GALLIARD

Beast Speech (Level One) — The Garou may speak to animals, from pigeons in the park to beavers at their dam or fish in the sea. This does not change their basic reactions — a hungry tiger is still hungry and may well attack. This Gift is taught by a Nature-spirit. System: The Garou rolls Charisma + Animal Ken (difficulty 6). This roll must be made for each type of animal and for each encounter.

Call of the Wyld (Level One) — The Garou can summon others by howling; Garou far beyond the range of hearing will sense the Call and may come to aid. This Gift can enhance the effect of any of the normal Garou howls. This howl can also be sounded to summon specific Garou for a moot. Finally, Call of the Wyld is often used at the beginning of revels and other events, to invigorate the Garou. This Gift is taught by a Wolf-spirit. System: The Garou rolls Stamina + Empathy (Difficulty 6). The number of successes determines how far away the Call can be heard and how stirring it is to those who hear it. The actual effects are determined by the Storyteller, but they should be linked to the type of howl made and the intent of the Garou. Some examples are: every two successes gives those at a revel extra dice to their Pools; Wyrm agents are distracted by the call and their difficulties are temporarily raised; all Garou in the area do not hesitate to respond to the Garou’s Call to Succor.

Mindspeak (Level One) — Through the creation of waking dreams, the Garou can place any chosen characters into silent communion. System: The Garou spends one Willpower point per sentient being chosen, and, if the being is unwilling, makes a Manipulation + Expression roll (difficulty of the victim’s Willpower). All those included in the dream may interact normally through the Mindspeak, though they can inflect no damage through it. Their real bodies can still act, through all Dice Pools are reduced by two. The Mindspeak ends when all the participants want it to, or on the turn the Galliard fails the roll against an unwilling member. The beings affected must be within line of sight.

Call of the Wyrm (Level Two) — This dangerous Gift actually attracts creatures of the Wyrm. Tyhis Gift is usually used to create an ambush or to flush prey from hiding. This gift is taught by any spirit servant of Gaia. System: The Garou makes a resisted roll of Manipulation + Performance vs the Wyrm creature’s Willpower (both rolls are difficulty 7). If the Wyrm creature loses the contest, it must come to the caller.

Distractions (Level Two) — The Garou can make annoying yips, yelps and howls to divert the attention of his target. This Gift is taught by a Coyote-spirit. System: The Garou rolls Wits + Performance (difficulty of the victim’s Willpower). Each success subtracts one from the target’s Dice Pool next turn.

Dreamspeak (Level Two) — The Garou enters another’s dream and can thereby affect the course of that dream. The Garou does not have to be anywhere near the target, but must know or have seen the dreamer. This Gift is taught by a Chimerling. System: The Garou rolls Wits + Empathy (difficulty 8). If the dreamer awakens while the Garou is still within the dream, the Garou is thrown out of the dream world and loses a Gnosis point.

Eye of the Cobra (Level Three) — With but a look, the Garou can attract anyoneto his side. This Gift is taught by a Snake-spirit. System: The Garou rolls Appearance + Enigmas (difficulty of the target’s Willpower). The Garou needs three successes to bring the target to his side; fewer at least start the victim moving in the right direction.

Song of Rage (Level Three) — This Gift unleashes the Beast in others, forcing Garou to transform into Crinos form, sending vampires into frenzy and turning humans into berserkers. This Gift is taught by a Wolverine- or Wolf-spirit. System: The Garou rolls Manipulation + Leadership (difficulty of the target’s Willpower). Each success drivers the victim into a violent rage for one turn.

Bridge Walker (Level Four) — The Galliard has the ability to create minor Moon Bridges through which she alone can travel. The Garou travels between the ends of this moon Bridge in one percent of the time it would to travel that distance normally, allowing her to disappear from in front of a foe and reappear instantly behind it. Note that these Moon Bridges are not protected by Lunes and occasionally attract the interest of spirit creatures; these beings have been known to follow the Garou into the physical world This Gift is taught by a Lune. System: The Garou spends one Gnosis point to create the Bridge. The moon Bridge lasts for only one passage unless the Garou spend a permanent Gnosis point during its creation, in which case it lasts until the next full moon. The maximum distance that can be traversed by the bride is the Garou’s Gnosis in miles.

Shadows by the Fire Light (Level Four) — The Garou creates interactive stories I which others take part, willingly or not. Usually this power is used at a moot when telling old stories, allowing those who take part in the story to enact the tales. However, this Gift can also be sued on the unwilling, forcing them to participate in a story of the Garou’s choosing. This Gift is taught by an Ancestor-spirit. System: When using this Gift on the unwilling, the Garou must spend a gnosis point and score three successes on a Manipulation + Performance roll (difficulty of the target’s Willpower). If successful, the player may tell a story and force the victim to perform exactly as the story’s character does. This effect lasts one turn per Gnosis point spent.

Fabric of the Mind (Level Five) — Garou with this Gift can bring their imaginations to life, creating a Dream Being from the fabric of their thought. This Gift is taught by a Chimerling. System: The Garou makes an extended roll of Intelligence + Performance (difficulty 8). She can create any form of life she can imagine, assign it one point of Traits for each success gained on the roll. The Garou can take as long as she wanted 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 on 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.

Head Games (Level Five) — 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 chance 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.