Rank 5 Gifts

Arrow of Artemis (Black Fury Rank 5)

To honor Luna in her aspect as Artemis, the huntress of the moon, the Black Furies strive to master the art of archery. This Gift is the ultimate expression of their skill. By invoking the huntress' name and freeing her mind of distractions, a Fury can invest a single arrow with the light of Luna - and celestial killing power. Virtually no force of Gaia can make her miss, and when the arrow strikes, it does so with the force of a thunderbolt. This Gift is taught only by powerful Lunes in direct service to Luna-the-Huntress.

System: The Black Fury spends a point of Gnosis as she draws back the arrow and sights on her target; this takes a full action. While she is looking down the shaft of the drawn arrow (which glows with a faint silver light once "charged"), wshe can see through any illusion or darkness that might impair her sight; this includes vampiric Disciplines, Gifts and magick.
When she fires the arrow the next turn, the archer rolls Dexterity + Archery to hit as usual. However, this Gift gives her 3 bonus successes on the roll, and reduces the difficulty of the shot by 2 - only the most incredible botches or superhuman evasion can make the shot miss. The arrow inflicts ten dice of aggravated damage; those slain by the missile are immolated in a quick-burning silver fire that does not spread further than the corpse, and leaves only bones behind.
However, this Gift must only be used in time of war - else Artemis becomes very displeased. If the Fury releases the arrow without a genuine living (or undead) target, or relaxes the bow and doesn't fire at all, the spent Gnosis point is permanently lost. Furies only invoke this Gift when they known they have a target that must be slain; using the illusion-dispelling abilities to "scan for invisible enemies" is highly disrespectful, and counts as abuse of the Gift.
Taught by: Powerful Lunes in direct service to Luna-the-Huntress
Book: WW:tDA

Assimilation (Homid Rank 5)

The Garou is able to blend smoothly into any culture, not matter how strange or alien the culture is. The Garou can slip in among Bedouin nomads as if he were one of them, or shop in a Chinese market without anyone noticing he does not belong. This Gift will not hide racial differences, but the behaviors and mannerisms of a native can be mimicked. This also allows the Garou to speak and understand the culture's language, although it will be forgotten when the Gift wears off. This Gift is taught by an Ancestor-spirit.

System: The Garou rolls Manipulation + Empathy. If successful, he is able to interact with members of another culture as if he were from that culture. The difficulty depends on how alien the culture is; the difficulty would be 5 for another Garou sept, but it could be as high as 9 when trying to assimilate into a Black Spiral Hive. The Garou will not suffer Social roll penalties when interacting with members of the culture, although she will not receive any special benefits. The Gift lasts for one scene plus one day per Willpower point spent when activating it.

Astral Mind (Stargazer Rank 5 - World Tree)

The Garou with this Gift can project his consciousness from his body and into the higher Realms of the Umbra. From there, his mind can enter realms denied physical beings. Since Garou are physical in the Umbra, they cannot usually enter these realms. New abilities and powers can sometimes be discovered in these realms and many Stargazers go on sojourns for unique knowledge and understanding. The Storyteller is encouraged to create new abilities that can be gained on such travels. These realms are realms of thought, and many odd enigma spirits wait there to test trespassers with a riddle contest, a mathematical problem or a philosophical dilemma. While the Garou's mind travels the Umbra, his body sits in the physical world in the state it was left, and the Garou will appear to be in a coma. Finding one's way back to one's body is not always easy.

System: The player must make an Intelligence + Occult roll at difficulty 9, and spend two Gnosis points. Success means the mind is released to roam where it will. The number of successes determines how far the Garou can go. One success and he can traverse the Near Umbra, with three successes he can leave such everyday realms and travel deep into the Conceptual Umbra. To return to their body, the Gift user must success in a Willpower roll at a difficulty of 5.

Atma (Stargazer Rank 5 - Kundalini)

The crown chakra stirs and the third eye opens. The Stargazer gains immense wisdom and occult perception.

System: Rolls Wits + Enigmas and spend one Gnosis point. Each success lowers the difficulty of any Enigmas roll by one and adds one to the character's Enigmas skill. This effect lasts for one scene In addition, for the following scene, the character sees spirits interacting with the world, and knows if Gifts or other supernatural powers (Discplines, Spheres, Cantrips, etc) are active in his sight.

Blank (Ragabash Rank 5)

"Consider it a bio-electrical blackout." That's how Pat O'Reidy described this Gift, and it remains the best description there is for it. For a short period, everyone in the room simply goes blank. They still stand upright (unless they were laying down to begin with, but eyes close, senses go dead, and nobody moves. Meanwhile, the Ragabash can move about without being seen, or can take actions they otherwise couldn't. Any actual attempt to harm someone will break the communcal trance, so slitting their throat while they remain unconscious won't work. But you could certainly pick someone up, put him in the trunk of a car,and take him elsewhere. A spirit of electricity or an electric eel spirit
teaches this Gift.

System: The player spends three Rage and rolls Gnosis (difficulty 8). Each success "blanks" every person in a room for one turn. Supernatural creatures (including vampires, mages and imbued hunters) can make a resisted Willpower roll (again, difficulty 8) against the Ragabash's Gnosis roll. Every extra success the Ragabash gains over his target blanks the victim for one turn.
Taught by: Electricity or electric eel spirits
Book: PG3e

Boon of the Animal Fathers (Lupus Rank 5)

By entreaty to a specific to a specific Animal Father, the Garou can gain that specific animal totem for a scene. If the Garou entreaties Father Moose, the Garou can gain Moose as his totem for that scene, gaining all the benefits as if she were allied to that totem. This does not give the special powers granted by the metis gift Totem Gift, only the regular benefits of a totem alliance. The Animal Fathers are believed to be different, more specific, aspects of the animal totems. This gift only works with totems that embody "real" animals; Unicorn or Pegasus cannot be entreated with this gift.

System: The Garou must spend 2 Gnosis and make a successful Charisma + Primal-Urge roll. This gift may only be used once per scene.

Bring Forth the Future (Black Fury Rank 5)

This Gift allows the Garou to call upon Tambiyah to change one facet of the individual's future. The change must be specific, such as preventing the subject of the Gift from encountering a known situation that will result in her certain death. While this Gift does not guarantee that a foreseen future will be altered, it does allow the Garu to attempt to avert disaster or improve an individual's lot.

System: The player sacrifices a permanent point of Gnosis and rolls Perception + Enigmas (difficulty 8). Only one success is necessary to effect a change in a future event. The player should explain to the Storyteller which element of the future even she wishes to alter. (For example, "I want my packmater to survive the coming battle against the fomori horde."). If possible, the Storyteller should arrange events so that the change takes place exactly as stated. The Gift only affects events that will occur within the 24 hours immediately following the activation of the Gift; furthermore, characters cannot ensure the death or destruction of their foes with this power. Only pleas for preservation meet with the Veiled Mother's approval
Taught by: Tambiyah
Book: RatH

Bring Forth the Future (Theurge Rank 5)

This Gift allows the Garou to call upon Tambiyah to change one facet of the individual's future. The change must be specific, such as preventing the subject of the Gift from encountering a known situation that will result in her certain death. While this Gift does not guarantee that a foreseen future will be altered, it does allow the Garu to attempt to avert disaster or improve an individual's lot.

System: The player sacrifices a permanent point of Gnosis and rolls Perception + Enigmas (difficulty 8). Only one success is necessary to effect a change in a future event. The player should explain to the Storyteller which element of the future even she wishes to alter. (For example, "I want my packmater to survive the coming battle against the fomori horde."). If possible, the Storyteller should arrange events so that the change takes place exactly as stated. The Gift only affects events that will occur within the 24 hours immediately following the activation of the Gift; furthermore, characters cannot ensure the death or destruction of their foes with this power. Only pleas for preservation meet with the Veiled Mother's approval
Taught by: Tambiyah
Book: RatH

Burden of Knowledge (Child of Gaia Rank 5)

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

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

Burden of Knowledge (Ragabash Rank 5)

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

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

Call for Vengeance (Galliard Rank 5)

When a person's crimes against Gaia have been too great, a Galliard may use this Gift to stir her brethren against him. As the Galliard howls the name of her enemy to the heavens, her cry resounds throuh the land. Any werewolves who hear the cry know that a great offender has just been named, and must be punished. This Gift is taught by an Ancestor-spirit.

System: The player rolls Stamina + Performance, difficulty 7. The howl echoes for a twenty-mile radius per success. Any Garou who hear the howl are not obligated to attack the victim named, but if they decide to join the crusade, their Willpower is effectively increased by three for the duration of thheir hunt (to a maximum of 10). In addition, if the target can hear the howl from his current location, his Willpower is effectively reduced by two points for the next week - giving the Garou ample encouragement to hunt him down quickly. The Galliard cannot invoke another Call of Vengeance until the target of the first has been justly punished in the eyes of Gaia; the Storyteller decides what constitutes just punishment, and will let the player know via messenger spirits when the deed is done.
Taught by: An Ancestor-spirit
Book: Werewolf: The Dark Ages

Call of Hunt (Fianna Rank 5)

This Gift may only be used once per month, and there must be an overwhelming evil in the area. The Garou may call the Wild Hunt of Celtic mythology down from the sky to harry and slay the evil. This Gift is taught by the Huntsman himself.

System: The Garou must chant and concentrate for a full hour. Afterward, he spends on Gnosis point and rolls Charisma + Occult (difficulty 8). The Huntsman and a single hound are always summoned; another hound will come for each extra Gnosis or Rage point expended. If the roll to summon is botched, if the threat is not deemed appropriate for the summons, or if the Garou fails to join in the Hunt, the Wild Hunt turns on the summoner.

Calm the Flock (Glass Walker Rank 5)

With this power, the Garou may walk among humans without accidentally evoking the Curse or the Delirium. This allows her to live among humans and maintain a family. The effects, however, do not last for long. This Gift is taught by a homid Ancestor spirit.

System: The Garou rolls Manipulation + Subterfuge (difficulty 7). The number of successes indicates the number of hours that the effect lasts.

Chaos Mechanics (Glass Walker Rank 5)

Werewolves pulse with the Wyld's energies, of course, but all creatures with form and nature have something of the Weaver in them, or so the Glass Walkers argue. Upon learning this Gift, the Glass Walker reconciles the two halves of his being, and he can summon primal energy and mystic form at the same time.

System: A Garou with this Gift may use Rage and Gnosis in the same turn without penalty. Doing so allows the Garou to use Rage actions to activate fetishes and use Gifts requiring Gnosis (providing that the Gift does not require a full turn to activate). What's more important is that it allows the Garou to take Rage actions
in the same turn that he steps sideways, provided that the player rolls enough successes to get to or from the Umbra instantly. This Gift's effects are permanent.
Book: WW3e

Circular Attack (Stargazer Rank 5)

The Garou can battle multiple opponents, not only avoiding their attacks, but actually channeling them into other foes (or causing a foe to strike himself if the Garou is fighting only one foe). This Gift is taught by a Wind spirit.

System: The Garou spends one Willpower point and rolls Wits + Dodge (difficulty of the highest Wits + 3 amongst the opponents faced). The Garou must be in melee combat, or must be attacked in a firefight by two or more foes. Each success enables the Garou to avoid and redirect one attack. Example: if the Garou had a Wits of 4, a Dodge of 4 and was fighting 6 foes, each with a Wits of 2, the Garou would roll 8 dice against a difficulty of 5. If he rolled four successes, he would avoid four attackers who would all roll to hit each other or another of the Garou's foes. Two of the foes would strike normally, but could still be dodged by the Garou.

Cleansing Flame (Child of Gaia Rank 5)

The Garou can pinpoint an area (or an individual) and set the target ablaze with an intense and purifying flame that rages for 60 seconds and then dies out completely. The fire can burn out all Wyrm-taint or human-made pollution from an area or cleanse an individual (provided the victim survives) of wyrm taint. The first does not spread beyond the target area of person and can not be quenched by normal means. For instance, if the Garou targets a house occupied by a Pentex official, the fire blazes through the house destroying any vestige of the Wyrm's corruption and leaving untouched anything not tainted by the Wyrm.

System: The player sacrifices a permanent point of Rage and rolls her Willpower. The difficulty is 8 to affect and area; the area cannot be larger than a large house. To target an individual, the difficulty of the Willpower roll equals the victim's Willpower. Living or undead creatures set on fire must roll their Stamina (difficulty 9) or die from the shock. The flame destroys fomori utterly; Black Spiral Dancers who survive the Stamina roll must make Gnosis rolls, difficulty 9, or lose their Wyrm-taint and its accompanying Derangement. Such purified Garou are stripped of all Rank and Gifts; they may well fall again to corruption, but they are given a second chance.
Taught by: Katanka-Sonnak
Book: RatH

Cleansing Flame (Wendigo Rank 5)

The Garou can pinpoint an area (or an individual) and set the target ablaze with an intense and purifying flame that rages for 60 seconds and then dies out completely. The fire can burn out all Wyrm-taint or human-made pollution from an area or cleanse an individual (provided the victim survives) of wyrm taint. The first does not spread beyond the target area of person and can not be quenched by normal means. For instance, if the Garou targets a house occupied by a Pentex official, the fire blazes through the house destroying any vestige of the Wyrm's corruption and leaving untouched anything not tainted by the Wyrm.

System: The player sacrifices a permanent point of Rage and rolls her Willpower. The difficulty is 8 to affect and area; the area cannot be larger than a large house. To target an individual, the difficulty of the Willpower roll equals the victim's Willpower. Living or undead creatures set on fire must roll their Stamina (difficulty 9) or die from the shock. The flame destroys fomori utterly; Black Spiral Dancers who survive the Stamina roll must make Gnosis rolls, difficulty 9, or lose their Wyrm-taint and its accompanying Derangement. Such purified Garou are stripped of all Rank and Gifts; they may well fall again to corruption, but they are given a second chance.
Taught by: Katanka-Sonnak
Book: RatH

Cognitive Dissonance (Stargazer Rank 5)

The Stargazer uses controlled cognitive dissonance to temporarily confuse Paradox and banish it. With riddles and conundrums posed to the thin air, the Stargazer thus confuses the Weaver, who halts her spinning as she tries to solve the riddle. This Gift is taught by Chimera herself.

System: The player rolls Wits + Enigmas and spends one Gnosis point. If successful, a particular manifestation of Paradox is cancelled. In addition, the Gauntlet of the area drops for the rest of the scene by one point for each success gained. This is an immensely powerful Gift when put to use for a mage; however, Stargazers usually let mages learn from their own mistakes, intervening only if the Paradox threatens someone other than the unwise willworker.

Command the Blaze (Glass Walker Rank 5 - Warders)

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

System: The player must spend a Gnosis point and roll Willpower, difficulty 7. The Warders area of control originates around her person; the more successes, the farther her area of control stretches. Successes Radius of Control
One Arm's reach
Two The entire room
Three A medium-sized building, such as an inn
Four A city block or small keep
Five Three city blocks, a castle
Six+ An entire city
The Warder's consciousness extends wherever the fire is within her area of control; however, it must be a single great blaze in origin (no bidding torches and lamps across the city to leap from their sources and run wild). She must remain still with eyes closed and concentrate to maintain control; if attacked or otherwise distracted, the control is lost (but can be regained by invoking the Gift again). Thie fire cannot travel underwater or across bare stone, but can otherwise leap and twist in unnatural fashion - the flames can extend up to fifteen feet away from their fuel. Needless to say, a vampire confronted with writhing tendrils of flame that seem to intelligently seek him out will probably fly into immediate Rotschreck - it would certainly seem as though God Himself were reaching out to strike the damned creature down.
Taught by: Fire elementals
Book: WW:tDA

Curse of Dionysis (Red Talon Rank 5)

The Garou may transform any human or Garou into a normal wolf. Garou will stay in this form for the duration of the scene; against humans, this effect is permanent. This Gift is taught by a Wolf spirit.

System: The Garou spends one Gnosis point and then rolls Gnosis against a difficulty of the opponent's Willpower.

Diplomatic Immunity (Shadow Lord Rank 5)

This Gift enables the Garou to walk about in the middle of a hostile group without provoking the outbreak of hostilities. The Garou can enter a caern beloning to a rival or walk openly into the middle of a group of Black Spiral Dancers in order to retrieve something or deliver a message. The Garou surrounds herself with an aura of "neutrality" that negates her enemies' or rivals' animosity long enough to accomplish her task and leave without incident. The Gift only lasts for one scene, after which all bets are off.

System: The player spends a point of Willpower and rolls Manipulation + Subterfuge (difficulty 8). A successful roll allows the character to interact with a group of potential enemies for the purpose of delivering a messsage, retrieving an item or delivering an ultimatum.
Taught by: Ruatma
Book: RatH

Diplomatic Immunity (Theurge Rank 5)

This Gift enables the Garou to walk about in the middle of a hostile group without provoking the outbreak of hostilities. The Garou can enter a caern beloning to a rival or walk openly into the middle of a group of Black Spiral Dancers in order to retrieve something or deliver a message. The Garou surrounds herself with an aura of "neutrality" that negates her enemies' or rivals' animosity long enough to accomplish her task and leave without incident. The Gift only lasts for one scene, after which all bets are off.

System: The player spends a point of Willpower and rolls Manipulation + Subterfuge (difficulty 8). A successful roll allows the character to interact with a group of potential enemies for the purpose of delivering a messsage, retrieving an item or delivering an ultimatum.
Taught by: Ruatma
Book: RatH

Directing the Soul (Stargazer Rank 5)

Stargazers with this Gift can redirect the effects of their Rage and Gnosis. By attaining this higher control over their inner selves, the influence the world around them in their favour. This Gift is taught by an Enigmatic spirit.

System: After learning this Gift, the Stargazer can spend her Rage or Gnosis, instead of Willpower, to receive one automatic success on a roll.

Divine Regalia (Silver Fang Rank 5)

The Silver Fang girds himself in shimmering, mystical armor, and a terrible light plays about his countenance. His very appearance causes even the boldest warriors to flee, but brings hope to the hearts of his packmates.
This Gift is taught by an avatar of Falcon.

System: THe player spends one Rage and one Gnosis to invoke the armor; the effects last for a scene. While the Gift is in effect, the Fang gains three extra soak dice, which can be used to soak even silver. Anyone meeting the Silver Fang's eyes (for example, if attempting to Dominate the Fang) must make Willpower rolls, difficulty 9, or immediately flee in panic as if entering a fox frenzy. For as long as his packmates are within line of sight of the Fang, they gain one extra die on all their dice pools, and two bonus successes on all Willpower tests.
Divine Regalia cannot be invoked if the Garou is already wearing armor of any sort, whether mundane mail or a Gift such as Luna's Armor.

Taught by: Falcon
Book: WWtDA

Drown (Glass Walker Rank 5)

This Gift causes the lungs of an opponent to fill with liquid. The victim must receive immediate medical or magical assistence or die within a few minutes. The target of the Gift can attempt to help herself but can do nothing else except try to expel the fluid. This Gift can either function as a way to capture an opponent, render an enemy helpless or inflict punishment on an individual.

System: The player spends a point of Rage and rolls her Willpower (difficulty of the victim's Willpower). Only one success is necessary to activate this Gift. The victim must receive help immediately or else die from drowning. The victim may attempt to help herself by trying to cough up or otherwise expel the fluid, but she can take no other actions (including movement away from her surroundings) while she is making the attempt.
Taught by: Shantar
Book: RatH

Drown (Philodox Rank 5)

This Gift causes the lungs of an opponent to fill with liquid. The victim must receive immediate medical or magical assistence or die within a few minutes. The target of the Gift can attempt to help herself but can do nothing else except try to expel the fluid. This Gift can either function as a way to capture an opponent, render an enemy helpless or inflict punishment on an individual.

System: The player spends a point of Rage and rolls her Willpower (difficulty of the victim's Willpower). Only one success is necessary to activate this Gift. The victim must receive help immediately or else die from drowning. The victim may attempt to help herself by trying to cough up or otherwise expel the fluid, but she can take no other actions (including movement away from her surroundings) while she is making the attempt.
Taught by: Shantar
Book: RatH

Earth Heal (Fianna Rank 5)

This Gift allows the Garou to help a piece of land recover from blight, Wyrm-taint, poisioning or some other type of environmental disturbance. The Garou gives part of her essence to the damaged land and thus begins a process of renewal that spreads to encompass such details as purifying tainted soil, causing the growth of new plant life or purging signs of the Wyrm's corruption from the designated spot.

System: The player sacrifices a permanent point of Gnosis and rolls Wits + Occult (difficulty 7 for naturally caused damage; difficulty 8 for Wyrm-taint). Each success contributes to the overall recovery of the designated piece of land; the rea can be as large as a few miles, but must constitute a single terrain feature (a lake, forest or mountain, for instance). One success makes minimal but significant improvements in the target area, while five successes results in the area's return (over time) to a state of unspoiled health and fertility. Although this is a potent Gift, it doesn't prevent the healed land from being polluted once more. Even so, offering up one's Gnosis to heal a portion of Gaia if often cause for significant rewards of Honour.
Taught by: Eshtarra
Book: RatH

Earth Heal (Galliard Rank 5)

This Gift allows the Garou to help a piece of land recover from blight, Wyrm-taint, poisioning or some other type of environmental disturbance. The Garou gives part of her essence to the damaged land and thus begins a process of renewal that spreads to encompass such details as purifying tainted soil, causing the growth of new plant life or purging signs of the Wyrm's corruption from the designated spot.

System: The player sacrifices a permanent point of Gnosis and rolls Wits + Occult (difficulty 7 for naturally caused damage; difficulty 8 for Wyrm-taint). Each success contributes to the overall recovery of the designated piece of land; the rea can be as large as a few miles, but must constitute a single terrain feature (a lake, forest or mountain, for instance). One success makes minimal but significant improvements in the target area, while five successes results in the area's return (over time) to a state of unspoiled health and fertility. Although this is a potent Gift, it doesn't prevent the healed land from being polluted once more. Even so, offering up one's Gnosis to heal a portion of Gaia if often cause for significant rewards of Honour.
Taught by: Eshtarra
Book: RatH

Ebon Binding (Theurge Rank 5)

This Gift allows the Garou to take her knowledge of someone's fault, practice or secret vice and bind a fitting punishment to that person. Most often, a target suffers crippling pains when he thinks of indulging in the forbidden action. The Garou may use this Gift to prevent rapists, child molestors, murderers or traitors from repeat offenses (assuming the Garou allows these individuals to live in the first place).

System: The player must sacrifice a point of permanent Gnosis and roll her Willpower (difficulty of the target's Willpower). Only one success is necessary to make the binding permanent.
Taught by: Hakahe
Book: RatH

Elemental Gift (Lupus Rank 5)

The Garou may call upon the primal force of Gaia Herself, thereby commanding the spirits of the elements. The Garou can cause the elements to rise up, undulate forward, and even engulf foes. This Gift summons an elemental spirit, not merely the raw matter of the elements. This Gift is taught by an elemental.

System: The Garou spends one Gnosis point and rolls Charisma + Occult (difficulty 8). If successful, he may control a large volume of air, earth, water, or fire - approximately 20' by 20' per success. The effect lasts for one scene.

Endurance of Heimdall (Get of Fenris Rank 5)

This powerful Gift grants the Garou great endurance and hardiness for a time. This Gift is taught by a Boar-spirit.

System: The Garou spends one Gnosis point and rolls Willpower (difficulty 6). If successful, the Garou's Stamina rating is doubled for the duration of the scene. This will aid Stamina and Soak rolls.

Essential Transformation (Silent Strider Rank 5)

This Gift allows the Garou to convert part of her essence into Gnosis for use in situations which require the expenditure of large amounts of spiritual power. The Garou can either use the Gnosis gained by this Gift to create or replenish fetishes, enact Gifts that require Gnosis or for any other purpose that requires her to spend Gnosis. However, its residual effects are cumulative. Each use of this Gift imbues the Garou's physical and mental abilities with more and more "spirit substance" until eventually she becomes a spirit creature lacking in material substance. Whent his happens, the Garou can no longer maintain her earthly existence and must either relocate to the Umbra as a permanent resident (not unlike the members of the Sept of the Stars) or else "die" and allow her spirit to return to Gaia.

System: The player rolls Willpower (difficulty 9). Only one success is necessary for the character to convert one dot in a chosen Attribute into 10 points of temporary Gnosis. Until the character uses all 10 of these points, she has one less dot in the chosen Attribute. When the converted Gnosis is depleted, the Attribute returns to its normal level. However, the Storyteller (and the character) should keep track of the number of times this Gift is used. When the character has used this Gift a number of times equal to her total number of dots in Physical. Mental and Social Attributes, her body loses its material substance and the character becomes a spirit. The character's fate once this occurs is left to the Storyteller's discretion, although i most cases this means that the player must retire the character from active play.
Taught by: Meros
Book: RatH

Fabric of the Mind (Galliard Rank 5)

Garou with this Gift can bring their imaginations to life, creating a Dream Being from the fabric of their thoughts. This Gift is taught by a Chimerling.

System: The Garou makes and extended roll of Intelligence + Performance (difficulty 8). She can create any form of life she can imagine, assigning it one point of Traits for each success gained on the roll. The Garou can take as long as she wants to form the creature, accumulating successes from turn to turn, but once she stops, the Dream Being takes form and requires the Garou to spend Gnosis to keep it manifested. The cost is one point per scene if the Dream Being remains relatively inactive (such as cleaning the Garou's home or sitting as a gargoyle on the roof), or one point per turn if the Being engages in combat. Botched rolls manifest an uncontrolled (and often hostile) Dream Being; these cost no Gnosis but will stay as long as they desire.

Fabric of the Mind (Uktenna Rank 5)

Garou with this Gift can bring their imaginations to life, creating a Dream Being from the fabric of their thoughts. This Gift is taught by a Chimerling.

System: The Garou makes and extended roll of Intelligence + Performance (difficulty 8). She can create any form of life she can imagine, assigning it one point of Traits for each success gained on the roll. The Garou can take as long as she wants to form the creature, accumulating successes from turn to turn, but once she stops, the Dream Being takes form and requires the Garou to spend Gnosis to keep it manifested. The cost is one point per scene if the Dream Being remains relatively inactive (such as cleaning the Garou's home or sitting as a gargoyle on the roof), or one point per turn if the Being engages in combat. Botched rolls manifest an uncontrolled (and often hostile) Dream Being; these cost no Gnosis but will stay as long as they desire.

Family Debt (Glass Walker Rank 5 - Central House)

Only dons of the Central House may learn this Gift, for they are the caretakers of the tribal debt and favors pool The Garou can call upon the past lives of other Garou to return a favor owed to the Glass Walker tribe, even if the debt was made centuries ago. Using this Gift will cause another Garou with the Past Life Background to become possessed by the ancestor whom the Glass Walker summons. The living Garou must be of the same tribe as the ancestor who is called (a Glass Walker cannot make a Bone Gnawer summon a Silver Fang ancestor). This Gift is taught by any long-lived spirit, such as a turtle or an elephant, and the Glass Walkers often have such spirits witness any business transactions they make with other Garou.

System: The Garou spends one Willpower point and rolls Gnosis against a difficulty of 10 minus the target's Past Life Background rating. If there is no Garou with Past Life present, this Gift will not work; it requires a Garou with deep connections to her ancestors to act as a conduit. If successful, the desired ancestor is summoned and possesses the target. This ancestor will then perform a duty to make up for a favor the Glass Walkers did for him in his lifetime. The Central House keeps vast records of every debt owed the tribe. It usually requires a committee vote to summon one of their debtors and thus use up the favor owed. However, Dons who learn this Gift are considered to have the power to use it whenever desired, although Dons who abuse it may wind up being voted off the board, so to speak. The player should be allowed to create the original debt condition and the debtor. "Grom Wyrmfoe of the Silver Fangs owes the Glass Walkers big, because they helped him root out vampires in Moscow in the late 1600s. Well, my character feels it's about time he repaid the favor by helping They will usually try to get revenge at some later date - to do so immediately is to insult the ancestor.

Fenris' Bite (Get of Fenris Rank 5)

The Garou's teeth become terribly sharp, and jaw success increases to an incredible degree, allowing the Garou to mangle limbs with a single bite or even chomp them clean off. This Gift is taught by an avatar of Fenris.

System: The Garou spends one Rage point and rolls Strength + Medicine (difficulty of his opponent's Stamina + 3). The Garou's next bite, if it hits, will crush and mangle one of the opponent's limbs, inflicting one automatic Health Level of damage in addition to the normal bite damage. The target's limb is rendered useless for the scene (or much longer in the case of humans and other creatures without regenerative powers). If five or more successes are scored on the Strength + Medicine roll, the limb completel severed.

Feral Lobotomy (Theurge Rank 5)

With but a thought, the Garou can devolve an opponent's mind to that of an animal, effectively destroying his intelligence. This Gift is taught by a spirit servant of the Griffin totem.

System: The Garou spends Gnosis (see below) and rolls Wits + Empathy (difficulty of the target's Willpower + 3 (maximum 10)). If successful, the Garou can permanently destroy a target's Intelligence Attribute. Two Gnosis points must be spent for each point of Intelligence destroyed, and the Garou cannot destroy more points than he rolls successes. Additionally, the target begins acting more animalistic with each point removed.

Fetish Doll (Uktenna Rank 5)

The Garou may harm a victim from afar by mutilating a doll he constructs in the victim's image. He must have a part or article from the being against whom he plans to employ this Gift. He must then construct a mannequin in the shape of the victim. This Gift is taught by a strange Umbral spirit.

System: The Garou spends a week and rolls Perception + Repair (difficulty 8) to construct the doll. To harm the victim, the Garou rolls Intelligence + Medicine (difficulty of the victim's Willpower). Each success inflicts one die of aggravated damage, up to a maximum of 10 - beyond 10, the doll is so mutilated that no further damage is possible. Each failure on the roll subtracts one from the 10 possible dice and a botch destroys the doll without harming the victim.

Fool's Medicine (Child of Gaia Rank 5)

Bigotry may be commonplace in the West, but that doesn't mean Gaia's Children have to like it. Tribe members use this Gift to teach a harsh lesson to people blinded by hatred. It lets the user make general alterations to a person's skin tone and facial features. The person remains recognizable in many respects but suddenly has a cocoa complexion, say, instead of a ruddy one, or "Oriental eyes" instead of "round eyes". Loved ones can usually discern the target's identity, however, which is an aspect of the Gift that troubles many bigots more than the alteration itself. Basically, the target changes to resemble a member of the ethnic group he despises most.

System: The user spends a Gnosis point to activate the Gift and rolls Perception + Empathy (difficulty 7). The number of successes equals the duration, in days, of the Gift. The user must touch the target for Fool's Medicine to take effect, which it does the next time the target sleeps.
Book: Wild West Companion

Gaia's Vengeance (Red Talon Rank 5)

The Garou can cause the very features of the land to animate and attack intruders: branches will lash out, rocks will roll and smash, vines will trip, water will such victims under. This Gift is taught by an avatar of Gaia herself.

System: The Garou spends one Gnosis point and then one Rage point. He then rolls Charisma + Enimgas (difficulty of the local Gauntlet). The game effects are up to the Storyteller.

Gate of the Moon (Silent Strider Rank 5)

This power only works at night, and there must be at least a sliver of a moon in the sky. The Garou can open a special type of Moon Bridge, allowing instantaneous travel to her destination. This Gift is taught by Lunes.

System: The Garou spends one Gnosis point for every 100 miles she wishes to travel, and she rolls Intelligence + Alertness (difficulty depends on the distance of the journey and the accuracy with which she knows her destination - up to 10 for a far journey to an unknown place). Success allows the Garou to travel to that place instantly. She will be disoriented for a turn unless she scored at least three successes. A botch means that the character is hurled through space in a random direction, arriving far from her destination (or even high in the air). The Garou may take others with her by spending one Gnosis point per person.

Geas (Philodox Rank 5)

A Geas causes others to do a Garou's bidding, though the Geas-layer cannot make the targets act contrary to their basic instincts. Thus, she could send a group on a quest, but could not make its members attack and try to kill each other - unless they were psychotics or werewolves. This Gift is taught by an Incarna avatar.

System: The Garou spends one Gnosis point and rolls Manipulation + Leadership (difficulty of the target's Willpower). In the case of a group, the difficulty is the highest Willpower among its members.

Gift of the Spriggan (Fianna Rank 5)

The Garou may grow up to thee times her normal size or shrink to the size of a small puppy. This Gift is taught by faerie or a Chimerling.

System: The Garou spends one Gnosis point and rolls Stamina + Primal-Urge (difficulty 8). The effects last one hour per success. When larger, the Garou gains +3 Strength and one extra Health Level for each 100% increase in size; when smaller, the Garou retains her normal Strength and abilities, but may sneak around unnoticed or pass as a "cute little doggie" among humans.

Gorgon's Gaze (Black Fury Rank 5)

This hideous power of legend can turn living flesh into stone with but a gaze. Victims who make eye contact with the user of this Gift find themselves changed into statues where they stand. This Gift is a closely guarded secret, not to be shared with the other Tribes. Rumours persist that the elder Black Furies can make the effect permanent. Difficulty to find and even more dangerous to approach, the legendary Basilisk spirit can teach this Gift.

System: After making eye contact, the player rolls Perception + Occult (Difficulty of the target's willpower) to determine the number of rounds the victim remains stone. The player can double this time with a Willpower point.

Grand Jesture (Philodox Rank 5)

By bestowing appropriate gifts on an individual or a group, the Garou increases her esteem and reputation in the eyes of the recipients of her largesse. The targets of this Gift tend to listen favourably to suggestions made by the Gift's user and to support her arguments or come to her aid in a battle of words or weapons. This Gift lasts for an entire scene. When the effects of the Gift come to an end, the individuals affected may still continue to regard the Garou with some residual respect depending on their experiences while the Gift was active.

System: The player rolls Manipulation + Empathy (difficulty of the highest Willpower in the target group). Each success allows her to affect one individual. While the Gift is in effect, all Gifts or Social rolls involving persuasion are automatically successful against the affected individuals.
Taught by: Zarok
Book: RatH

Grand Jesture (Silver Fang Rank 5)

By bestowing appropriate gifts on an individual or a group, the Garou increases her esteem and reputation in the eyes of the recipients of her largesse. The targets of this Gift tend to listen favourably to suggestions made by the Gift's user and to support her arguments or come to her aid in a battle of words or weapons. This Gift lasts for an entire scene. When the effects of the Gift come to an end, the individuals affected may still continue to regard the Garou with some residual respect depending on their experiences while the Gift was active.

System: The player rolls Manipulation + Empathy (difficulty of the highest Willpower in the target group). Each success allows her to affect one individual. While the Gift is in effect, all Gifts or Social rolls involving persuasion are automatically successful against the affected individuals.
Taught by: Zarok
Book: RatH

Halo of the Sun (Child of Gaia Rank 5)

The Garou becomes surrounded by a sphere of blazing sunlight. Certain Wyrm creatures - denizens of the dark - may flee before the brightly shining Garou. This Gift is taught by a spirit allied to Helios, the Sun Celestine.

System: The Garou spends one Gnosis point; the effect lasts for one scene. The damage of any hand-to-hand attack made by the Garou is increased by two; alternative, the Garou can cause aggravated damage when in Homid or Glabro form. Anyone directly facing the Garou adds three to all attack difficulties because of the glare, and any vampires within 20 yards suffer damage as if exposed to true sunlight.

Head Games (Galliard Rank 5)

Other werewolves always accuse Galliards of being manipulative and playing with their emotions, but those Garou with the Gift of Head Games do it like nobody else. The Galliard can change and control the emotions of those to whom she speaks. She could cause someone to fall in love with her (this won't last, and the victim's love may turn into justified resentment) or cause another to befriend her (again, this won't last, but a genuine friendship could still develop). This Gift is taught by a Coyote-spirit.

System: The Garou rolls Manipulation + Empathy (difficulty of the target's Willpower). Success allows the Garou to steer the emotions of any one individual. The more successes, the more quickly the emotions manifest and the more strongly they are felt. The Storyteller should give the Galliard extra dice for roleplaying this Gift especially well.

Heart of Ice (Wendigo Rank 5)

The Garou must know the name of the being to be affected by this power, and must whisper it to the vengeful winds. Subsequently, the victim's heart of other internal organs begin to turn to ice, gripped by the curse of Wendigo. This Gift is taught by a spirit servant of Wendigo.

System: The Garou spends on Gnosis point and rolls Wits + Enigmas (difficulty of the target's Stamina + 4); each success causes one automatic Health Level of damage, accumulating at one per turn until the number of Health Levels lost equals the number of successes. This damage is aggravated and may not be soaked. Vampires affected by this power have their blood coagulate, losing five Blood Points per success; if this reduces them to zero, they enter torpor.

Heart of the Ice Warrior (Ahroun Rank 5)

Usually used only in the most dire circumstance, this Gift renders the Garou impervious to damage long enough to deliver a final blow to her opponent. The extertion causes the Garou to collapse, mortally wounded. Unless healed immediately, the Garou dies, having given her all in battle.

System: No roll is necessary to invoke the Gift, but the player must spend a point of Rage. The character may not dodge when invoking this Gift, but no damage levied against the Garou will impair her in any way until her attack lands - lightning strikes won't blow her back, and blades can't sever her limbs.
The character makes her next attack at +4 to her attack dice pool. The player may reroll any 1s rolled on this attack - they simply to not count. In addition, any damage rolls gain four extra dice. After delivering her attack, the character falls to Incapacitated. Unless somehow mystically healed by another using Mother's Touch or a similar Gift or fetish (regeneration isn't an option) within the same turn, the cahracter dies at the end of the turn.
Taught by: Nerigal
Book: RatH

Heart of the Ice Warrior (Get of Fenris Rank 5)

Usually used only in the most dire circumstance, this Gift renders the Garou impervious to damage long enough to deliver a final blow to her opponent. The extertion causes the Garou to collapse, mortally wounded. Unless healed immediately, the Garou dies, having given her all in battle.

System: No roll is necessary to invoke the Gift, but the player must spend a point of Rage. The character may not dodge when invoking this Gift, but no damage levied against the Garou will impair her in any way until her attack lands - lightning strikes won't blow her back, and blades can't sever her limbs.
The character makes her next attack at +4 to her attack dice pool. The player may reroll any 1s rolled on this attack - they simply to not count. In addition, any damage rolls gain four extra dice. After delivering her attack, the character falls to Incapacitated. Unless somehow mystically healed by another using Mother's Touch or a similar Gift or fetish (regeneration isn't an option) within the same turn, the cahracter dies at the end of the turn.
Taught by: Nerigal
Book: RatH

Horde of Valhalla (Get of Fenris Rank 5)

The Garou must be in good standing with his totem (have displayed exemplary courage) and may only use this Gift in the most dire circumstances, as he is asking aid from Fenris himself. This Gift is taught by an avatar of Fenris.

System: The Garou rolls Charisma + Animal Ken (difficulty 6). If successful, a number of spirit wolves from Valhalla emerge from the Umbra to do battle with the Garou's foes - one wolf for every point of Gnosis or Rage spent by the Garou. These wolves are identical to those of the Wild Hunt. The wolves will return to Valhalla at the end of the scene.

Invocation of the Pharoah (Silent Strider Rank 5)

This awe-inspiring Gift is only available to the greatest Strider hereos. The Strider must be in Homid form, spend a Gnosis and a Willpower point, and must enact a 10-minute chant to the greatest of ancient Egyptian spirits. Once this is done, the Garou expands and grows, becoming a giant similar to the depictions of pharaohs on mastabas and sarcophagi. This Gift is taught by Sphinx

System: The Garou grows to a height of nealy 8 feet, but otherwise remains in Homid form. The Garou gains the Physical Attributes of a Crinos, but loses no Social Attributes; indeed, the Garou's Charisma and Manipulation are treated as 6 when making Leadership or Intimidation rolls. A Garou is Pharaoh form does not inflict aggravated damage, but adds one to all Brawl and Melee damage inflicted agains Wyrm-foes (or adds two when facing followers of Set). The Garou regenerates as a Crinos, but gains no vunerablitiy to silver and cannot frenzy. Essentially, the Pharaonic form combines the best of Homid and Crinos. The effect lasts for one scene.

Invoke the Spirits of Storm (Wendigo Rank 5)

The Garou may summon just about any weather effects he desires; a blizzard, a monsoon, a tornado, a thunderstorm, a pea-soup fog, whatever. This Gift is taught by a spirit servant of Wendigo.

System: The Garou spends one Gnosis point and rolls Willpower against a difficulty determined by the Storyteller (depending on the current climate and the change desired). The effects cover a 10-mile area per success rolled; if a thunder-storm is called, each additional Gnosis point spent allows the Garou to call down a lightning bolt or tornado on his enemies (Dexterity + Occult, difficulty 6, to hit; 10 dice normal damage).

Kiss of Helios (Ahroun Rank 5)

The Garou becomes immune to the damaging effects of fire, though artificial forms can still harm him. Additionally, the Garou is able to ignite small parts of his body and keep them burning for extended periods. Most commonly the Garou will light his mane during rituals, but he can also light claws, fangs, arms or whatever. These flames are approximately as intense as those of a torch. This Gift is taught by a fire elemental or a child of Helios.

System: The Garou spends one Gnosis point. Artificial fire (napalm, gas fires, etc) does half damage. The effect lasts for an entire scene.

Luna's Avenger (Silver Fang Rank 5)

The Garou can transform her entire body into purest silver. She becomes a nigh-unstoppable warrior. This Gift is taught by a Lune.

System: The Garou concentrates for a turn and spends one Gnosis point. This Gift confers immunity to silver, and all of the Garou's attacks gain benefits equivalent to those conferred by the Silver Claws Gift (level three Ahroun). In addition, the Garou gains two extra Stamina levels, and an extra Ok Health Level. The effect lasts for one scene.

Madness (Metis Rank 5)

The Garou can induce madness in others. The madness will take a form decided by the Storyteller, but should be severe. This Gift is taught either by a Lune or by a spirit of Madness or Trickery.

System: The Garou spends a Gnosis point and rolls Manipulation + Intimidation (difficulty of the victim's Willpower). The number of successes determines the number of days that the insanity lasts.

Madthought (Bone Gnawer Rank 5)

This trick literally makes the werewolf's foes too clever for their own good. The Garou can cause her enemies' thought processes to speed up so radically that they literally think too rapicly to put any one plan into motion. The victim of the Gift can only stand still as his thoughts run away with him, rushing madly from one brilliant plan to another or considering all the multiple alternatives for their "next" action.

System: The player spends a point of Willpower and rolls Wits + Subterfuge (difficulty of the victim's Willpower). The number of successes determines how many turns the victim stands "lost in though". When the victim recovers from the Gift, he is most likely highly disoriented, and may need to regain focus and otherwise discover what's been happening while he "was out". A failure simply means that the Gift does not work, while a botch gives the victim not only rapid thought but the ability to translate those thoughts into immediate action - usually to the detriment of the character.
Taught by: Mitanu
Book: RatH

Madthought (Ragabash Rank 5)

This trick literally makes the werewolf's foes too clever for their own good. The Garou can cause her enemies' thought processes to speed up so radically that they literally think too rapicly to put any one plan into motion. The victim of the Gift can only stand still as his thoughts run away with him, rushing madly from one brilliant plan to another or considering all the multiple alternatives for their "next" action.

System: The player spends a point of Willpower and rolls Wits + Subterfuge (difficulty of the victim's Willpower). The number of successes determines how many turns the victim stands "lost in though". When the victim recovers from the Gift, he is most likely highly disoriented, and may need to regain focus and otherwise discover what's been happening while he "was out". A failure simply means that the Gift does not work, while a botch gives the victim not only rapid thought but the ability to translate those thoughts into immediate action - usually to the detriment of the character.
Taught by: Mitanu
Book: RatH

Mask Taint (Shadow Lord Rank 5 - Lords of the Summit)

A Garou with this Gift may completely hide his Wyrm-taint from all senses, including Gifts that detect such taint. This Gift is taught by a Puppeteer Bane.

System: The Garou spends one Gnosis point and rolls Appearance + Subterfuge (difficulty 8). The effect lasts for one scene. Every time this Gift is used, the Garou must roll one die. If the number is equal to or less than her Corruption Trait, she adds one to her Corruption, gaining more Wyrm taint. This Gift cannot be used by Garou with Corruption 10.

Moon Dream (Theurge Rank 5)

The Garou petitions Sokhta to grant her a prophetic dream before she falls asleep beneath the light of the moon. She then enters a state of lucid dreaming in which she explores some potential future. THe Garou may interact with the creatures and situations she encounters in the dream and, thus, learn the possible effects of certain actions upon the subject of the dream. The Garou may replay the dream several times in order to test various actions and their consequences until she awakens from the dream, eight hours late. Once the Garou has entered her Moon Dream, she may not be awakened until the full eight hours has passed.

System: The player spends a point of Gnosis and rolls Wits + Enigmas. The number of successes indicates the degree of control the character has over her part in the dream. The Storyteller may either take the player aside to run the dream privately or else create a scene that involves the entire troupe (particularly if the subject of the dream also involes the character's park mates). The dream should give a reasonably accurate picture of the next two or three scenes so that the character may experiment with ways of handling the future, or, perhaps, changing it. No successses means that the character receives no dream while a botch gives the character an eight-hour long nightmre which she cannot remember but which results in a -1 penalty to all rolls involving Alertness.
Taught by: Sokhta
Book: RatH

Moon Dream (Stargazer Rank 5)

The Garou petitions Sokhta to grant her a prophetic dream before she falls asleep beneath the light of the moon. She then enters a state of lucid dreaming in which she explores some potential future. THe Garou may interact with the creatures and situations she encounters in the dream and, thus, learn the possible effects of certain actions upon the subject of the dream. The Garou may replay the dream several times in order to test various actions and their consequences until she awakens from the dream, eight hours late. Once the Garou has entered her Moon Dream, she may not be awakened until the full eight hours has passed.

System: The player spends a point of Gnosis and rolls Wits + Enigmas. The number of successes indicates the degree of control the character has over her part in the dream. The Storyteller may either take the player aside to run the dream privately or else create a scene that involves the entire troupe (particularly if the subject of the dream also involes the character's park mates). The dream should give a reasonably accurate picture of the next two or three scenes so that the character may experiment with ways of handling the future, or, perhaps, changing it. No successses means that the character receives no dream while a botch gives the character an eight-hour long nightmre which she cannot remember but which results in a -1 penalty to all rolls involving Alertness.
Taught by: Sokhta
Book: RatH

Natural Renewal (Red Talon Rank 5)

Even as the United States carries out Manifest Destiny, the Red Talons seek to preserve the unconquered wilderness. Under the effects of this Gift, nature recovers from ravages created by humanity. Landslides refill the deep mining shafts that pierce the earth, wildlife infests building and technology fails. A Seedling-spirit teaches this Gift.

System: The player must spend three Gnosis points and howl (or sing) to the wilderness spirits. These spirits encourage rampant plant growth that can even overcome man-made roads, mineshafts and buildings. Also no technology can function within 30 feet of the Garou. The exact effects of the Gift are up to the Storyteller, but nature does its best to renew itself despite humanity's efforts.
Taught by: Seedling-spirit
Book: Wild West Companion

New Moon Legerdemain (Silver Fang Rank 5 - Moon Lodge, Ragabash)

This no-moon Gift represents Luna's deepest mysteries. Garou who invoke this Gift attract and command dozens of invisible, minor trickster spirits (strangelings, chimaera and Wyldlings). The creatures dance maddeningly around the Garou in the Penumbra, protecting her from harm, but causing consternation among those in the area. The spirits play tricks on everyone around them, saving their most dangerous pranks for the Garou's enemies. However, the nature of this Gift only allows the spirits to be summoned at night.

System: An avatar of Luna herself teaches this Gift, and learning it puts a Garou in Luna's service forever. Only Garou who perform a great service in Gaia's name may learn this Gift. It costs a permanent point of Gnosis to learn, and the spirits it attracts stay with the Garou until she dies. Although the spirits generally like "their Garou", they do not always listen to her orders and may even play minor pranks on her. (Furthermore, those who fail to keep their spirits in line may suffer penalties to Social rolls.) Keeping one's spirits under control should be roleplayed, but should not interfere too much with the game. The spirits are semidormant most of the time, playing only the occasional halfhearted prank. They become genuinely active during a New Moon or when the Garou wishes it. To awaken the spirits requires a Gnosis roll (difficulty 6), and the player must spend one Gnosis point. The spirits awaken for one night per success. The Garou may also put them back to sleep until needed again with the expenditure of another Gnosis point and with another roll (two successes are needed). When activated, mischievous spirits beset all the Garou's enemies in a 25-foot radius, pinching and tripping them. All rolls made by the Garou's enemies are at a +2 difficulty, and their Dice Pools are reduced by two. The spirits can also steal one item from one enemy in a given battle, as long as that enemy is in the Umbra. The nature of the item is completely random (Storyteller's discretion), but usually of little worth. The creatures may or may not show their treasures to their Garou, depending on how they regard her. Some powerful creatures (Jagglings or Incarna) may temporarily disperse a Garou's spirits by spending Gnosis. Otherwise, the spirits fade away completely during the day.

Obediance (Shadow Lord Rank 5)

The garou becomes the ultimate alpha leader, commanding others to do as she wishes. This Gift is taught by a Stormcrow.

System: The Garou spends one Gnosis point and rolls Charisma + Leadership (difficulty 8). All in the vicinity must make Willpower rolls (difficulty 8). Failure to match or exceed the Garou's successes means that the listeners must obey the commands of the Garou. The degree of obediance varies according to the number of successes; one success means that the listeners can be pursuaded to do something they don't mind doing; three successes means they'll pretty much do whatever the Garou tells them as long as they aren't directly opposed to it; five successes means the listeners will undertake virtually suicidal actions.

Pack Mind (Ahroun Rank 5)

This Gift forces a group of foes to behave like a single-minded pack. All individuals must perform the same task at the same time regardless of its appropriateness to a given situation. For example, if one individual fights, all the others fight; if one person attempts to sneak up behind an opponent, all the others make this attempt as well. This Gift lasts for one combat scene.

System: The player spends a point of Gnosis and rolls Willpower (difficulty 8). A single success allows the character to inflict Pack Mind on a group of up to four individuals. Additional successes allow the character to increase the number of people affected in increments of two; five successes, therefore, enables the character to affect twelve individuals. For the duration of this Gift, all the affected victims mimic the actions of their leader - or, more typically, the first person in a group to act each turn. If one decides to speak, all of them attempt to do so; if one throws a left hook, all of them choose this form of combat, ignoring any weapons they may have.
Taught by: Rorg
Book: RatH

Pack Mind (Red Talon Rank 5)

This Gift forces a group of foes to behave like a single-minded pack. All individuals must perform the same task at the same time regardless of its appropriateness to a given situation. For example, if one individual fights, all the others fight; if one person attempts to sneak up behind an opponent, all the others make this attempt as well. This Gift lasts for one combat scene.

System: The player spends a point of Gnosis and rolls Willpower (difficulty 8). A single success allows the character to inflict Pack Mind on a group of up to four individuals. Additional successes allow the character to increase the number of people affected in increments of two; five successes, therefore, enables the character to affect twelve individuals. For the duration of this Gift, all the affected victims mimic the actions of their leader - or, more typically, the first person in a group to act each turn. If one decides to speak, all of them attempt to do so; if one throws a left hook, all of them choose this form of combat, ignoring any weapons they may have.
Taught by: Rorg
Book: RatH

Part the Veil (Homid Rank 5)

The Garou may immunize any human from the Delirium for a scene. In this way, the human can interact with the Garou without deleterious effects. However, the human will forget much of what he knows if the Delirium is induced in him at a later date (he sees a Crinos, etc). This Gift is taught by an Ancestor-spirit.

System: The Garou spends a Gnosis point and rolls Charisma + Empathy (difficulty 6).

Paws of the Newborn Cub (Silver Fang Rank 5)

The Garou prevents a target from using any special or supernatural abilities. She is as a newborn cub, with only mundane powers at her disposal. This Gift is taught by Falcon-spirit.

System: The Garou spends one Gnosis point and rolls Gnosis (difficulty of the victim's Stamina + 3). Each success removes all special abilities of the opponent (aggravated damage, claws, Gifts, vampiric Blood Pool, mage Spheres, regenerative powers, special attacks) for one turn.

Portents (Silent Strider Rank 5 - Harbingers)

This Gift, which the Harbingers are said to share with the Corax, allows them to see one future event with clarity. Though the future is mutable, the Garou will see the most likely event.

System: The Garou must spend two Gnosis points and roll Intelligence + Enigmas (difficulty 8) while spending some time in a meditative trance.

Purity of Blood (Shadow Lord Rank 5 - Bringers of Light)

The disciple has become so resistant to the Wyrm that she may overcome the Blood Bond of vampires. This Gift is taught by an avatar of Grandfather Thunder himself.

System: The Shadow Lord must expend two points of Gnosis, spend 10 minutes in meditation and make a successful Intelligence + Meditation roll. Until the Garou uses Purity of Blood, he will be aware that he is Bound, but may nonetheless spend a Willpower point to break his conditioning and use the Gift. Also note that this allows an infiltrator of the Sabbat to shatter the effect of the Vaudelaire.

Reach the Umbra (Silent Strider Rank 5)

The Garou may pierce the Gauntlet and instantly travel to the Umbra at will, without the need for a reflective surface. This Gift is taught by an Owl spirit.

System: The Garou simply wills herslef to step sideways. She does not have to make the usual Gnosis roll and can never get "caught".

Riot (Bone Gnawer Rank 5)

The Garou summons a horde of malevolent spirits to provoke the hatreds and fears of the down and out - the homeless, the gangs, the urban animals such as alley cats and stray dogs, etc. This Gift is taught by a Rat spirit.

System: The Garou spends one Gnosis point to summon the spirits and then a point of Rage to incite the passions of all concerned. He then rolls Wits + Subterfuge (difficulty 8). If successful, these spirits direct their material hosts against a target of the Garou's choosing, though the disparate elements of the riot will by no means work together (they may not even be aware that others are trying to accomplish the same thing). The number of successes determines the extent of the riot - one success incites a building, three a neighbourhood or suburb and five the entire city.

Shadow Pack (Shadow Lord Rank 5)

The Garou may summon a shadowy duplicate of himself, or even multiple shadow, to spend beside him in battle. These shadows eerily resemble the Garou and have the same powers. This Gift is taught by a spirit of Night or a Chimerling

System: The Garou must spend a variable number of Gnosis points and succeed in a Gnosis roll (difficulty 8). For each Gnosis point spent, the Garou summons an exact duplicate of himself to fight by his side. These Garou have identical identical Attributes and Abilities, but not fetishes; they may not use Gnosis or Willpower, and each has only as many Health Levels as the number of successes rolled. The shadow-Garou last for one scene.

Taught by: Night or Chimerling

Shared Strength (Ahroun Rank 5)

No matter how strong you are, you can't be everywhere. Sooner or later, if you live long enough, every Ahroun will experience the heartbreak of seeing a packmate die in combat, and knowing that they simply couldn't be there to help. Elders have seen this more than any, so it is not unusual that they would learn a Gift like this. This Gift allows an Ahroun to donate his capacities to one of his packmates for a single turn, imbuing them with their strength, speed and skill. However, they pay a high price for this help, losing their own strength for the same amount of time. This Gift is taught by a wolf spirit.

System: The player spends two Gnosis and states a period of time for the Gift to remain active. This could be "the next turn", "an hour", "the rest of the scene" or even "until the day I die". If the Ahroun dies, the Gift ceases to work immediately, so "until the Final Battle" won't work unless you survive to see it.
For that amount of time, one Garou of the Ahroun's choice and within their line of sight immediately is treated as possessing the Ahroun's Physical Attributes, Brawl, Dodge and Melee abilities (if the target has higher abilities, they retain their own high scores). However, the Ahroun is treated as having a mere one dot in all Physical attributes, in all forms, as long as the Gift is active and no dots in Brawl, Melee and Dodge. The target and Ahroun cannot spend experience points to raise any of the shared Traits until the Gift ends.
Taught by: Wolf spirit
Book: PG3e

Song of the Great Beast (Lupus Rank 5)

The Garou must be in the deep wilderness to employ this Gift. If so, he can, by howling at the sky, call one of the Great Beasts - the ancient creatures that used to walk the Earth in ages past - to his aid. Examples of Beasts are the Sasquatch (Bigfoot), the Willawau (giant owl), the Yeti, the great megalodon sharks that swam the seas eons ago, and other legendary creatures. Who knows - there are rumors of surviving dinosaurs in the deep Congo… This Gift is taught by a Nature-spirit.

System: The Garou spends on Gnosis point and rolls Charisma + Primal-Urge (difficulty 9). More successes improve the Beast's disposition.

Spirit Vessel (Theurge Rank 5)

One of the best kept secrets of the Theurge elders is the ability to channel a spirit. For a short time, Garou and spirit become one creature with the abilities of both. Usually, the Garou remains in control, adding the spirit's Charms to her repertoire - but sometimes things go awry. Elementals, especially fire elementals, understand the workings of this Gift, but metal elementals can also teach it. Banes can also teach this Gift - but at a dangerous cost.

System: The player rolls her character's Gnosis and spends a Gnosis point to activate the Gift. The Rite of Summoning chart determines the difficulty of this Gift. Every success allows the Garou to use one of the spirit's Charms for up to one scene. A botch on the roll indicates that the Garou has lost control of the combined being, or perhaps that a Bane was channelled instead of the expected spirit.

Steal Spirit (Ragabash Rank 5)

The Ragabash can steal an opponent's strength of spirit or her Rage. With her ill-gotten gains, she can pummel her drained opponent.

System: The player rolls her Wits + Larceny (difficulty equals the target's Willpower). The number of successes indicates the number of temporary Rage or Willpower points (not both) that the victim loses. The player receives that number of points to the appropriate statistic up to her permanent maximum. If she receives Rage in excess of her permanent rating, she must make an immediate frenzy roll.
Book: Wild West Companion

Strength of the Einherjar (Get of Fenris Rank 5)

This Gift allows a Get to call upon his greatest ancestors, the heroes of Valhalla, the Einherjar, for assistance. It is only used in dire situations, when the lives of more than one Garou are endangered. Calling on the strength of the Einherjar allows a Get to increase his Attributes substantially for a limited time. The Einherjar come to the aid of a Get only in times of great peril, and punish any Get who attempts to call on them without need. This Gift is taught by an Ancestor-spirit.

System: Only Get with at least one dot in the Past Life Background may learn this Gift. The Get spends on Rage point and rolls Charisma + Rituals (difficulty 10); she may subtract one from the difficulty for every dot she has in Past Life. During the casting of this Gift, she must carve the specific runes of her ancestors into her flesh. For each success, she may add one dot to any Attribute, or distribute the dots to different Attributes. If the Storyteller believes this Gift has been used inappropriately, the Einherjar will still give assistance, but then turn on their descendant, permanently removing a number of Attribute dots equal to those they granted. They will show no mercy.

Strength of Will (Ahroun Rank 5)

Garou would follow an Ahroun with Strength of WIll to the gates of Hell itself if that were what it took. Werewolves with this Gift inspire their comrades with their own force of will. This Gift is taught by an avatar of Wolf.

System: The Garou spends a point of Willpower and rolls Charisma + Leadership (difficulty 7). Each success imbues a point of Willpower upon all the Garou's allies within 100 feet; this extra Willpower lasts for the rest of the scene. These points are used like any other. They can raise the ally's Willpower above its maximum or even above 10. This Gift may be used only once per scene.

Summon Net-Spider (Glass Walker Rank 5)

The Garou can summon a Net-Spider - one of the Weaver spirits that dwell within the Realm of electronic reality. Within reasons, the Net-Spider gives its summoner absolute control over computers. The Garou can also send the Spider into someone else's system to disrupt it - the effects of this are left up to the Storyteller, but should be destructive. This Gift is taught by an avatar of Cockroach.

System: The Garou spends one Gnosis point and rolls Charisma + Computers (difficulty 8). If successful, the Net-Spider appears and will heed the Garou. The Spider allows the Garou to halve all difficulty rolls involving computers.

Survivor (Bone Gnawer Rank 5)

This Gift allows the Garou temporary immunity to many environmental effects, such as pressure or temperature variations. She is also immune to disease, poison and even radiation, as well as any corrupting effects from the touch of Wyrm entities. She does not need to eat, drink or rest and she gains three extra points of Stamina, even if this takes the attribute over 10. She also ignores wound penalties. In addition, whenever she is about to die or defeated, she automatically regains one Willpower point. The Gift is taught by a Bear-spirit.

System: The Garou spends one Gnosis point and rolls Stamina + Survival (difficulty 7); the effects last for one day per success.

Technotheocratic Apocalyptica (Glass Walker Rank 5)

They say the Glass Walkers worship their technology. That's foolishness. Worshipping mere tools confuses the master with the servant. Worshipping monsters, now, that has some more flair. This Gift allows the Glass Walker to turn all machines in the room into posessed monsters; mobile phones suddenly beginning ringing at thei loudest volume and hurl themselves at the person nearest to them, televisions deliberately explode, and electrical wires whip around, tripping and strangling whomever they can see. This Gift is taught by a Pattern Spider.

System: The player spends three Rage and rolls Charisma + Science, difficulty 8. Assuming at least one success, every electric device in the room the Glass Walker is in will begin to shake. Two turns after that, the entire room is flled with monstrous electrical appliances, and everyone in the room suffers a number of unsoakable aggravated wounds equal to the number of successes rolled. Since this includes the Glass Walker, it behooves him to leave the room in the time he has.
Taught by: Pattern spider
Book: PG3e

The Living Wood (Child of Gaia Rank 5)

The Garou may call the powers of the forest to arise and aid her; nearby trees will begin to move and attempt to protect the Garou. The trees will restrain, block and even fight foes. This Gift is taught by a Glade Child.

System: The Garou spends one Gnosis point and rolls Charisma + Survival (difficulty 8). The Garou animates on tree for each success rolled.

The Malleable Spirit (Theurge Rank 5)

The Garou can change a spirit's form or purpose. This Gift is taught by a Chimerling.

System: The Garou must best the spirit in a resisted Gnosis vs. Gnosis roll. The difficulty is based on what the Garou tries to accomplish (see below), while the spirit's difficulty is the Garou's Gnosis. Change Difficulty
Characteristics (Willpower, Rage, Gnosis; one point changed per success) 6
Disposition (Friendly, Neutral, Hostile) 8
Type (Naturae, Elemental, Bane, etc.) 10

The Secret of Gaia (Silver Fang Rank 5)

When the Great White Wolf died to save Gaia, he learned her secrets. The nature of the actual "Secret of Gaia" is obscure, but few question that the Silver Fangs have a deep and ancient connection with the Earth Mother. This Gift is a powerful aspect of this relationship. The Garou who uses this Gift becomes completely aware of her immediate vicinity in vivid detail. The Fang is aware of the area's topography, wildlife and the local spirit population. The Silver Fang also becomes aware of Gaia's condition in the area, but in a very general sense - Gaia is pained, feels trapped, whatever. An avatar of Gaia teaches this Gift, but only to the worthy. Silver Fangs of any auspice may learn it, but it is most common among Theurges and those of House Wise Heart.

System: The Secret of Gaia is a more powerful version of the Theurge Gifts: Spirit Speech and Pulse of the Invisible. The player rolls Gnosis (difficulty 7) and spends one point of Gnosis to activate this Gift. The Garou becomes preternaturally aware of a one-mile radius for each success, almost becoming part of it. The Garou can automatically see into the Penumbra and all Perception rolls are at -3 difficulty. Furthermore, all local non-Wyrm spirits are well-disposed toward the character, granting +2 on all Social rolls involving them. Finally, one extra die is added to all Dice Pools (save those involving combat) while the Garou is in the higher state bestowed by this Gift. The Gift's effects last one hour for each point of permanent Gnosis the Garou possesses. If the player botches the roll, the character becomes acutely aware of Gaia's agonies and succumbs to the most severe pangs of Harano for an entire scene.

The Thousand Forms (Black Fury Rank 5)

The Garou with this Gift may change herself into any animal between the sizes of a small bird and a bison. The Garou gains all the natural abilities of that animal (flight, poison bite, etc) She may not take the form of Wyrm-beasts (not that they would want to!), but she may take the form of mythical beasts with some extra effort - most Black Furies take the form of pegasus in that case.

System: The Garou spends a Gnosis point and rolls Intelligence + Animal Ken. The difficulty varies, rising higher the farther removed from the Garou's natural form the desired animal is. For example, an ape or panther (mammals of roughly similar mass) might be difficulty 5, while an alligator (a reptile of larger mass) might be difficulty 7, and a frog might be difficulty 9. Mimicking mythical animals is always difficuly 10.
Book: WW3e

The Thousand Forms (Ragabash Rank 5)

Most trickster archetypes are shapeshifters and the Ragabash is no different. The Garou with this Gift may change herself into any animal between the sizes of a small bird and a bison. The Garou gains all the natural abilities of that animal (flight, poison bite, etc) She may not take the form of Wyrm-beasts (not that they would want to!), but she may take the form of mythical beasts with some extra effort.

System: The Garou spends a Gnosis point and rolls Intelligence + Animal Ken. The difficulty varies, rising higher the farther removed from the Garou's natural form the desired animal is. For example, an ape or panther (mammals of roughly similar mass) might be difficulty 5, while an alligator (a reptile of larger mass) might be difficulty 7, and a frog might be difficulty 9. Mimicking mythical animals is always difficuly 10.
Book: WW3e

Thieving Talons of the Magpie (Ragabash Rank 5)

The Garou can steal the powers of others and use them herself. These powers can be Garou Gifts, spirit Charms, vampiric Disciplines, mage Spheres, etc. This Gift is taught by, of course, a Magpie-spirit.

System: The Garou must gain three successes on a Wits + Stealth roll (difficulty of the target's Willpower). If successful, the Garou can use the specified power for each successive turn she is willing to spend a Gnosis point.

Totem Gift (Metis Rank 5)

The Garou is in touch with the totem of her tribe and can actually plead with the totem, gaining some of its power. The effects of this power are up to the Storyteller, but should be in keeping with the totem; thus Chimera (totem of the Stargazers) might grant the Garou increased insight or the ability to shapeshift into anything desired, while Rat (totem of the Bone Gnawers) might send swarms of rats to attack the Garou's enemies, and Grandfather Thunder (totem of the Shadow Lords) might smite the Garou's enemies with a blast of thunder and lightning. This gift is taught by the Garou's tribal totem.

System: The Garou spends one Gnosis point and rolls Charisma + Rituals (difficulty 9).

Trust of Gaia (Child of Gaia Rank 5)

With this Gift, the Garou instantly earns the trust of all who meet him or hear him, even over a telephone or television. They feel instinctively that he is a good and worthy person. This feeling wells up from such a deep level that it cannot be changed by even the most invasive mind control. People affected by this Gift can still be mind-controlled to attack the Garou, but hate doing so. Those who are Wyrm-corrupted feel intense dislike instead of trust. This trust is strong, but it does not supersede the person's common sense. If the Child of Gaia is firing a machine gun into the crowd, the people will still scatter, rather than trust that he'll miss them. However, they will all be convinced that he had a very good reason for firing. The Children of Gaia warn that this Gift has a great potential for abuse, and punish those who use it for petty gain. This Gift is taught by an avatar of Unicorn.

System: The Garou rolls Manipulation + Empathy against a difficulty of 6. The difficulty against Garou, or humans corrupted by the Wyrm, is 8. Wyrm beasts are immune. If successful, everyone who sees, hears or experiences the Garou in any way must make a resistance roll (Willpower against 6) or feel a high degree of trust for the Garou. They will confide in him as they would a trusted friend. The effect will last for one scene, or as long as the person remains in contact with the Garou. However, even once the Gift's effect has worn off, the person will feel good will toward the Garou.

Twist of Fate (Metis Rank 5)

Some Stargazer metis have used this Gift to deliver a fatal blow to unsuspecting enemies, even knowing that the cost will be their own lives. After a Garou has been dealt her own deathblow, if she invokes this Gift, she may strike her enemy once more ere she dies. It's bittersweet but often leads to an enemy falling dead alongside the metis warrior. This Gift is taught by a Cobra spirit.

System: The player need only spend one Rage point to get that final shot; no wound penalties apply. The attack doesn't automatically land, although the metis may spend Willpower to add to the attack roll's successes (even though she's already
spent Rage in the turn). The metis' damage pool is increased by ten dice - a metis' parting shot channels a lifetime of Rage, and is almost always lethal.
Taught by: Cobra spirits
Book: GotC

Ubermench (Homid Rank 5)

The Garou is human plus. Human plus strength, agility and health. Human plus devoted, assured spirituality and meaning. Human instinct plus wolf instinct and lightning reflexes. He is as man, but greater and more whole. Every Garou radiates this to some extent, causing humans to fear and avoid them instinctively. This Gift warps this perception, turning the Garou from a figure to be avoided into a figure to be admired or adored.

System: Once learned, this Gift is always active. Human dealing with the character will immediately pick her out as more desirable, attractive, smarter or more charismatic compare to those around them, regardless of their actual capacity in such matters. The Curse still applies, but rather than being instinctively feared as a predator, the werewolf is dreaded as an intimidating figure of great presence. Also, the character may boost his Social Attributes by spending Rage or Gnosis, each dot of either spent raises one Social Attribute by one point for a single scene.
Book: PG3e

Umbral Body (Metis Rank 5)

The metis body is strange. Born in a form not intended by Gaia or nature, deformed and occasionally showing signs of animals entirely unrelated to man or wolf, it is little wonder the breed has been outcast and hated. But some metis have used this body to their advantage, and it is perhaps this strangeness that allow their body to withstand the pressures this Gift inflicts. With this Gift, the metis can partially reach into the Umbra, sending certain body parts into the Umbra while maintaining others in the physical world. Doing so makes the metis difficult to hit in combat, to say the least. A Pattern spider teaches this Gift.

System: The metis rolls Gnosis (difficulty of the local Gauntlet) and if the roll succeeeds spends 1 Gnosis. For the rest of the scene, the metis receives one extra automatic success on all Dodge rolls.
Taught by: Pattern spider
Book: PG3e
Alternative Versions
From: Damien (Metis Rank 5)

System: The metis rolls Gnosis (difficulty of the local Gauntlet) and if the roll succeeeds spends 1 Gnosis. For the rest of the scene, the metis receives one automatic success to avoid any blow directed at themselves, whether with weapons, claws or missles. In addition, if they choose to spend an action avoiding a blow, they automatically succeed without the need to roll.

Violation (Ragabash Rank 5)

Those few Garou privy to the secret of Violation well know the hate and revulsion of others. This power requires the Garou to make physical contact with the target, but once that has happened, the victim is quickly overwhelmed by feelings of defilement. To learn this Gift, the Garou must confront a malevolent spirit (not necessarily a Bane) in spirit combat; if he wins, he may wrest the knowledge of the Gift from it.

System: The Garou rolls Manipulation + Primal-Urge (difficulty of the target's Willpower). For the next turn, and for a number of turns equal to the number of successes, the victim cannot spend Rage or Willpower. Additionally, the difficulties of all Willpower rolls are increased by two, while the difficulties of Rage rolls are decreased by two (the victim may not be able to direct his anger, but he definitely feels it).

Wall of Granite (Philodox Rank 5)

Philodox have a stronger relationship with the elementals of the earth than do other Garou, for just as the earth upholds those upon it, the Philodox uphold their people's ways. While in contact with earth or rock, the Philodox can invoke a wall to protect himself. This wall will move with the Garou, defending him from all angles. This Gift is taught by earth elementals.

System: The Garou spends one Gnosis point. The wall's dimensions are three yards height, two yards long and one yard thick; it can soak damage as thought it had 10 dice, and 10 Health Levels must inflicted to penetrate it at any point. The wall lasts for one scene or until released into the earth by the Garou.

Wisdom of the Seer (Stargazer Rank 5)

By gazing into the night sky for an hour, the Stargazer can ask a question and have it answered. This Gift is taught by a Chimerling.

System: The Garou spends one Gnosis point and rolls Intelligence + Enigmas (difficulty 7). If successful, the Garou can answer any one question (ie: ask the Storyteller). The clarity of the information and it is rare to gain a complete and straightforward answer.

Wyld Warp (Black Fury Rank 5)

The Garou calls out to the Wyld, the primal force of chaos itself. Success summons one of the great Wyld spirits, or a number of lesser ones, to the Realm. They (or it) will probably help the Garou, but nothing is certain about these creatures of chaos; this is a desperate tactic at best. This Gift is taught by a Wyldling.

System: The Garou spends one Gnosis point and then one Rage point. She then rolls Wits + Enigmas against a difficulty of the area's Gauntlet. Success summons a variable number of Wyld spirits.

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