Breed Gifts

Homid Persuasion(level One) -- This Gift allows a homid to become more persuasive when dealing with others; his statements and arguments are imbued with meaning or credibility. This Gift is taught by an Ancestor-spirit. System: The Garou rolls Charisma + Subterfuge (difficulty 6). If successful, the difficulties of all Social rolls are reduced by one for the remainder of the scene.

Smell of Man (Level One) -- Creatures of the wild have learned well that man is often a bringer of death. With this Gift, the Garou greatly enhances the human scent around him, causing animals to feel uneasy and nervous. This Gift is taught by an Ancestor-spirit. System: All normal animals (not including supernatural creatures in animal form) lose one die from their Dice Pools when within 20 feet of the Garou, and are likely to flee. The Garou may use this Gift at will; she simply states when she is activating it or turning it off.

Jam Technology (Level Two) -- The Garou can cause technological devices to cease functioning, although temporarily. This gift is taught by a Gremlin, a type of Wyld spirit that enjoys breaking things. System: The Garou spends one Gnosis point and rolls Manipulation + Repair. Technological devices within 50 feet cease functioning for one turn per success, though the devices are unharmed. The difficulty of the roll is based on the following chart: Device Difficulty Computer 4 Phone 6 Automobile 8 Knife 10

Staredown (Level Two) -- By staring into the eyes of a human or animal, the Garou can cause the target to flee in error. This Gift can be used against Garou, but the Garou will freeze in place rather than flee. This Gift is taught by a Ramspirit or a Snake-spirit. System: The Garou rolls Charisma + Intimidation (diffiulty 6). The victim flees for one turn per success. Should the Garou score five or morp successes, the victim flees for the duration of the scene. Garou targets will not flee, but they cannot attack while this Gift is in effect, although they can defend themselves.

Tongues (Level Three)-- This Gift allows the possessor to read and write any language encountered, even obscure or long-forgotten tongues. Roll Intelligence + Linguistics and spend one Willpower point. The difficulty depends on the rarity of the language. Something as common as French would be a four, while ancient Sumerian would be a 10. This ability lasts for one scene, after which the language is forgotten.

Disquiet (Level Three) -- The Garou causes the subject of this Gift to feel inexplicably depressed and withdrawn. The subject will find it hard to use his anger (Rage) or concentrate effectively on tasks. This Gift is taught by an Ancestor-spirit. System: The Garou rolls Manipulation + Empathy against difficulty equal to the Willpower of the opponent. If successful that opponent will not be able to recover Rage for the duration of the scene; furthermore, all difficulties for extended actions (not combat) are increased by one.

Reshape Object (Level Three) -- The Garou can instantly shape once-living material (but not undead!) into a variety of objects -- thus trees may become shelter, buck antlers become spears, animal hides become armor, and flowers become perfumes. The item will in some way resemble the object from which it was created (the spear is made of antler, ot wood). This Gift is taught by a Weaver-spirit. System: The Garou rolls Manipulation + Repair against a variable difficulty (5 to turn a broken tree limb into a spear, 8 ,turn a plank into a floatable raft, etc.). The created object not necessarily permanent; it will last a length of time, acording to the chart below. Expending a Gnosis point allows created weapon to inflict aggravated damage (this effect is ot permanent unless a permanent Gnosis point is spent). Successes Duration One 5 minutes Two 10 minutes Three One Scene Four One Story Five Permanent

Body Shift (level Four) -- The Garou can use her shapeshifting to alter her physical Traits: a level of Dexterity can be shifted to Strength or Stamina, or a level of Stamina could be shifted to Dexterity -- whatever combination the player desires. Roll Stamina + Primal-Urge (difficulty 9). For every two successes, one Trait level can be shifted. The effect lasts for one scene only. A Rage point cannot be spent to shift Traits instantly.

Cocoon (Level Four) -- The Garou causes a thick, paque 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, sometimes allowing Garou to stay protected for days. How long a Garou can ultimately spend in the cocoon is up to the Storyteller.

Spirit Ward (Level Four) -- 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 the pack totem) must subtract one from their Dice Pools for each success. This Gift lasts for one scene.

Assimilation (Level Five) -- The Garou is able to blend smoothly into any culture, no 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.

Part the Veil (Level Five) -- The Garou may immunize any human from the Delirium for a scene. In this way, the human can interact with 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).

Metis

Create Element (Level One) -- The Garou can create a small amount of one of the four basic elements -- fire, air, earth or water. In this way, a Garou can replenish the air supply in an air tight room, make a rock to throw at someone, create a fire without matches or wood, or fill a bathtub without any faucet or pipes. Precious metals (especially silver) cannot be created, nor can lethal gases or acid. This Gift is taught by an elemental. System: The Garou spends one Gnosis point and rolls Gnosis (difficulty 6). One cubic foot of the desired element is created per success, to a maximum weight of 100 Ibs. The element is now permanent until used up (breathed in the case of air or burned up in the case of fire without any fuel to keep it going).

Shed (Level One) -- This allows the metis to escape from grabs and holds by releasing a layer of fur. If the metis is grabbed in a successful Immobilize, law Lock, or Overbear attack, he can roll Dexterity + Primal-Urge, difficulty seven. If successful, he slips from the opponent's grasp, and the opponent is left with only a handful of fur. The metis can also use this to help him squeeze through tight places, using his fur as a slick surface to ease passage. In these cases, subtract from the difficulty of Escapology rolls. Hairless metis cannot possess this Gift.

Sense Wyrm (Level One) -- The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although Garou using this Gift are likely to say, "This place stinks of the Wyrm." This power requires active concentration. This Gift is taught by any spirit servant of Gaia. System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the concentration and strength of the Wyrm's influence (sensing a single fomor in a room would have a difficulty of 6 ). Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7.

Grovel (Level Two) -- By showing your throat to any Garou, you can stop them from harming you further. Roll Charisma + Performance resisted by attacker's Rage, and spend one Gnosis point. If successful, other Garou will instinctively cease to fight you. This does not mean they will leave you alone. They may continue to watch you and may verbally berate you, but they will not harm you as long as you do not initiate any attack. If you make an attack, the effect of this Gift wears off. It normally lasts for one scene. This Gift costs 50(This is the old system for Renoun, I think 50 honor equals like a couple temporory Honor) Honor every time it is used.

Burrow (Level Two) -- The Garou can burrow a tunnel into the earth. The tunnel is relatively permanent, and others can follow the Garou through it, although it is tight and only one person at a time can go through. However, no being larger than the Garou can travel the tunnel. The Garou must be in Crinos, Hispo or Lupus form to use this Gift, but the tunnel will only be as large as the form he assumed while burrowing it (only Lupus- or smaller-sized beings can travel a tunnel burrowed by a Garou in Lupus form). The tunnel is not structurally sound and will collapse over time. This Gift is taught by a Mole-spirit. System: The Garou rolls Strength + Athletics against a difficulty depending on the substance to be excavated (4 for loose mud, 9 for solid rock). One yard per rum can be burrowed for each success.

Curse of Hatred (Level Two) -- The Garou may verbalize the hatred in her heart, disheartening opponents with the intensity of her emotion. This gift is taught by a spirit of Hate. System: The Garou spends one Gnosis point and rolls Manipulation + Expression (difficulty of the opponent's Will power). If the Garou succeeds, her opponent loses two Willpower points and two Rage points. This may only be used on an opponent once per scene.

Eyes of the Cat (Level Three) -- The Garou may see clearly in pitch darkness. The Garou's eyes will glow a lambent green while this power is in effect. This Gift is taught by a Cat-spirit. System: The Garou must state when this Gift is in effect, but there is no roll or cost expenditure. The Garou suffers no difficulty or Dice Pool penalties frorn darkness.

Mental Speech (Level Three) -- The Garou may mentally communicate with another being over great distances. This does not allow mind-reading, but does allow the: Garou to use Social Abilities, such as Intimidation, from a distance. The Garou must know the person with whom he is attempting to communicate (although he does not have to be friends with that person). If he does not know the person, he must have something that belongs to that person, such as a lock of his hair. This gift is taught by a Bird-spirit or any spirit affiliated with intellect. System: The Garou rolls Charisma + Empathy (difficulty 8). The Garou may transmit a maximum distance of 10 miles per success.

Awaken Beast (Level Three) -- This is the old ability out of legends and folklore: the power to change someone else into a werewolf by biting him. The metis must first make a successful bite attack against a target, and then roll Manipulation + Primal-Urge against a resisted roll of the target's Willpower. The metis must also spend a Gnosis point. If successful, the Beast is awakened in the victim and he will begin to frenzy. The target will believe he has become a werewolf. If the target actually is a werecreature, his Primal-Urge score is added to his Willpower dice pool for the resistance roll. The effect lasts for one scene, although a human bit with this Gift may suffer a permanent derangement.

Body Shift (level Four) -- The Garou can use her shapeshifting to alter her physical Traits: a level of Dexterity can be shifted to Strength or Stamina, or a level of Stamina could be shifted to Dexterity -- whatever combination the player desires. Roll Stamina + Primal-Urge (difficulty 9). For every two successes, one Trait level can be shifted. The effect lasts for one scene only. A Rage point cannot be spent to shift Traits instantly.

Gift of the Porcupine (Level Four) -- 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 immo bilizes takes aggravated damage from the Garou's sharp fur (Strength + I). 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.

Wither Limb (Level Four) -- The Garou can cause a target's limb to wither, making it useless. Which limb is withered is the Garou's choice, but it 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).

Madness (Level Five) -- 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.

Totem Gift (Level Five) -- 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).

Lupus

Heightened Senses (Level One)--- The Garou may vastly increase her sensory input for a short time. When in Homid or Glabro form, her senses become as sharp as those of a wolf, while in her wolf forms, her senses become pretematurally potent. This Gift is taught by Wolf-spirits. System: The Garou spends a Gnosis point. The effects last for one scene. Homid and Glabro forms: Perception difficulties are reduced by two; roll Perception + Primal-Urge (difficulty 6) to perform sensory feats impossible to humans. Crinos, Hispo and Lupus forms: Perception difficulties are reduced by three; +1 to Primal-Urge Dice Pools.

Find Water (Level One)-- This gift allows a Garou to locate any body of water within 20 miles. One or two successes will indicate the general direction of the water. Three or four success will indicate the distance, and five successes will allow the Garou to determine if the water is contaminated in any way. The Garou makes a Perception + Survival roll against a difficulty of 6 to use this Gift.

Sense Prey (Level One)-- This Gift allows the Garou to detect animal prey. A Willpower point is spent and the Garou makes a roll using Perception + Primal-Urge against a difficulty of 7. Success will lead the Garou to a suitable animal sufficient to feed a pack of up to 12 wolves. The range extends up to 50 miles.

Sense Wyld (Level One) -- On a successful roll of Perception + Enigmas, the Garou may sense Wyld energies or spirits in the nearby area. The difficulty is based on the strength of the Wyld's influence. (Sensing a Garou in the forest would have a difficulty of 5.)

Leap of the Kangaroo (Level One)-- This Gift was originally developed by the lost Bunyip tribe. By invoking this Gift, Garou may leap incredible distances. Despite its name, this Gift is taught by Hare- or Cat-spirits (marsupial-spirits seem loath to aid the Garou these days...). System: The Garou rolls Stamina + Athletics (difficulty 7). If successful, she may double her normal jumping distance.

Eye of the Eagle (Lupus Level Two) -- This gift allows the user to see long distances, over "two looks away". Roll Perception + Alertness against an 8 difficulty. The number of successes is the number of miles away one can see as normal. This gift will not work well in the city, as buildings tend to get in the way.

Axis Mundi (Level Two) By spending a Gnosis point, the lupus can center herself in relation to Gaia, and always know which direction she istraveling in or facing, no matter where she may be in the Gaia realms. In addition, the lupus carries her "territory" around with her, in a mystical sense. Wolves will detect this, and concede her right to travel through their territories and hunt there. Even other lupus must make a Willpower roll not to recognize this right. Other animals will also recognize this, and not attack the intruder.

Scent of Sight (Level Two) -- The Garou can use his sense of smell to compensate completely for his eyes; thus, he could attack invisible creatures normally, or roughly navigate in absolute darkness. This gift is taught by a Wolf-spirit. System: The Garou rolls Perception + Primal-Urge against a Storyteller-determined difficulty (depends on how powerfuI local smells are). The Storyteller should not require rolls every turn, but only when something could cause the Garou to lose his opponent's scent (he ran through water, they are fighting in a smelly alley, etc.)

Sense the Unnatural (Level Two) -- The Garou can sense any unnatural presence and determine its approximate strength and type. Supernatural presences can include: magic, spirits, the Wyrm, wraiths, etc. This will detect vampires, but only those with Humanity scores below 7. This Gift is taught by any spirit servant of Gaia. System: The Garou rolls Perception + Enigmas (difficulty 6). The more successes rolled, the more information is gained. However, understanding the information might require an Intelligence + Occult roll (Storyteller's option).

Catfeet (Level Three)-- This Gift gives the Garou the agility of a cat, making him immune to falls under 100 feet (he lands on his feet just right). He also has perfect balance even on the most slippery surfaces, and the difficulties of all combat actions involving body slams and grappling are reduced by two. This Gift is taught by a Cat-spirit. System: The Garou does not need to expend points or roll for this ability; it becomes innate to those who learn the Gift.

Name the Spirit (Level Three) -- The Garou is able to detect the type and approximate Trait levels (Rage, Power, etc.) of a spirit. This Gift is taught by a spirit servant of the Uktena totem. System: The Garou spends one Willpower point and rolls Perception + Occult (difficulty 8).

Tail of the Monkey (Level Three) -- The Garou has a prehensile tail. This tail cannot perform fine manipulation tasks, but it can wrap around a tree branch and allow the Garou to hang (if her Strength equals or exceeds her Stamina) or it can be used to hit an opponent in combat, in which case it is difficulty eight to hit and Strength - 1 for damage. A roll of Dexterity + Athletics must be made for most uses except combat, in which case Brawl is substituted for Athletics.

Beast Life (Level Four) -- 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 l0-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.

Venom (Level Four) -- This Gift allows the Garou to emit poison through her bile. A successful bite attack is required, then the Garou must roll Stamina + Primal Urge in a resisted roll of the target's Stamina +4. The number of successes is the amount of poison damage (non-soakable); this is in addition to the normal bite damage. This poison attacks Stamina, and for every damage success, the target loses one Stamina level. Thiscan be healed at the same rate as aggravated wound damage. When a target is brought to Stamina 0 or less, he is unconscious and in a coma (as soon as he has healed back to at least Stamina 1,he awakens). Successive poison bites will attack the target's Health Levels; if he is reduced to below Incapacitated this way, he is dead.

Gnaw (Level Four) -- 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.

Body Shift (level Four) -- The Garou can use her shapeshifting to alter her physical Traits: a level of Dexterity can be shifted to Strength or Stamina, or a level of Stamina could be shifted to Dexterity -- whatever combination the player desires. Roll Stamina + Primal-Urge (difficulty 9). For every two successes, one Trait level can be shifted. The effect lasts for one scene only. A Rage point cannot be spent to shift Traits instantly.

Elemental Gift (Level Five) --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.

Song of the Great Beast (Level Five) -- 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 one Gnosis point and rolls Charisma + Primal-Urge (difficulty 9). More successes improve the Beast's disposition.

Boon of the Animal Fathers (Lupus Level Five)-By entreaty to a specific Animal Father, the Garou can gain that specific animal totem for one 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. The Garou must spend 2 Gnosis and make a successful Charisma + Primal-Urge roll. This gift may only be used once per scene.....