for a full cycle of the moon.

System: The player spends a point of Gnosis and rolls Perception + Empathy (difficulty of the target's Willpower) to set the "tag" on the designated individual. Whenever she concentrates on that person, she receives information about the target's general state of health and present circumstances. When the character attempts to concentrate on the targetted individual, she performs all other actions at a +1 difficulty due to her preoccupation with her charge.
Taught by: Tambiyah
Book: RatH

Motherly Guardian (Galliard Rank 4)

This Gift allows the Garou to "tag" an individual so that she can keep track of her target's health and welfare. The Garou gains a general sense of the individual's location at all times and can sense when the target is in trouble and needs assistence. The Gift lets the Garou know what kind of aid the target needs. The Garou must concentrate on her target in order to gain these insights. The effects of the Gift remain in place for a full cycle of the moon.

System: The player spends a point of Gnosis and rolls Perception + Empathy (difficulty of the target's Willpower) to set the "tag" on the designated individual. Whenever she concentrates on that person, she receives information about the target's general state of health and present circumstances. When the character attempts to concentrate on the targetted individual, she performs all other actions at a +1 difficulty due to her preoccupation with her charge.
Taught by: Tambiyah
Book: RatH

Obscure the Spirit World (Theurge Rank 4)

This Gift allows the elder to confuse the minds of young Garou, making it impossible for them to step sideways. The victims of this Gift are blind to the spirit world and all of its denizens. Quite often used as a punishment, the Gift has obvious tactical advantages when fighting other Garou. A Coyote-spirit teaches this Gift.

System: The player spends one Gnosis point for every Garou she wishes to affect. The Gauntlet increases by five for those targets. The effect lasts for one story. The Gift can affect up to five Garou at any one time.
Taught by: Coyote-spirit
Book: Wild West Companion

Open Wounds (Shadow Lord Rank 4)

The Garou may cause the next wound he inflicts on a target to bleed profusely. This Gift is taught by a Pain spirit.

System: The Garou spends one Gnosis point and rolls Strength + Medicine (difficulty of the target's Stamina + 3). If the roll succeeds, the target will bleed, losing one Health Level per turn for a duration of one turn per success. This is not aggravated damage.

Phantasm (Fianna Rank 4)

This Gift creates a static illusion with full visual, auditory and even tactile and olfactory components. This Gift is taught by Trickster or Illusion spirits or even by faeries.

System: The Garou spends one Gnosis point for each 10-foot area to be covered by the illusio and rolls Intelligence + Expression (difficulty 6). All in the vicinity must match or exceed the number of successes with a Perception + Alertness roll (difficulty 6) or believe that the illusion is real.

Phone Travel (Glass Walker Rank 4)

Much like the level 2 Gift of Phone Diving, Phone Travel lets the Garou step through the phone lines, surfing the phone networks until he arrives at his destination. Unlike the original Gift, however, the phone need not be answered for the Garou to appear.

System: The Garou simply steps sideways as per normal, but chooses to travel down the phoneline. No Willpower point is spent, and if the Gnosis roll is botched, the Gift simply fails. However, because the phone receiver at the far end does not need to be lifted (although the Garou needs to know the number) there is a chance that the Garou can be trapped at the far end of the line. If the other end of the phone line is a modem, answering machine or voice mail, the Garou must make a Wits + Athletics roll (difficulty 7) to dodge ending up in the wrong place. If they fail - well, listening to the voicemail or answering machine message will surprise its owner. If the other end of the line is a modem, then the Garou is catapulted into the Computer Realm.

Point the Bone (Uktenna Rank 4)

The Garou can inflict ranged damage simply by pointing a bone at an opponent. After gathering the bone from a corpse herself, the Uktena can change it into a devastating weapon. A vulture spirit can teach this Gift in exchange for a few scraps.

System: The player rolls Perception + Athletics (difficulty 7) and spends one Gnosis point. The number of successes equals the number of aggravated Health Levels the attack causes to the target (this damage can be soaked as normal). The bone shatters after one use, but any properly harvested bone will suffice.
Alternative Versions
From: PG3e (Uktenna Rank 4)

System: This Gift may also be used to inflict a delayed damage upon the victim. By spending an additional Gnosis point, the damage may suddenly occur a number of days after the attack equal to the successes rolled. This is most common when the Gift is used to execute an offender. Many victims, certain of their own death, are reduced to simply walking aimlessly in this time.

Power of the Ways (Philodox Rank 4)

This Gift enables a Philodox to draw energy to replenish themselves from the ephemera of the Umbra. Only one attempt may be made per hour - the nearby ephemera takes some time to regenerate.

System: By rolling the attribute which they wish to recharge (Rage, Gnosis or Willpower) against a difficulty of 8, the Philodox may regain one point per success.

Preternatural Awareness (Stargazer Rank 4)

The Garou attunes all her senses to her surroundings, thereby becoming preternaturally aware of her opponent's doings and allowing her to anticipate them somewhat. This Gift is taught by a Wind spirit.

System: The Garou spends one Gnosis point and rolls Perception + Dodge (difficulty 7). All opponent's Dice Pools to hit the Garou are reduced by a number of dice equal to the number of successes. This applies even if the Garou cannot see the attack coming. The effect lasts for one scene.

Quicksand (Red Talon Rank 4)

The Garou can turn the local ground into a sticky mass that can catch foes and prevent them from moving easily. This Gift is taught by Earth elementals.

System: The Garou spends a Gnosis point and rolls Manipulation + Primal Urge (difficulty 7). Each success turns a 10-foot area of ground into a viscious, sticky substance. Anyone in the area save the Garou can only move at half walking speed, and no combat maneuvers requiring movement may be executed. Additionally, the difficulties for all attacks involving actions more complext than basic grappling are increased by one.

Recycle (Red Talon Rank 4)

Red Talons who possess this powerful Gift can destroy any man-made substance. Plastics, alloys and other material not found in nature, disintegrate with just a touch. Lawn chairs dissolve into oily puddles and steel melts into iron and carbon. A cockroach spirit, which has witnesses the humans' secret creation rites, knows the Gifts that can dissolve nearly anything.

System: The Garou must touch the material for the Gift to work. Only materials which science has manufactured are viable targets. For instance, a wooden chair would be unaffected (although the glue holding it together would not be), whereas a plastic chair would melt to the ground. The Garou must roll her Rage against a difficulty determined by the item's complexity. The difficulty ranges from iron (difficulty 6) and ordinary plastics (difficulty 7) to rare and complex metal allows (difficulty 9). Every success reduces five pounds of the target material to its base components.

Roll Over (Philodox Rank 4)

The Garou has such a commanding presence that those encountered readily submit to her. Should she succeed in a test of wills, she dominates her foe, causing humans to fall to their knees, wolves to roll on their backs, etc. This Gift is taught by a Lion- or Wolf-spirit.

System: The Garou must score at least three successes more than the opponent on a resisted Willpower contest.

Scent of Beyond (Philodox Rank 4)

The Garou can bring all his senses to bear on one spot (even an Umbral site) with which he is familiar, no matter how far away that spot is. The Garou sense the site from a point of view as if he were standing in the middle of the area being scanned. This Gift is taught by a Bird-spirit.

System: The Garou rolls Perception + Enigmas (difficulty 8). If the spot is in the Umbra, the difficulty is 8 or the Gauntlet rating (whichever is higher).

Scream of Gaia (Get of Fenris Rank 4)

The Garou may leap into the midst of his foes and issue a terrible howl from the depths of his being, a scream of pain from Gaia Herself for all the ravages she has suffered. Foes are knocked off their feet and injured. This Gift is taught by a Wolf spirit.

System: The Garou spends one Gnosis point and rolls Rage (difficulty 6). Everyone in a radius of 10 feet per success is blasted back, knocked to the ground and suffers one die of damage per success as an earsplitting shockwave engulfs the area.

Seeds of Doubt (Shadow Lord Rank 4)

By careful deliberation, the Shadow Lord may convince a listener of one false idea.

System: The Shadow Lord spends one point of Gnosis and makes an opposed Charisma + Subterfuge (difficulty 8) roll against the listener's Wits + Subterfuge (difficulty 8). If the Shadow Lord succeeds, the listener will believe the lie, as long as it is not actively harmful to him (i.e., "You can walk on air" or "Fire is easily digestible.") If the listener succeeds, he will realize that he is being tricked. If the caster botches, the listener will frenzy.

Serenity (Child of Gaia Rank 4)

The Garou can quell other's Rage, even bringing Garou out of frenzies. This Gift is taught by Unicorn spirits.

System: The Garou spends a Gnosis point and rolls Charisma + Expression (difficulty of the target's Willpower). The target is incapable of using Rage at all for one turn turn per success. He may not spend Rage points, but neither may he frenzy.

Shadows by the Fire Light (Galliard Rank 4)

The Garou creates interactive stories in which others take part, willingly or not. Usually this power is used at a moot when telling old stories, allowing those who take part in the story to enact the tales. However, this Gift can also be used on the unwilling, forcing them to participate in a story of the Garou's choosing. This Gift is taught by an Ancestor- spirit.

System: When using this Gift on the unwilling, the Garou must spend a Gnosis point and score three successes on a Manipulation + Performance roll (difficulty of the target's Willpower). If successful, the _player_ may tell a story and force the victim to perform exactly as the story's character does. This effect lasts one turn per Gnosis point spent.

Shantar's Loom (Glass Walker Rank 4)

The use of this Gift allows the Garou to craft some item from the energy provided by either Gnosis, Rage or Willpower. The item may not involve multiple parts or have an overly complex make-up. For example, a Garou cannoy make a gun using this Gift, but she can craft a dagger or hunting knife.

System: The Garou spends either a Gnosis, Rage or Willpower point and rolls Dexterity + Repair (difficulty 8 for simple items, 9 for more sophisticated ones). One success produces the item desired, while additional successes refine its quality and durability. The Storyteller may require additional successes to make an item from an inappropriate trait - such as making a child's blanket from a Rage point. The item lasts a day per success.
Taught by: Shantar
Book: RatH

Shantar's Loom (Philodox Rank 4)

The use of this Gift allows the Garou to craft some item from the energy provided by either Gnosis, Rage or Willpower. The item may not involve multiple parts or have an overly complex make-up. For example, a Garou cannoy make a gun using this Gift, but she can craft a dagger or hunting knife.

System: The Garou spends either a Gnosis, Rage or Willpower point and rolls Dexterity + Repair (difficulty 8 for simple items, 9 for more sophisticated ones). One success produces the item desired, while additional successes refine its quality and durability. The Storyteller may require additional successes to make an item from an inappropriate trait - such as making a child's blanket from a Rage point. The item lasts a day per success.
Taught by: Shantar
Book: RatH

Sideways Attack (Uktenna Rank 4)

The Uktena, ever delving into spirit matters, have learned the secrets of attacking Banes in the spirit world without ever leaving the physical realm. The Uktena's arms seem to blur and vanish as she strikes into the Umbra. This Gift is taught by a spirit servant of Uktena.

System: The werewolf must first use the Gift: Umbral Sight or some other method to locate their opponent. She may then spend a Gnosis point to attack anything she sees in the Penumbra, including spirits that are not materialised. She rolls her normal attack maneuver (Dexterity + Brawl). The attack difficulty is two higher.

Sleep's Travels (Silent Strider Rank 4)

Through this Gift, a Garou's spirit may journey to another location while his body sleeps. Once he has arrived at his destination, the Garou may either examine his surroundings, impart a message to someone he sees, or retrieve a small (hand-held) item such as a ring, a set of keys or a piece of paper. Whether the Garou actually causes an object to assume spirit-form long enough for her to transport it from the place she has visited to the location of his sleeping body, or if the Gift causes the retrieved item to relocate from one place to another is unclear. The Garou must have at least four hours of uninterrupted sleep before he is able to begin the sleep journey. Once the journey has ended and the Garou's spirit has reunited itself with her body, she must awaken naturally. Any disturbance in the sleep pattern negates the effectiveness of the Gift, though it does not otherwise physically threaten the Garou's life.

System: The player spends a point of Gnosis and rolls Wits + Occult (Difficulty 8). One success enables the character to travel to the desired spot in his dreams and look around. He may overhear conversations but may not participate in them. Additional successes increase his ability to interact with what lies at his journey's end. Three successes allows him to converse with individuals he meets (who, if he so chooses, see him as if he is really present) while five successes are necessary for the character to transport a physical object to his sleeping form.
Taught by: Meros
Book: RatH

Song of the Dire (Fianna Rank 4)

The Fianna sings a battle song to empower her comrades as she enters a fray. Driven by their packmate, the embattled Garou double their efforts to defeat the foe. The Black Spiral Dancers have learned to turn tail and flee upon hearing the lyrics of this dread Gift.

System: The player spends two Gnosis points and rolls Manipulation + Performance (difficulty 8). Each success adds one die to each of her packmates' Dice Pools; the number of successes cannot exceed the Fianna's Performance rating. The Garou must keep singing throughout the contest; to do so she must remain in Hispo form, spend two Gnosis points and allocate at least two dice for singing each round.

Song of the Siren (Galliard Rank 4)

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.

Speed Beyond Thought (Silent Strider Rank 4)

The Garou may run at 10 times normal speed. The Garou may do nothing save concentrate on running. The effects last for eight hours, after which the Garou will be famished and must eat immediately or risk frenzy or worse… This Gift is taught by a Cheetah or Air spirit

System: The Garou spends on Gnosis point and rolls Stamina + Athletics (difficulty 7) - one success is sufficient.

Spirit Drain (Theurge Rank 4)

The Garou may drain power from a spirit to feed his own resolve. This Gift is taught by a spirit servant of the Uktena totem.

System: If the Garou succeeds in a resisted Gnosis vs. Gnosis roll while combating a spirit, the spirit loses one Power point per success for the rest of the scene. For every two points drained, the Garou gains a temporary Willpower point, but loses any exceeding her maximum at the end of the scene.

Spirit Ward (Homid Rank 4)

This Gift allows a Garou to protect himself from spirits by performing a quick warding rite. The Garou, by drawing an invisible pictogram into the air, scares and unnerves any nearby spirits (except the pack totem). This sign travels with the Garou wherever he goes for the duration of the Gift. This Gift is taught by an Ancestor-spirit.

System: The Garou spends one Gnosis point and rolls Manipulation + Rituals (difficulty 7); spirits within 100 feet of the Garou (again, except for the pack totem) must subtract one from their Dice Pools for each success. This Gift lasts for one scene.

Spirit's Horse (Uktenna Rank 4)

This Gift allow a Garou to make her body a temporary vessel for an ancestral or legendary spirit for a finite length of time determined during the activation of the Gift. It differs from the manifestations of Past Life in that the host does not merely gain the Attributes, Abilities and memories of the inhabiting spirit - she actually "becomes" the spirit for the Gift's duration. The Uktena usually combine this Gift with the Rite of Invitation to the Ancestors (See below), and rarely practice it outside of moots or council gatherings. Its intention is primarily to give honour to an ancestor by allowing her the ability to experience fleshy pleasures and meet her tribal descendants. This Gift is taught by an Ancestor spirit.

System: The player rolls Charisma + Occult (difficulty 8) and spends a point of Gnosis while the Garou calls on a spirit to "ride" her body. The Storyteller may chose to lower the difficulty for those Garou who come from cultures whose spiritual beliefs incorporate the idea of being "ridden" by spirits. One or two successes summons an Ancestor-spirit for a brief sojourn (a scene). Three or four successes allows the Ancestor spirit to remain for a longer time (several scenes). Five successes allows such a complete rapport between spirit and host that the spirit remains until politely asked to return to the Umbra. No successes indicates that no ancestor head the summons or the called spirit refuses the invitation. A botch means that either the spirit refuses to leave its host voluntarily or else that an angry or hostile ancestor (perhaps from one of the Wyrmcomer tribes!) enters the host and must be placated before she will depart. Note that a Garou need not possess the Past Life Background to use this Gift. The Garou who uses this Gift must make a Willpower roll (difficulty 7) in order to remain aware of her surroundings while her body hosts the ancestor. A failure in the roll indicates that the host's consciousness has become dormant. The Storyteller may allow a player to attempt a second Willpower roll (difficulty 8) to reawaken the character's awareness if the first roll fails. Other characters may converse with the ancestor, thus benefiting form her advice and counsel. Once the spirit departs, the host Garou makes a final Willpower roll (difficulty 7) to remember what happened while her body served as the Spirit's Horse.

Stench of the Peasant (Shadow Lord Rank 4)

A Garou can make others appear to be inept, contemptible and base. Others will be more inclined to believe the Shadow Lord's proclamations concerning the enemies they thus curse. This effect lasts one scene. While those affected suffer no Renown loss, they will find it hard to speak at moots and will be considered last for honourable missions (which the Shadow Lord can maneuver to be assigned to his pack instead). The effect lasts one scene.

System: By spending one Gnosis point and rolling Manipulation + Subterfuge, against a difficulty of 7, the Garou can affect one person per success. Those affected subtract four from their Social dice pools. In addition, the Shadow Lord gains 2 dice to any Expression rolls when making disparaging remarks about these "lowly fools".

Stoking Fury's Furnace (Ahroun Rank 4)

The Garou is especially connected to his inner anger. He does not have more control than others, but is simply more familiar with using his Rage. This Gift is taught by a wolverine spirit.

System: The Garou regains one Rage point if he takes a Health Level of damage that turn and does not have to check for frenzy. In addition, the Garou can spend one Rage point per turn without losing that point. However, if more than one point is spent that turn, the point is lost normally.

Strange Rain (Uktenna Rank 4)

The Garou can evoke a rain of something truly strange and unnatural; frogs, cockroaches, slugs, etc. This can be extremely unnerving to enemies or even allies. This acts like the Bone Gnawer Gift: Infest in every way.

System: The Garou spends one Gnosis point and rolls Manipulation + Animal Ken (difficulty 7). The size of the horde is determined by the number of successes; one success will cause a certain amount of bafflement from those affected, while five will attract tabloid reporter and crackpots from miles around for years to come.

Strength of the Dominator (Shadow Lord Rank 4)

The Garou, by force of command, draws from another's anger to feed his own. This Gift is taught by a Stormcrow.

System: The Garou rolls Wits + Intimidation (difficulty of the target's Willpower). For a number of turns equal to the successes scored by the Garou, the victim will lose one Rage point per turn, while the Garou will gain that Rage point. This may be attempted only once per target per scene.

Strike the Air (Child of Gaia Rank 4)

The Garou becomes the ultimate example of passive resistance. She becomes unable to attack an opponent, but she is also unable to be hit, allowing her opponent to exhaust himself in the attempt. A mongoose spirit teaches this Gift.

System: The player spends one Willpower point and rolls Wits + Dodge (difficulty of the opponent's Willpower). For the duration of the scene, the opponent cannot strike the Garou, no matter how many successes he achieves on the roll. This Gift is cancelled immediately if the werewolf attacks his opponent or if anyone else attacks on the Garou's behalf. This Gift will work on multiple opponents, but the player must activate the Gift for each opponent.
Taught by: Mongoose
Book: WW3e

Take the True Form (Philodox Rank 4)

The Philodox with this power can force a Garou into her breed form. This Gift is especially useful to abate a frenzy, prevent damage from silver or take a combative advantage. A wolf-spirit teaches a worthy Philodox the workings of this Gift.

System: The player rolls his Manipulation + Primal Urge (difficulty 7). If successful, the target automatically shifts to her breed form. The number of successes equals the number of turns the target must remain in her natural form.

Tech Speak (Glass Walker Rank 4)

By mentally interfacing with the Machine, the Garou can send communications through any technological device. By concentrating her will upon the individual(s) whom she wishes to communicate with, communication devices will project the information at the intended individuals: telephones shout, stereos blare and printers print out the message. If no communication device is present, other devices can be activated: alarms will go off, lights flash or plumbing turns on. This Gift is taught by Pattern Spiders.

System: The Garou spends a Gnosis point and rolls Manipulation + Science. The difficulty depends on the distance to the target: the next room is 4, the same building is 5, one block away is 6, one mile away is 7, one time-zone away (from Eastern to Central Standard Time) is 8, anywhere in the world (as long as there is a technological device present at the location) is 9. The clarity of the message depends on the number of successes. One success may only communicate one word, such as "run", while five successes may allow a reading of the Gettysburg Address.

The Crawling Hand (Ragabash Rank 4)

This eerie and somewhat macabre Gift allows the Ragabash to detach their hand, allowing it to crawl off and perform tasks. Controlling this disembodied hand requires more concentration than usual - it is an odd feeling to feel items 20 feet away at first.

System: The Garou must roll Dexterity + Primal Urge (difficulty 9) to detach the hand - only one success is necessary. At least one die must be allocated from any Dice Pool to the hand per turn. To perform find manual tasks, the player must make a Perception + Athletics roll (difficulty 5) to adjust to the weird situation. The character must retrieve their hand to reattach it (within the scene) or regenerate another (as if they had four aggravated Health Levels of damage, which heal at the rate of one per week). The hand may travel up to Wits * 3 yards away from the werewolf.

Touch of Death (Silent Strider Rank 4)

The Silent Striders learned this Gift from the wraiths who prowl the Underworld. With it, a Garou can cause the victim to see the moment of her death. Although the victim does not remember what she sees, the experience disables her with fear.

System: The Garou must touch his target for this Gift to work. She must spend two Gnosis points and roll Manipulation + Occult (difficulty 8). The number of successes determines the number of dice removed from the victim's Physical Traits (Storyteller discretion as to which ones). These "wounds" can be healed like aggravated damage. Typically, the victim's fur is streaked white by the incident. Vampires and other undead are unharmed by this Gift - they simply remember what has already happened to them.

Tractor Beam (Glass Walker Rank 4)

The Garou can transport non-dedicated objects with her to the Umbra when she steps sideways. She may not take living creatures, only objects. This Gift is taught by Weaver spirits.

System: The Garou spends on Willpower point for each object brought over to the Umbra. It must be something she can carry and it must weigh no more than her own body weight. However, two or more Garou with this Gift can team up and carry larger items into the Spirit World. Despite its name, the user of this Gift does not emit a beam.

Troll's Bridge (Fianna Rank 4)

The Garou can set up a temporary fortress, built from the will of the Garou invoking the Gift. Despite the name, it does not have to be near a bridge, although a relatively enclosed area, such as in a gully or a thick grove of trees does help. The fortress must be created around the Garou and they cannot leave its confines. Enemies must direct all of their strength in order to break the barriers created and must each work individually.

System: The Garou spends a point of Willpower and rolls Wits + Repair (difficulty 6). The number of successes + the Willpower of the Garou is the Defensive Factor of the lair; the amount of Strength an intruder must possess in order to break through the magical barrier as per the Feat of Strength maneuver. Strengths may not be added up to defeat the barrier - each enemy must be alone. Each intruder that does break the wall lowers the Defensive Factor by one. The effect lasts as many hours as successes.

Ubiquitous Presence (Shadow Lord Rank 4)

Paranoia is a wonderful weapon. It keeps enemies from resting, from thinking properly, and, done right, from ever attacking you. And if you can't be everywhere at once, at least you can appear to be. The Shadow Lord can curse an enemy with paranoia, giving the victim an unflinching suspicion that the Garou is watching her, even when that belief would otherwise be entirely illogical. Shadow or night-spirits teach this Gift.

System: The player spends one Gnosis and rolls Charisma + Intimidation, difficulty of the victim's Intelligence * 2. Success indicates that the curse takes effect, reducing all dice pools of the victim by one for each two successes rolled. The effects last for one day and night.
Taught by: Shadow or night-spirits
Book: PG3e

Ultimate Argument of Logic (Theurge Rank 4)

Those who speak with the Garou leave convinced of some fact might otherwise have disbelieved. If successful, the Garou can cause the target to believe implicitly in one aspect of existence (true or false) - from the "fact" that the sun revolves around the Earth to the "truism" that the wolf's inherent nature is that of the pawn. This Gift is taught by a Coyote-spirit.

System: The Garou needs three successes on a Manipulation + Performance roll (difficulty of the target's Wits + Enigmas).

Ultimate Argument of Logic (Stargazer Rank 4)

Those who speak with the Garou leave convinced of some fact might otherwise have disbelieved. If successful, the Garou can cause the target to believe implicitly in one aspect of existence (true or false) - from the "fact" that the sun revolves around the Earth to the "truism" that the wolf's inherent nature is that of the pawn. This Gift is taught by a Coyote-spirit.

System: The Garou needs three successes on a Manipulation + Performance roll (difficulty of the target's Wits + Enigmas).

Unicorn's Grace (Child of Gaia Rank 4)

A Garou with this Gift never loses her poise and rarely loses her temper. Even in the nastiest arguments or the bloodiest combats, Children of Gaia can maintain their cool with this blessing. An avatar of Unicorn teaches her followers this Gift.

System: By spending one Gnosis point, the Garou represses her Rage for an entire scene. No matter how many Rage points the Garou has, humans and animals are unable to detect her supernatural essence. The Garou also cannot frenzy and can spend Rage points only up to a maximum of her Empathy.
Taught by: Unicorn

Venom (Lupus Rank 4)

A common trick of desert-dwelling Garou, this Gift allows the user to produce a noxious venom. The werewolf's bile can incapacitate or even kill a victim. The Garou is immune to her own poison, but she can be incapacitated by another Garou's venom attack. A venomous snake spirit teaches this gift. Most Garou hesitate to make deals with snakes or serpents, but sometimes necessity outweighs prejudice.

System: After making a successful bite attack, the Garou must roll Stamina+Primal Urge in a resisted roll against the target's Stamina+4. For every additional success the attacker gets, the victim receives an additional nonsoakable, aggravated wound along with whatever damage the bite caused. Each success also reduces the target's Stamina by one level until the victim loses consciousness. Additional poison bites can force the victim into a coma and eventually kill her.
Taught by: Snake spirits

Virtual Umbra (Glass Walker Rank 4)

This Gift allows a Glass Walker to be instantly transported into the Computer Web from any section of the Pattern Web, or when stepping sideways near a known computer terminal in the real world.

System: By spending a Gnosis point and rolling Intelligence + Computers (difficulty 8), the Garou may travel instantly to the Computer Web. The Glass Walker can transport other beings with him at a cost of one Willpower point per individual.

Visuddha (Stargazer Rank 4 - Kundalini)

The throat chakra stirs, allowing the character immense control over his voice and breath. He can halt others with a bellow or command them to heed his words.

System: The players rolls Manipulation + Expression and spends one Gnosis point. For the next scene, anything the Stargazer says has a commanding quality to it. Each success on the roll lowers the difficulty on any roll to command others, and he may even ask them to act in ways contrary to their nature (although not acts which will directly harm them). In addition, he may issue a resounding Ki-ai at anytime, a bellow meant to scare opponents and give the Stargazer the initiative in combat. Roll Stamina + Expression; each success lowers an opponent's initiative and attack Dice Pools by one die for three turns. The ki-ai does not require a separate action; chracters do not have to split their Dice Pools to issue one in the same turn in which they attack. A Ki-ai may be effective against a single opponent only once per scene.

Warp Spasm (Fianna Rank 4)

Many tales of Cuchulain state he would glow in combat, radiating a great heat. At the end of a battle, women would dump water over his body to cool him down. This Gift causes the user to radiate a tremendous heat, igniting nearby flammable items and melting metal. The aura only works while the Fianna is in a berserk frenzy. At the end of the frenzy, the Fianna cools off. This Gift is taught by Fianna ancestor spirits.

System: The Garou spends one point of Rage to activate this Gift, after which she will automatically go into a Berserk Frenzy. All flammable material she touches bursts into flame. Her hand to hand attacks do two aggravated wounds of damage in addition to regular attack damage.

Wasp Talons (Black Fury Rank 4)

The Garou may actually hurl her claws through the air at a foe. The Garou is incapable of using this Gift or making a claw attack the next turn, for her claws must actually regenerate. This Gift is taught by a Wasp spirit.

System: The Garou rolls Dexterity + Brawl. Damage is normal for the Garou's Strength, while the difficulty is determined by range as though the Garou was using a firearm. The medium range is 20 yards; the Garou receives no modifier at this range. Twice this range (40 yards) is the farthest the claws can be hurled. The difficulty at long range is increased by one. On the other hand, attacks made at targets within a yard of the Garou are considered "point-blank" (difficulty 4).

Whelp Body (Ragabash Rank 4)

With this Gift a Garou may deliver a devastating curse upon a foe's body, causing it to weaken or palsy. Many consider the use of this power on a foe to be a declaration of unending war. This Gift is taught by a Pain- spirit or a spirit of Disease.

System: The Garou spends one Gnosis point and rolls Gnosis; this roll is resisted by the target's Gnosis roll. The Garou's difficulty is the opponent's Willpower, while her victim's difficulty is the Ragabash's Gnosis. Each success scored by the Ragabash allows him to remove one point from any of the victim's Physical Attributes. The effect is permanent, although the victim may restore these Attributes via experience. This Gift may be used only once per scene against a given opponent.

Whisper in the Dark (Theurge Rank 4)

This Gift allows the Garou to determine a fact detrimental to an individual. The Garou may then use that piece of knowledge against the target of the Gift, either by holding it over the victim's head or making the information public.

System: The player rolls Perception + Empathy (difficulty 8). Each success enables her to grasp one piece of heretofore-unknown information about the target of the Gift. Thus, a character can learn that an individuall owes millions of dollars in gambling debts, hides a murder in his past or funds a company that systematically pollutes the rivers in a particular state. Failure means that the character learns nothing, while a botch provides the character with erroneous information leading to the character's possible embarrassment or dishonour.
Taught by: Hakahe
Book: RatH

Whisper in the Dark (Uktenna Rank 4)

This Gift allows the Garou to determine a fact detrimental to an individual. The Garou may then use that piece of knowledge against the target of the Gift, either by holding it over the victim's head or making the information public.

System: The player rolls Perception + Empathy (difficulty 8). Each success enables her to grasp one piece of heretofore-unknown information about the target of the Gift. Thus, a character can learn that an individuall owes millions of dollars in gambling debts, hides a murder in his past or funds a company that systematically pollutes the rivers in a particular state. Failure means that the character learns nothing, while a botch provides the character with erroneous information leading to the character's possible embarrassment or dishonour.
Taught by: Hakahe
Book: RatH

Wither Limb (Metis Rank 4)

The Garou can cause a target's limb to wither, making it useless. Which limb is withered is the Garou's choice, but is must be an arm or leg. If the victim is a creature with regenerative properties, such as a Garou or vampire, the limb will regenerate whole after one scene. This Gift is taught by a venomous animal spirit or a spirit of Disease.

System: The Garou spends a Gnosis point and rolls Willpower (difficulty of the victim's Stamina + 4).

Wsitiplaju's Bow (Wendigo Rank 4)

This Gift allows a Garou to shoot an arrow that can wrap around corners and hit targets out of sight. An Ancestor spirit teaches this Gift.

System: The player spends a Gnosis point and rolls Perception + Archery (difficulty 9). The range of the weapon does not change. The Wendigo must know roughly where her opponent is, although she need not know precisely; "a few feet down that alley over there" can suffice, for example.

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