Post by Annabelle Devonshire on May 17, 2020 3:06:36 GMT -5
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These are the Gifts of the Garou. Powers bestowed upon them from the Mother Luna and her spirit guardians. These are the powers given for the Garou to fight their enemies. A Garou may have no more than a total of Four gifts.
What are Gifts?
The spirit world shares many secrets with werewolves and other shapechangers. In accordance with an ancient pact, spirits teach magical abilities called Gifts to the Garou. Gifts allow werewolves to focus their spiritual energy to affect the Tellurian. Different tribes, auspices, and even breeds learn different Gifts. Each group has its own secrets and its own unique spiritual connections.
Gifts are divided into levels. Level One Gifts are the weakest Gifts — those taught to raw cubs — and Level Five Gifts are the greatest secrets, taught only to those heroes who have proved themselves time and again. A beginning character may choose one Level One Gift from each of her breed, auspice and tribe Gift lists. As a character gains more experience, she may learn more Gifts. However, the character must be of a rank equivalent to the level of the Gift desired, or she cannot possess it.
During play, a werewolf may learn the Gifts of other breeds, auspices or tribes, provided she can find a spirit to teach them. However, these Gifts have a higher cost.
Learning Gifts.
A werewolf must either petition a particular spirit to teach him its powers or ask an elder to summon that spirit and petition on his behalf. Only spirits allied to the Garou teach Gifts willingly. Spirits never teach a high-level Gift to a werewolf who has not attained the proper rank. When a werewolf wants to learn a Gift, she must find a
willing instructor first. Usually, she travels to a caern with a power level equal to or greater than that of the desired Gift to petition the spirit personally. Traditionally, werewolves have always sought to beseech the teachings of a spirit thus. The act of summoning the spirit to a powerful caern is a sign of respect.
Unfortunately, the modern world rarely allows for such noble gestures, despite what most Silver Fangs would say. Because so few powerful caerns remain, often the best effort that a werewolf can make is to ask a respected Theurge to summon the particular spirit and placate it with appropriate rites. Even then, the demands of these End Times often forces young wolves to enter the Umbra and track down their own spirit guides. The danger in doing so is obvious. An inexperienced werewolf may anger a spirit in its home, which is a very bad idea. Spirits are always wary of such improper requests.
Each Gift lists the spirits which first taught the Gift to the Garou (some of which appear in the Appendix). They are not necessarily the only ones who can teach the Gift. More powerful and versatile spirits can bestow a variety of Gifts. Werewolves may also teach each other Gifts. When a spirit imparts knowledge of a Gift, it involves a total immersion and direct sharing of how to unlock the power within the student.
This process takes only a short time, usually no more than an hour, and a night at most. But when werewolves try to teach each other Gifts, it takes much longer. Packmates seem to learn faster from each other, but the process involves experimentation, practice and multiple failures before mastery of the Gift is attained. At best, the process takes a full lunar month. The drawbacks to this method are extreme. Because the student must practice the Gift to master it, learning a Gift such as Silver Claws can be quite painful.
The student may spend multiple nights howling in agony, as he no doubt burns his flesh while learning to control the Gift. A student learning a Gift may be able to use it before gaining complete control in some circumstances, but doing so is always risky for anyone in the vicinity. Despite these drawbacks, young packs have started teaching Gifts to each other much more commonly, without regard for crossing tribal, auspice or breed lines.
These indiscriminate teaching practices haven't gone unnoticed by their elders. Many septs have laws forbidding certain Gifts to be taught except by spirits.
For example, the Gift: Call of the Wyrm, which draws Wyrm creatures, is often restricted. No sept can afford to have wayward Wyrm creatures
coming around just so a student can practice. More traditional tribes, such as the Silver Fangs and Black Furies, have even more restrictions. (Woe to the young Fury who reveals tribal secrets to a male Get of Fenris.) In addition, the amount of time spent between teacher and student can lead to "contamination" of tribal ethics. When the teacher and student are of opposite sexes, most older Garou believe that these lessons encourage violations of the Litany.
Once learned, Gifts cannot be forgotten; these special talents become as much a part of the werewolf as the ability to speak or tie his shoes. However, Theurges warn that Incarnae or Celestines can personally rescind all Gifts taught by their spirit broods, should they find the need to get personally involved.
So, I can get any gift as long as I find the right spirt?
Not exactly. Each gift is affilated with a particular Breed, Auspice or Tribe. While it is possible to learn these, it is much harder for those who do not meet the desired requirements. It is also posible for more powerful spirts to teach that gift.
Breed List
Many spirits teach Breed Gifts, usually in accordance with
ancient pacts or as rewards for past deeds. For instance, an
ancient tale tells of a metis who helped a mole hide from
predators. In return, the mole taught the metis how to burrow
through earth, and since that time, mole-spirits will teach metis that Gift. When a werewolf wishes to learn a breed Gift, she will have a relatively easy time finding a spirit to teach her.
Homid Gifts
Homid Gifts involve humankind's skills and abilities not
only as toolmakers and cultural beings, but also as conquerors of nature. Humanity's adversarial stand against nature has given them great control over their environment, but also a vague disquiet within their souls. Such are the repercussions of severing their primordial relationship with nature. Humans have become strangers to the world of spirit. Thus, many of the homid breed's Gifts are taught by their ancestors rather than by nature spirits.
• Master of Fire (Level One) — Once humans tamed fire to keep them warm and to drive off the wild beasts, they were on their way to civilization. Werewolves with this Gift invoke humanity's ancient pact with the spirits of fire. The spirits of flame agree to hold back their hunger when the werewolf touches them. An ancestor-spirit or a fire-spirit grants this Gift. Garou using this gift suffer reduced damage to fire, as if it were only hitting the Garou instead of burning.
• Persuasion (Level One) — This Gift allows homid to become more persuasive when dealing with others, in such a way that his statements and arguments are imbued with added meaning or credibility. An ancestor-spirit teaches this Gift.
• Smell of Man (Level One) — Creatures of the wild have learned well that where man goes, death follows. With this Gift, the werewolf enhances the human scent around him greatly, causing wild animals to feel uneasy and nervous. However, the scent also causes domestic animals to recognize the werewolf as their master. An ancestor-spirit teaches this Gift.
• Jam Technology (Level Two) — The werewolf can cause technological devices to cease functioning, albeit temporarily. Even the simplest of shaped objects will refuse to perform its function. A knife won't cut, a car won't start etc. A Gremlin — a type of Wyld-spirit that enjoys breaking things — teaches this Gift.
• Staredown (Level Two) — By staring into the eyes of a human or animal, a werewolf can cause the target to flee in terror. This Gift can be used against other werewolves, but the target will freeze in place rather than flee. A ram- or snake-spiritteaches this Gift. Any supernatural who has this gift used on them can not attack the Garou unless attacked first.
• Disquiet (Level Three) — This Gift makes its target feel inexplicably depressed and withdrawn. The subject finds it difficult to draw on his full emotion or to maintain any type of concentration. An ancestor-spirit teaches this Gift.
• Reshape Object (Level Three) —The werewolf can shape once-living material (but not undead!) into a variety of objects instantly. Trees may become shelter, buck antlers become spears, animal hides become armor, and flowers become perfumes. The item will resemble the object from which it was shaped (e.g., the aforementioned spear is made of antler, not wood). The object will not last forever unless Gnosis has been invested in it. A Pattern Spider — one of the Weaver's spirits — teaches this Gift.
• Tongues (Level Three) - This Gift allows the to read or write any human language encountered, no matter how ancient or obscure. Galliards often use this Gift when translating ancient texts to revive old legends or compose new songs for moots. This Gift is taught by a Raven-sprit.
• Cocoon (Level Four) — The werewolf can wrap himself in a thick, opaque sarcophagus-like epidermis, making him immobile but near- impervious to harm. This cocoon grants him immunity to fire, starvation, gas, high pressure, cold and similar environmental hazards. After the gift has worn off the cocoon will rapidly desolve. An insect - or Weaver - spirit teaches this Gift.
• Spirit Ward (Level Four) — A werewolf with this Gift may protect himself from spirits by performing a quick warding rite. To use this Gift, the werewolf draws an invisible pictogram in the air that scares and unnerves any nearby spirits (except pack totems or caern spirits). The symbol travels with the werewolf as long as it lasts. An ancestor-spirit teaches this Gift.
• Assimilation (Level Five) — A werewolf with this Gift blends smoothly into any culture, no matter how strange or unfamiliar he might normally find it. He could slip among Bedouin nomads as if he were one of them, or he could shop in a Chinese market without anyone noticing that he does not belong. The gift doesn't hide racial differences, but it does allow the user the ability to mimic the behaviors and mannerisms of a native. It also imparts the ability to speak and understand the culture's language, although this knowledge vanishes as the Gift ends. Ancestor-spirits teach this Gift.
• Part the Veil (Level Five) — With this Gift, a werewolf 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. An ancestor spirit teaches this Gift.</li>
Metis Gifts
Metis are the outcasts of Garou society. Unlike homid and lupus Garou, however, they are born into werewolf society and raised within it, reminded constantly of their inadequacies. The abuse heaped on a metis usually creates a deeply repressed inner fury, but it also leads them to a deeper connection with the spirit world, possibly as a means of escape from the horror of their lives.
• Create Element (Level One) — The metis has the power to create a small amount of one of the four basic elements—fire, air, earth or water. In this way, she can replenish the air supply in an airtight room, make a rock to throw at someone, create a fire without matches or wood, or even fill a bathtub without any faucet or pipes. The metis cannot create specialized forms of any element. Precious metals (especially silver), lethal gases and acid are beyond his reach. The created element can only be created up to a maximum weight of 100 Ibs, and can be created anywhere he can see within 60 feet. The element remains in existence until used up (breathed in the case of air or burned up in the case of fire without any fuel to keep it going). The flames created with this Gift are genuinely hot, but they are no substitute for a flame-thrower. This Gift creates only natural air, earth, fire and water. Elementals teach this Gift.
• Primal Anger (Level One) — The metis learns to focus the anger within her heart and use it to increase her Rage. The anger takes a physical toll on the werewolf, and it is up to her to unleash it on her enemies. Using this gift damages the Garou with a supernatural wound that takes longer to heal. The spirits of ancient metis teach this Gift. Few members of other breeds have suffered enough shame and suffering to learn this Gift.
• Sense Wyrm (Level One) — The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory tillage, although werewolves using the Gift sometimes say things like, "This place stinks of the Wyrm" (with a few more colorful adjectives). Garou should remember that the Wyrm's taint can cling to relatively blameless souls. Werewolves may sense an innocent person who happens to work in a Wyrm-controlled factory or who has eaten tainted food. This power requires active concentration. Any spirit of Gaia may teach this Gift.
• Shed (Level One) - The Garou knows the trick of shedding and growing fur at an alarming rate. This gift makes the Garou especially difficult to grapple successfully; opponents find themselves holding tufts of fur instead of their target. The Garou can also slide through tight spaces using his shedding fur as natural lubrication. A Lizard-spirit or Snake-spirit teaches this Gift.
• Burrow (Level Two) —Those who learn this Gift gain the ability to burrow through the earth. They make a real tunnel, and others can follow them through it. The digger creates a burrow just large enough for her to go through. Others may follow, but they are limited by the size of the hole. The werewolf must be in Crinos,Hispo or Lupus form to use this Gift as she needs her claws for digging (although even metis without claws can use this Gift). The tunnel is not structurally sound, and it will collapse over time. Mole kindly teaches this Gift to all metis who seek him.
• Curse of Hatred (Level Two) — The metis may verbalize the hatred in her heart, disheartening opponents with the intensity of her emotion. The victims willpower and Rage are weakened as a result. A spirit of hate teaches this Gift.
• Eyes of the Cat (Level Three) — The werewolf may see clearly in pitch darkness. His eyes glow a lambent green while this power is in effect. Any cat-spirit can teach this Gift, although werewolves who make enemies of the Bastet will have trouble finding teachers.
• Mental Speech (Level Three) — This Gift grants mental communication, even over vast distances. The user must either know the target personally (although he does not have to be friends with that person) or have something that belongs to that person, such as a lock of his hair. Bird spirits and spirits of intellect teach this Gift. Owl is a particularly sought after teacher, and those who learn from him claim to have enhanced abilities at night.
• Splintered Claw (Level Three) - This painful Gift causes the metis' claws to splinter as they pierce flesh. Tiny bits of claw imbed themselves deep in the victim's body, thus causing tremendous irritation. Healing such a wound without first removing the splinters is both painful and stupid. Unfortunately, the Gift's user loses her claws until she spends a round regenerating new ones. A Tree-spirit teaches this Gift. Glass Walkers or Bone Gnawers can learn this Gift from spirits living in houses or other wooden constructs.
• Gift of the Porcupine (Level Four) — When using this
Gift, the werewolf undergoes a startling transformation. Her fur
becomes elongated, bristly and sharp like the quills of a porcupine. This change makes her an even more fearsome killing machine. A werewolf must be in Crinos, Hispo or Lupus form to use this Gift. Porcupine teaches this Gift, and he has a great fondness for metis.
• Wither Limb (Level Four) — With a snarl and an angry
gaze, the werewolf forces a target's arm or leg to twist, desiccate and wither, making it useless. Creatures with regenerative abilities will restore the limb to full function after awhile, otherwise, the effects are permanent. Snake-spirits, spider spirits and other venomous spirits teach this Gift. Some werewolves even invoke spirits of disease to learn this Gift.
• Madness (Level Five) —The metis struggles his whole life
to find a place, a purpose and a sense of stability in his horrifying existence. With this Gift, he can force others to face their inner demons, inducing insanity and madness. The nature of the derangement varies among individuals, but it will always be severe, making it impossible for the victim to function normally. Lunes, along with spirits of trickery and madness teach this Gift.
• Totem Gift (Level Five) — Due to the metis' strong ties
with Garou society, she can plead directly with her tribal totem,
gaining some of its power. The effects of this Gift depend on thenature of the tribal totem power. 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. The potential of this Gift depends only on the favor of the totem, and it may cross over into the miraculous. Only the tribal totem teaches this Gift.</li>
Lupus Gifts
The Gifts of the lupus breed reflect their strong ties to the natural world and the wilds. Usually these Gifts enhance the natural abilities of the werewolf, allowing her to perform feats that other breeds would find impossible.
• Hare's Leap (Level One) — By invoking this Gift, the werewolf may leap incredible distances. Hare-, frog- and Catspirits usually teach this Gift. The lost Bunyip knew this Gift as Leap of the Kangaroo, however marsupial-spirits seem loath to aid werewolves these days. Today, many werewolves call this Gift "Leap of the Kangaroo" in their fallen cousins' honor.
• Heightened Senses (Level One) — The werewolf with this Gift tunes in to the world around him, increasing his senses vastly. When in Homid or Glabro form, her senses become as sharp as those a wolf, allowing him to hear sounds beyond his normal range, granting him superior night vision and making his sense of smell stronger than that of any dog. In wolf forms, his senses become preternaturally potent, allowing him to perform feats that border on precognition. This Gift has drawbacks as well. If a fire alarm were to go off around a Garou using this Gift, it might render him helpless. Cities can barrage the werewolf with a sensory overload. Wolf-spirits teach this Gift.
• Sense Prey (Level One) — Werewolves used this ancient Gift during hard winters to feed their packs. The Gift lets Garou locate enough prey to feed a pack. In the urban environment, this Gift guides the lupus to prey within the city, usually in parks, sewers, animal shelters and even zoos. The Gift will tell the werewolf the location of large numbers of prey within 50 miles in the wilds, and within the limits of a city and its suburbs. Humans do not register as prey animals, although some say that the Red Talons know a variant of this Gift that can find them. A wolf-spirit teaches this Gift.
• Scent of Sight (Level Two) — The werewolf can compensate for her vision completely by using her sense of smell. She can attack invisible creatures normally or navigate roughly in absolute darkness. Wolf-spirits teach this Gift.
• Sense the Unnatural (Level Two)—The werewolf can sense any unnatural presence and determine its approximate strength and type. Supernatural presences can include magic, spirits, the Wyrm, wraiths and vampires, although it won't pick them out specifically as such. The werewolf may sense a person plagued by hauntings as easily as a ghost. Any spirit servant of Gaia can teach this gift.
• Catfeet (Level Three) — This Gift gives the werewolf 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 decrease by two. Those who know this gift don't need to activate it; it becomes inate. Cat-spirits teach this Gift.
• Name the Spirit (Level Three) — A werewolf with this Gift becomes familiar with the ways of the Umbra. He can sense the type and strength of spirits. A spirit servant of the Uktena totem teaches this Gift.
• Monkey Tail (Level Three) - Although the lupus' tail retains the appearance of a regular wolfs tail, it gains far more agility and flexibility. Although incapable of fine manipulation, the tail can grasp objects, wrap around branches or allow the Garou to hang upside down. The tail can also attack from an unexpected direction. A Monkeyspirit must be persuaded to teach a Garou this Gift.
• Beast Life (Level Four) —The werewolf with this Gift can communicate with other wild animals and attract (or even command) them. Domesticated animals will speak with the werewolf, but they have given themselves to the ways of humans and must be persuaded to obey the Garou. Any animal spirit may teach this Gift, although Lion and Bear are most often sought as teachers.
• Gnaw (Level Four) — The werewolf s jaws strengthen to the point that she can chew through just about anything, given enough time. In addition, her jaws do more damage in combat, and only death will break her grip if she clamps her teeth into an opponent. Wolf-spirits teach this Gift.
• Venom (Level Four) - A common trick of desert dwelling Garou, this Gift allows the user to produce a noxious venom. The werewolf s bile can incapacitate or even kill a victim. The Garou herself is immune to her own poison, but she can be incapacitated by another Garou's Venom attack.
A Rattlesnake-spirit teaches this Gift. Most Garou hesitate to make deals with snakes and serpents, but sometimes necessity outweighs prejudice.
• Elemental Gift (Level Five) — The werewolf calls upon the primal force of Gaia Herself, therby commanding the spirits of 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, but primal spirits possessing power enough to challenge even something as powerful as a Nexus Crawler. The elementals grant this Gift.
• Song of the Great Beast (Level Five) — To use this Gift, the werewolf must travel to the deep wilderness. When she reaches her destination, she howls the Song of the Great Beast into the sky, summoning one of the Great Beasts to her aid. These beasts are the terrible and ancient creatures that
walked the Earth in ages past. Examples include the Willawau (giant owl), the Yeti, the Sabertooth Tiger, the great Megalodon sharks that swam the seas eons ago and the mighty Mammoth, who arrives in herds. Who knows what else a Garou might call? Rumors say that dinosaurs survive in the deep Congo.... The surviving Great Beasts possess abilities in the physical world that rival those of mighty spirits in the Umbra.
Even the wisest of Garou are not certain of their natures. Once the ancient one arrives, the werewolf may make a request, although she should do so with great caution. If the Great Beast agrees to aid the werewolf, it will do so in its own way, but enemies of the lupus should beware. Few spirits know this Gift. It's said that those that do dwell in the Realm of Pangaea.</li>
Garou Gifts
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These are the Gifts of the Garou. Powers bestowed upon them from the Mother Luna and her spirit guardians. These are the powers given for the Garou to fight their enemies. A Garou may have no more than a total of Four gifts.
What are Gifts?
The spirit world shares many secrets with werewolves and other shapechangers. In accordance with an ancient pact, spirits teach magical abilities called Gifts to the Garou. Gifts allow werewolves to focus their spiritual energy to affect the Tellurian. Different tribes, auspices, and even breeds learn different Gifts. Each group has its own secrets and its own unique spiritual connections.
Gifts are divided into levels. Level One Gifts are the weakest Gifts — those taught to raw cubs — and Level Five Gifts are the greatest secrets, taught only to those heroes who have proved themselves time and again. A beginning character may choose one Level One Gift from each of her breed, auspice and tribe Gift lists. As a character gains more experience, she may learn more Gifts. However, the character must be of a rank equivalent to the level of the Gift desired, or she cannot possess it.
During play, a werewolf may learn the Gifts of other breeds, auspices or tribes, provided she can find a spirit to teach them. However, these Gifts have a higher cost.
Learning Gifts.
A werewolf must either petition a particular spirit to teach him its powers or ask an elder to summon that spirit and petition on his behalf. Only spirits allied to the Garou teach Gifts willingly. Spirits never teach a high-level Gift to a werewolf who has not attained the proper rank. When a werewolf wants to learn a Gift, she must find a
willing instructor first. Usually, she travels to a caern with a power level equal to or greater than that of the desired Gift to petition the spirit personally. Traditionally, werewolves have always sought to beseech the teachings of a spirit thus. The act of summoning the spirit to a powerful caern is a sign of respect.
Unfortunately, the modern world rarely allows for such noble gestures, despite what most Silver Fangs would say. Because so few powerful caerns remain, often the best effort that a werewolf can make is to ask a respected Theurge to summon the particular spirit and placate it with appropriate rites. Even then, the demands of these End Times often forces young wolves to enter the Umbra and track down their own spirit guides. The danger in doing so is obvious. An inexperienced werewolf may anger a spirit in its home, which is a very bad idea. Spirits are always wary of such improper requests.
Each Gift lists the spirits which first taught the Gift to the Garou (some of which appear in the Appendix). They are not necessarily the only ones who can teach the Gift. More powerful and versatile spirits can bestow a variety of Gifts. Werewolves may also teach each other Gifts. When a spirit imparts knowledge of a Gift, it involves a total immersion and direct sharing of how to unlock the power within the student.
This process takes only a short time, usually no more than an hour, and a night at most. But when werewolves try to teach each other Gifts, it takes much longer. Packmates seem to learn faster from each other, but the process involves experimentation, practice and multiple failures before mastery of the Gift is attained. At best, the process takes a full lunar month. The drawbacks to this method are extreme. Because the student must practice the Gift to master it, learning a Gift such as Silver Claws can be quite painful.
The student may spend multiple nights howling in agony, as he no doubt burns his flesh while learning to control the Gift. A student learning a Gift may be able to use it before gaining complete control in some circumstances, but doing so is always risky for anyone in the vicinity. Despite these drawbacks, young packs have started teaching Gifts to each other much more commonly, without regard for crossing tribal, auspice or breed lines.
These indiscriminate teaching practices haven't gone unnoticed by their elders. Many septs have laws forbidding certain Gifts to be taught except by spirits.
For example, the Gift: Call of the Wyrm, which draws Wyrm creatures, is often restricted. No sept can afford to have wayward Wyrm creatures
coming around just so a student can practice. More traditional tribes, such as the Silver Fangs and Black Furies, have even more restrictions. (Woe to the young Fury who reveals tribal secrets to a male Get of Fenris.) In addition, the amount of time spent between teacher and student can lead to "contamination" of tribal ethics. When the teacher and student are of opposite sexes, most older Garou believe that these lessons encourage violations of the Litany.
Once learned, Gifts cannot be forgotten; these special talents become as much a part of the werewolf as the ability to speak or tie his shoes. However, Theurges warn that Incarnae or Celestines can personally rescind all Gifts taught by their spirit broods, should they find the need to get personally involved.
So, I can get any gift as long as I find the right spirt?
Not exactly. Each gift is affilated with a particular Breed, Auspice or Tribe. While it is possible to learn these, it is much harder for those who do not meet the desired requirements. It is also posible for more powerful spirts to teach that gift.
Breed List
Many spirits teach Breed Gifts, usually in accordance with
ancient pacts or as rewards for past deeds. For instance, an
ancient tale tells of a metis who helped a mole hide from
predators. In return, the mole taught the metis how to burrow
through earth, and since that time, mole-spirits will teach metis that Gift. When a werewolf wishes to learn a breed Gift, she will have a relatively easy time finding a spirit to teach her.
Homid Gifts
Homid Gifts involve humankind's skills and abilities not
only as toolmakers and cultural beings, but also as conquerors of nature. Humanity's adversarial stand against nature has given them great control over their environment, but also a vague disquiet within their souls. Such are the repercussions of severing their primordial relationship with nature. Humans have become strangers to the world of spirit. Thus, many of the homid breed's Gifts are taught by their ancestors rather than by nature spirits.
• Master of Fire (Level One) — Once humans tamed fire to keep them warm and to drive off the wild beasts, they were on their way to civilization. Werewolves with this Gift invoke humanity's ancient pact with the spirits of fire. The spirits of flame agree to hold back their hunger when the werewolf touches them. An ancestor-spirit or a fire-spirit grants this Gift. Garou using this gift suffer reduced damage to fire, as if it were only hitting the Garou instead of burning.
• Persuasion (Level One) — This Gift allows homid to become more persuasive when dealing with others, in such a way that his statements and arguments are imbued with added meaning or credibility. An ancestor-spirit teaches this Gift.
• Smell of Man (Level One) — Creatures of the wild have learned well that where man goes, death follows. With this Gift, the werewolf enhances the human scent around him greatly, causing wild animals to feel uneasy and nervous. However, the scent also causes domestic animals to recognize the werewolf as their master. An ancestor-spirit teaches this Gift.
• Jam Technology (Level Two) — The werewolf can cause technological devices to cease functioning, albeit temporarily. Even the simplest of shaped objects will refuse to perform its function. A knife won't cut, a car won't start etc. A Gremlin — a type of Wyld-spirit that enjoys breaking things — teaches this Gift.
• Staredown (Level Two) — By staring into the eyes of a human or animal, a werewolf can cause the target to flee in terror. This Gift can be used against other werewolves, but the target will freeze in place rather than flee. A ram- or snake-spiritteaches this Gift. Any supernatural who has this gift used on them can not attack the Garou unless attacked first.
• Disquiet (Level Three) — This Gift makes its target feel inexplicably depressed and withdrawn. The subject finds it difficult to draw on his full emotion or to maintain any type of concentration. An ancestor-spirit teaches this Gift.
• Reshape Object (Level Three) —The werewolf can shape once-living material (but not undead!) into a variety of objects instantly. Trees may become shelter, buck antlers become spears, animal hides become armor, and flowers become perfumes. The item will resemble the object from which it was shaped (e.g., the aforementioned spear is made of antler, not wood). The object will not last forever unless Gnosis has been invested in it. A Pattern Spider — one of the Weaver's spirits — teaches this Gift.
• Tongues (Level Three) - This Gift allows the to read or write any human language encountered, no matter how ancient or obscure. Galliards often use this Gift when translating ancient texts to revive old legends or compose new songs for moots. This Gift is taught by a Raven-sprit.
• Cocoon (Level Four) — The werewolf can wrap himself in a thick, opaque sarcophagus-like epidermis, making him immobile but near- impervious to harm. This cocoon grants him immunity to fire, starvation, gas, high pressure, cold and similar environmental hazards. After the gift has worn off the cocoon will rapidly desolve. An insect - or Weaver - spirit teaches this Gift.
• Spirit Ward (Level Four) — A werewolf with this Gift may protect himself from spirits by performing a quick warding rite. To use this Gift, the werewolf draws an invisible pictogram in the air that scares and unnerves any nearby spirits (except pack totems or caern spirits). The symbol travels with the werewolf as long as it lasts. An ancestor-spirit teaches this Gift.
• Assimilation (Level Five) — A werewolf with this Gift blends smoothly into any culture, no matter how strange or unfamiliar he might normally find it. He could slip among Bedouin nomads as if he were one of them, or he could shop in a Chinese market without anyone noticing that he does not belong. The gift doesn't hide racial differences, but it does allow the user the ability to mimic the behaviors and mannerisms of a native. It also imparts the ability to speak and understand the culture's language, although this knowledge vanishes as the Gift ends. Ancestor-spirits teach this Gift.
• Part the Veil (Level Five) — With this Gift, a werewolf 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. An ancestor spirit teaches this Gift.</li>
Metis Gifts
Metis are the outcasts of Garou society. Unlike homid and lupus Garou, however, they are born into werewolf society and raised within it, reminded constantly of their inadequacies. The abuse heaped on a metis usually creates a deeply repressed inner fury, but it also leads them to a deeper connection with the spirit world, possibly as a means of escape from the horror of their lives.
• Create Element (Level One) — The metis has the power to create a small amount of one of the four basic elements—fire, air, earth or water. In this way, she can replenish the air supply in an airtight room, make a rock to throw at someone, create a fire without matches or wood, or even fill a bathtub without any faucet or pipes. The metis cannot create specialized forms of any element. Precious metals (especially silver), lethal gases and acid are beyond his reach. The created element can only be created up to a maximum weight of 100 Ibs, and can be created anywhere he can see within 60 feet. The element remains in existence until used up (breathed in the case of air or burned up in the case of fire without any fuel to keep it going). The flames created with this Gift are genuinely hot, but they are no substitute for a flame-thrower. This Gift creates only natural air, earth, fire and water. Elementals teach this Gift.
• Primal Anger (Level One) — The metis learns to focus the anger within her heart and use it to increase her Rage. The anger takes a physical toll on the werewolf, and it is up to her to unleash it on her enemies. Using this gift damages the Garou with a supernatural wound that takes longer to heal. The spirits of ancient metis teach this Gift. Few members of other breeds have suffered enough shame and suffering to learn this Gift.
• Sense Wyrm (Level One) — The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory tillage, although werewolves using the Gift sometimes say things like, "This place stinks of the Wyrm" (with a few more colorful adjectives). Garou should remember that the Wyrm's taint can cling to relatively blameless souls. Werewolves may sense an innocent person who happens to work in a Wyrm-controlled factory or who has eaten tainted food. This power requires active concentration. Any spirit of Gaia may teach this Gift.
• Shed (Level One) - The Garou knows the trick of shedding and growing fur at an alarming rate. This gift makes the Garou especially difficult to grapple successfully; opponents find themselves holding tufts of fur instead of their target. The Garou can also slide through tight spaces using his shedding fur as natural lubrication. A Lizard-spirit or Snake-spirit teaches this Gift.
• Burrow (Level Two) —Those who learn this Gift gain the ability to burrow through the earth. They make a real tunnel, and others can follow them through it. The digger creates a burrow just large enough for her to go through. Others may follow, but they are limited by the size of the hole. The werewolf must be in Crinos,Hispo or Lupus form to use this Gift as she needs her claws for digging (although even metis without claws can use this Gift). The tunnel is not structurally sound, and it will collapse over time. Mole kindly teaches this Gift to all metis who seek him.
• Curse of Hatred (Level Two) — The metis may verbalize the hatred in her heart, disheartening opponents with the intensity of her emotion. The victims willpower and Rage are weakened as a result. A spirit of hate teaches this Gift.
• Eyes of the Cat (Level Three) — The werewolf may see clearly in pitch darkness. His eyes glow a lambent green while this power is in effect. Any cat-spirit can teach this Gift, although werewolves who make enemies of the Bastet will have trouble finding teachers.
• Mental Speech (Level Three) — This Gift grants mental communication, even over vast distances. The user must either know the target personally (although he does not have to be friends with that person) or have something that belongs to that person, such as a lock of his hair. Bird spirits and spirits of intellect teach this Gift. Owl is a particularly sought after teacher, and those who learn from him claim to have enhanced abilities at night.
• Splintered Claw (Level Three) - This painful Gift causes the metis' claws to splinter as they pierce flesh. Tiny bits of claw imbed themselves deep in the victim's body, thus causing tremendous irritation. Healing such a wound without first removing the splinters is both painful and stupid. Unfortunately, the Gift's user loses her claws until she spends a round regenerating new ones. A Tree-spirit teaches this Gift. Glass Walkers or Bone Gnawers can learn this Gift from spirits living in houses or other wooden constructs.
• Gift of the Porcupine (Level Four) — When using this
Gift, the werewolf undergoes a startling transformation. Her fur
becomes elongated, bristly and sharp like the quills of a porcupine. This change makes her an even more fearsome killing machine. A werewolf must be in Crinos, Hispo or Lupus form to use this Gift. Porcupine teaches this Gift, and he has a great fondness for metis.
• Wither Limb (Level Four) — With a snarl and an angry
gaze, the werewolf forces a target's arm or leg to twist, desiccate and wither, making it useless. Creatures with regenerative abilities will restore the limb to full function after awhile, otherwise, the effects are permanent. Snake-spirits, spider spirits and other venomous spirits teach this Gift. Some werewolves even invoke spirits of disease to learn this Gift.
• Madness (Level Five) —The metis struggles his whole life
to find a place, a purpose and a sense of stability in his horrifying existence. With this Gift, he can force others to face their inner demons, inducing insanity and madness. The nature of the derangement varies among individuals, but it will always be severe, making it impossible for the victim to function normally. Lunes, along with spirits of trickery and madness teach this Gift.
• Totem Gift (Level Five) — Due to the metis' strong ties
with Garou society, she can plead directly with her tribal totem,
gaining some of its power. The effects of this Gift depend on thenature of the tribal totem power. 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. The potential of this Gift depends only on the favor of the totem, and it may cross over into the miraculous. Only the tribal totem teaches this Gift.</li>
Lupus Gifts
The Gifts of the lupus breed reflect their strong ties to the natural world and the wilds. Usually these Gifts enhance the natural abilities of the werewolf, allowing her to perform feats that other breeds would find impossible.
• Hare's Leap (Level One) — By invoking this Gift, the werewolf may leap incredible distances. Hare-, frog- and Catspirits usually teach this Gift. The lost Bunyip knew this Gift as Leap of the Kangaroo, however marsupial-spirits seem loath to aid werewolves these days. Today, many werewolves call this Gift "Leap of the Kangaroo" in their fallen cousins' honor.
• Heightened Senses (Level One) — The werewolf with this Gift tunes in to the world around him, increasing his senses vastly. When in Homid or Glabro form, her senses become as sharp as those a wolf, allowing him to hear sounds beyond his normal range, granting him superior night vision and making his sense of smell stronger than that of any dog. In wolf forms, his senses become preternaturally potent, allowing him to perform feats that border on precognition. This Gift has drawbacks as well. If a fire alarm were to go off around a Garou using this Gift, it might render him helpless. Cities can barrage the werewolf with a sensory overload. Wolf-spirits teach this Gift.
• Sense Prey (Level One) — Werewolves used this ancient Gift during hard winters to feed their packs. The Gift lets Garou locate enough prey to feed a pack. In the urban environment, this Gift guides the lupus to prey within the city, usually in parks, sewers, animal shelters and even zoos. The Gift will tell the werewolf the location of large numbers of prey within 50 miles in the wilds, and within the limits of a city and its suburbs. Humans do not register as prey animals, although some say that the Red Talons know a variant of this Gift that can find them. A wolf-spirit teaches this Gift.
• Scent of Sight (Level Two) — The werewolf can compensate for her vision completely by using her sense of smell. She can attack invisible creatures normally or navigate roughly in absolute darkness. Wolf-spirits teach this Gift.
• Sense the Unnatural (Level Two)—The werewolf can sense any unnatural presence and determine its approximate strength and type. Supernatural presences can include magic, spirits, the Wyrm, wraiths and vampires, although it won't pick them out specifically as such. The werewolf may sense a person plagued by hauntings as easily as a ghost. Any spirit servant of Gaia can teach this gift.
• Catfeet (Level Three) — This Gift gives the werewolf 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 decrease by two. Those who know this gift don't need to activate it; it becomes inate. Cat-spirits teach this Gift.
• Name the Spirit (Level Three) — A werewolf with this Gift becomes familiar with the ways of the Umbra. He can sense the type and strength of spirits. A spirit servant of the Uktena totem teaches this Gift.
• Monkey Tail (Level Three) - Although the lupus' tail retains the appearance of a regular wolfs tail, it gains far more agility and flexibility. Although incapable of fine manipulation, the tail can grasp objects, wrap around branches or allow the Garou to hang upside down. The tail can also attack from an unexpected direction. A Monkeyspirit must be persuaded to teach a Garou this Gift.
• Beast Life (Level Four) —The werewolf with this Gift can communicate with other wild animals and attract (or even command) them. Domesticated animals will speak with the werewolf, but they have given themselves to the ways of humans and must be persuaded to obey the Garou. Any animal spirit may teach this Gift, although Lion and Bear are most often sought as teachers.
• Gnaw (Level Four) — The werewolf s jaws strengthen to the point that she can chew through just about anything, given enough time. In addition, her jaws do more damage in combat, and only death will break her grip if she clamps her teeth into an opponent. Wolf-spirits teach this Gift.
• Venom (Level Four) - A common trick of desert dwelling Garou, this Gift allows the user to produce a noxious venom. The werewolf s bile can incapacitate or even kill a victim. The Garou herself is immune to her own poison, but she can be incapacitated by another Garou's Venom attack.
A Rattlesnake-spirit teaches this Gift. Most Garou hesitate to make deals with snakes and serpents, but sometimes necessity outweighs prejudice.
• Elemental Gift (Level Five) — The werewolf calls upon the primal force of Gaia Herself, therby commanding the spirits of 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, but primal spirits possessing power enough to challenge even something as powerful as a Nexus Crawler. The elementals grant this Gift.
• Song of the Great Beast (Level Five) — To use this Gift, the werewolf must travel to the deep wilderness. When she reaches her destination, she howls the Song of the Great Beast into the sky, summoning one of the Great Beasts to her aid. These beasts are the terrible and ancient creatures that
walked the Earth in ages past. Examples include the Willawau (giant owl), the Yeti, the Sabertooth Tiger, the great Megalodon sharks that swam the seas eons ago and the mighty Mammoth, who arrives in herds. Who knows what else a Garou might call? Rumors say that dinosaurs survive in the deep Congo.... The surviving Great Beasts possess abilities in the physical world that rival those of mighty spirits in the Umbra.
Even the wisest of Garou are not certain of their natures. Once the ancient one arrives, the werewolf may make a request, although she should do so with great caution. If the Great Beast agrees to aid the werewolf, it will do so in its own way, but enemies of the lupus should beware. Few spirits know this Gift. It's said that those that do dwell in the Realm of Pangaea.</li>