PHILODOX

Resist Pain (Level One) — Through force of will, the Garou is able to ignore the pain of his wounds and continue acting normally. This Gift is taught by a Bear-spirit. System: The Garou, by spending one Willpower point, may ignore all wound penalties for the duration of the scene.

Scent of the True Form (Level One) — This Gift allows the Garou to determine what a subject really is. This information is conveyed as an olfactory sensation — it is actually a scent of the target’s true nature. This Gift is taught by any spirit servant of Gaia. System: The Garou can automatically tell when someone is a werewolf, and can detect vampires and faeries on a Perception + Primal-Urge roll (difficulty 8). Even mages can be detected (difficulty 10).

Truth of Gaia (Level One) — Philodox, as judges of the Litany, have the ability to sense whether others have spoken truth of falsehood. This Gift is taught by a Falcon-Gaffling. System: The Garou rolls Intelligence + Empathy (difficulty of the subjects Manipulation + Subterfuge). This Gift reveals only whether the target speaks the truth or lies.

Call to Duty (Level Two) — The Garou can summon spirits if she knows their names, and may give them one command. Only one command may be given; after it is carried out, the spirits will depart. Spirit names can be discovered either through personal acquaintance of the Gift: Name the Spirit (Lupus and Theurge). This Gift is taught by an Incarna avatar. System: The Garou rolls Charisma + Leadership (difficulty of the spirit’s Willpower). If the Garou spends Gnosis point, she can summon all spirits within one mile to protect or assist her, even if she does not know their names.

King of the Beasts (Level Two) — Specific animals, generally ones with which the Garou regularly associates, follow his command willingly and unconditionally. They understand him and want to help. This Gift is taught by a Lion- or Falcon-spirit. System: The target must be within 100 feet, and the Garou rolls Charisma + Animal Ken against a difficulty base on his relationship wit the animal. This power only works on one animal at a time, and it does not attract animals to the Garou’s vicinity. Relationship Difficulty A sibling 3 Feed and care for 6 Stranger 8 Hostile 10

Strength of Purpose (Level Two) – Some Garou feel so strongly about their place in the pack, the tribe and the world that they can draw on this resolve in times of need. The Garou can pull new resolve from his deepest reserves. This Gift is taught by a Wolf-spirit. System: Once per scene, when the character feels she needs Willpower, she can roll Stamina + Rituals (difficulty 7). For every two successes, she recovers one point of Willpower up to her maximum.

Weak Arm (Level Three) — Philodox are more attuned to others than are most Garou. Accordingly, they can use this perceptiveness against their foes. Merely watching an opponent’s fighting style lets the Garou determine its strengths and weaknesses. This Gift is taught a Snake- or Wind-spirit. System: The Garou rolls Perception + Brawl (difficulty 8). A number of bonus dice equal to her successes may be divided between (or among) her attack and damage rolls. This Gift can only be used against a given foe once per scene, and the benefits are lost at the end of the scene.

Wisdom of the Ancient Ways (Level Three) — All Garou have an innate connection to their ancestors, a form of racial unconscious accessible through intense meditation. The Garou, by tapping into these deep memories, can remember ancient facts and lore. This Gift is taught by a Garou Ancestor-spirit. System: The Garou must meditate for a short time, concentrating on the past. The Garou then rolls Gnosis (difficulty 9, -1 for each point of Past Life the Garou possesses).

Roll Over (Level Four) — The Garou has such a commanding presence that those encountered readily submit to her. Should she succeed in a test of wills, she dominates her foe, causing humans to fall to their knees, wolves to roll on their backs, etc. This Gift is taught by a Lion- or Wolf-spirit. System: The Garou must score at least three successes more than the opponent on a resisted Willpower contest.

Scent of Beyond (Level Four) — The Garou can bring all his senses to bear on one spot (even an Umbral site) with which he is familiar, no matter how far away that spot is. The Garou senses the site from a point of view as if he were standing in the middle of the area being scanned. This Gift is taught by a Bird-spirit. System: The Garou rolls Perception + Enigmas (difficulty 8). If the spot is in the Umbra, the difficulty is 8 or the Gauntlet rating (whichever is higher).

Geas (Level Five) — 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 spirit. 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.

Wall of Granite (Level Five) — 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 high, two yards long, and one yard thick; it can soak damage as though it had 10 dice, and 10 Health Levels must be inflected to penetrate it at any point. The wall lasts for one scene or until released into the earth by the Garou.