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General Ajaba Gifts humans, but the difficulty increases by

two.
Eye of the Hunter (Level One)
Just as wolves may assess a herd of prey Infectious Laughter (Level One)
animals, this Gift enables the Garou to Laughter is the tool with which Gaias
correctly determine the weakest and tricksters promote enlightenment and
strongest member of any group she can the knife that slashes through the veil of
see. A wolf-spirit teaches this Gift. Rage. When the Ragabash laughs, those
System: The player rolls Perception + around her are compelled to follow
Primal-Urge (difficulty 7). If successful, along, forgetting their grievances. A
then the Garou learns which members of coyote- or hyena-spirit teaches this Gift.
a chosen group within sight are the System: The Ragabash must make
strongest or weakest and which is the some comment mocking the present
leader. If the Garou attacks the group situation in which she finds herself, then
after employing this Gift, she gains one laugh at it. The player then rolls
extra attack die against only the weakest Manipulation + Expression (difficulty of
individual for the rest of the scene. the highest Rage rating of anyone
listening). Success causes those who
Feral Grin (Level One) With a hear the Ragabashs comment and
snarl or glare, the Ajaba forces her laughter lose hold of their ire, and forget
opponent to back down, unnerved. A what it was that had them upset in the
hyena-spirit teaches this Gift. first place although their temper will
System: The Ajaba adds two dice to all return if they are reminded of what the
attempts to intimidate others of equal or New Moon has made them forget.
higher Willpower. When attempting to
intimidate lower-Willpower individuals, Primal Anger (Level One) The
the Ajaba adds the two dice or her metis gives of herself to feed the Rage in
Primal-Urge rating, whichever is higher. her heart, burning away her very blood
This Gifts effects are permanent. and muscle in the process. The spirits of
ancient metis teach this Gift; few
Gift of Terror (Level One) This members of other breeds have endured
Gift induces a terrible dread of and enough shame and suffering to learn it.
respect for the wilderness, and it makes System: The character may inflict a
a human target afraid to tamper with it single level of aggravated damage on
in any way. Any predator spirit can teach herself once per scene, and gain three
this Gift. points of Rage in exchange (even if
System: The werewolf must make eye doing so takes her beyond her
contact with the target, but can be in permanent Rage rating).
any form when she does so. The player
then rolls Charisma + Primal-Urge Sense Prey (Level One) This Gift
(difficulty equals the targets Willpower). lets a werewolf locate enough prey to
The effects last for one day per success. feed her pack. In the urban environment,
During this time, the human must roll this tends to guide lupus to prey in
Willpower to leave his home, and he may parks, sewers, animal shelters or even
not go near anything resembling a zoos, drawing her unfailingly to the
forest, tundra, swamp, or other untamed presence of prey animals. Humans and
wilderness area without spending a carnivores too large or dangerous for a
Willpower point. If the human does leave lone wolf to regard as prey do not
his home, he is shaky and fearful until he register as prey animals. A wolf-spirit
returns, and his player loses three dice teaches this Gift.
from all Mental and Social dice pools. System: The player rolls Perception +
Alternately, this Gift can affect a number Primal-Urge. The difficulty is 5 in
of humans equal to his Rage at once wilderness environments and 7 in urban
(difficulty equals the highest Willpower in environments. Success indicates the
the group). In this case, rather than location of enough prey to feed a large
making eye contact, the humans must pack for a day.
hear the werewolf howl in Lupus form.
This Gift can be used on Kinfolk, mages, Crushing Jaws (Level Two) Only
ghouls, and other supernatural death can loose the Ajabas jaws. By
using this Gift together as a group, System: The player spends one point of
several Ajaba can pull apart even the Gnosis. For the duration of the scene, all
mightiest opponent. A hyena-spirit beings other than the werewolf and her
teaches this Gift. packmates that can smell and are within
System: The player spends one 20 feet (6 m) of the Garou subtract two
Willpower point after executing a from all dice pools as they fight to
successful bite attack to lock her jaws. breathe.
Each turn thereafter, the Ajaba
automatically inflicts one health level of Pulse of the Prey (Level Two) If
unsoakable aggravated damage as her the werewolf knows anything about her
jaws crush bone and rend flesh. She may preyeven a nickname, initials, or crude
take no other action, save to voluntarily descriptionshe can track it as fast as
let go of her prey. While she is locked in, she can travel. This unerring sense of
all close-range attacks against her are direction works anywhere, and is as
made at 2 difficulty due to her relative useful for tracking spirits through the
immobility. Only death can pry her loose Deep Umbra as Pentex executives
against her will. through Baltimore. A wolf- or dog-spirit
teaches this Gift.
Curse of Hatred (Level Two) The System: No roll is required unless the
metis takes hold of the hate in her soul target is actively hiding, in which case
and layers it into her words, scourging the player rolls Perception + Enigmas
the spirits of those she addresses. A against a difficulty of the targets Wits +
spirit of hate teaches this Gift. Stealth. If the target is a spirit, the
System: The player spends one Gnosis difficulty is the spirits Gnosis.
point and rolls Manipulation +
Expression (difficulty equal to the Clenched Jaw (Level Three) The
targets Willpower). If she succeeds, her werewolf bites down with such power
opponent loses two Willpower points and that her grip wont loosen until she
two Rage points. This Gift may be used chooses to let it; even in death, her jaws
on an opponent only once per scene. remain locked. A wolf- or hyena-spirit
teaches this Gift.
Gender Shift (Level Two) System: After making a successful bite
Distasteful though it may be, the Black attack, the player may spend a Rage
Furies sometimes find it necessary to point to invoke this Gift. For each
pass unnoticed through the world of successive turn she chooses to maintain
men. This Gift allows a Fury to effectively her grip, she makes a bite attack roll
change gender in the eyes of onlookers. (difficulty 3). While foes can make a
Her features and build become decidedly resisted Strength roll to break the grip
more masculine, and her garb seems of (suffering an additional health level of
a masculine cut. Her hair, eye and skin damage in the process of trying to tear
color remain the same; the result is a free), the Garou may add half her
man who shows a slight family Willpower to her dice pool (round up).
resemblance to the Fury. Despite this
Gifts name, it works equally well when Gift of the Skunk (Level Three)
male metis Furies employ it to disguise With this Gift, the Garou can swell his
themselves as women. The Gift is taught musk glands, allowing him to spray musk
by an ancestor-spirit or a seahorse-spirit. like a skunk. It is, of course, taught by a
System: The player rolls Charisma + skunk-spirit.
Subterfuge (difficulty 7). The illusion System: The spray is directed with a
lasts for one scene per success, or until Dexterity + Primal-Urge roll (difficulty 7,
the Fury shifts form. The disguise maximum range of 10 feet). A target
withstands casual tactile contact, struck by this attack must spend a
although heavy or violent contact will Willpower point to do anything but spend
reveal the truth. the first turn retching. Afterwards, he
subtracts one from his dice pools for the
Odious Aroma (Level Two) The rest of the scene for every two successes
Bone Gnawer can amplify his natural rolled. Immersion in water negates this
musk until it incapacitates his foes. A Gift, and it is ineffective against targets
stinkbug-spirit teaches this Gift. with no sense of smell.
against a variable difficulty (3 for wood,
Laugh of the Hyena (Level Three) 6 for steel handcuffs, 9 for a train car
Hyena follows no one; instead, she coupling). The length of time it takes to
laughs at those who would name gnaw through something depends on the
themselves kings. The Bone Gnawer number of successes. Additionally, the
wields the power of this mocking Gift grants a characters bite two extra
laughter, allowing her to resist any dice of damage for the rest of the scene.
attempt to command, cajole, force, or
demand to do anything she doesnt wish Gorge (Level Four) Wolves will eat
to. Such refusals are never subtle; the as much as possible when food is
werewolf cackles like a hyena when available, to carry them through the lean
calling upon this Gift. A hyena-spirit times ahead. Who knows when their next
teaches it. meal will arrive? With this Gift, a Red
System: All attempts to mentally Talon can similarly gorge on Rage,
compel the werewolf suffer a +2 Gnosis, or Willpower. A wolf-spirit
difficulty penalty, so long as she laughs teaches this Gift.
out loud at them. System: Upon learning this Gift, the
player chooses which trait (Rage, Gnosis,
Laughter of the Soul (Level Three) or Willpower) the character can store.
The Ajabas barking chuckle worms Thereafter, the character can hold three
into enemies minds, becoming a more points in the appropriate Trait than
harbinger of terror and madness. Fear- her permanent rating. These extra points
spirits teach this Gift. must be regained as normal,
System: The Ajaba laughs, and the
player rolls Manipulation + Intimidation Strength of Kilimanjaro (Level
(difficulty of the victims Willpower). One Five) The Fenrirs body is suffused
success makes the target uneasy, three with hardiness beyond that of lesser
induces shivering paranoia and anxiety beings. A boar-spirit teaches this Gift.
attacks, and five send him fleeing into System: The player spends two Gnosis
the night screaming. Rolling three or points and rolls Willpower (difficulty 6). If
more successes drives creatures capable successful, the Garous Stamina rating is
of fear frenzy into that state, unless they doubled for the duration of the scene.
spend two Willpower to resist for the rest
of the scene. Even then, they remain Survivor (Level Five) The
unnerved and jumpy. werewolf becomes an ultimate survivor,
with no need of food, water or sleep. She
Culling the Weak (Level Four) ignores temperature extremes, natural
The Ajaba use the strength Gaia granted diseases, and poisons. Wyrm toxins have
them to mark the weak and then allow only half their normal effect on her. A
their enemies very weakness to prepare tortoise-spirit teaches this Gift.
them for the slaughter. This Gift is taught System: The player spends one Gnosis
by a vulture-spirit. point and rolls Stamina + Survival. The
System: Whenever an opponent who effects last for one day per success. By
has not yet managed to injure the Ajaba spending a second Gnosis point, the
during the scene attempts to attack the character can gain three extra points of
werehyena, but fails to inflict any health Stamina, and suffers no wound penalties,
levels of damage with that attack, they but the Gift will prematurely expire 10
automatically lose one point of Willpower rounds later. The Garou must sleep for at
and one point of Rage (if applicable). least eight hours when the Gift wears off,
and he awakens ravenously hungry.
Gnaw (Level Four) The werewolfs
jaws strengthen until she can chew Withering Stare (Level Five) This
through nearly anything. Her fangs inflict Gift lets a werecat kill with a glance,
more damage in combat, and only death causing victims to die in agonized
will break her grip if she clamps her convulsions.
teeth into an opponent. Hyena- and wolf- System: The player spends a Gnosis
spirits teach this Gift. point and rolls Rage. The difficulty is the
System: The player spends one victims Willpower, and each success
Willpower point and rolls Stamina + 4 inflicts one level of aggravated damage.
Leadership score among everyone
performing the maneuver. The dice
Dawn Gifts should be divided as evenly as possible,
although the player may choose where
Beat of the Heart-Drum (Level to distribute extra dice (or in case of the
One) The werewolf becomes an Ahrouns Leadership score granting
inescapable hunter, drawn ever onward fewer dice than the number of
by the beat of his preys heart until that packmates involved).
heart grows still. A spirit servant of Great
Wendigo teaches this Gift. Razor Claws (Level One) By
System: The Garou must have an object raking his claws over stone, steel, or
belonging to his target, a piece of the some other hard surface, the werewolf
victim (a blood sample, a lock of hair), or hones them to razor sharpness. A cat- or
must have tasted his quarrys blood in bear-spirit teaches this Gift.
the past. The player spends a point of System: The player spends one Rage
Gnosis and rolls Perception + Survival point and the Ahroun takes a full turn
(difficulty 7). The Wendigo can hear her sharpening her claws. All claw attacks do
quarrys heartbeat for one day per two additional dice of damage and are
success, no matter how far away they made at 1 difficulty for the rest of the
may be. The beat grows louder as the scene.
werewolf draws near, making tracking
effortless. Resist Pain (Level One) Fortifying
herself with purpose and will, the
Finishing Blow (Level One) A werewolf shuts out the pain of her
merely wounded enemy is an enemy wounds. A bear- or badger-spirit teaches
that can still fight; dead, he can do no this Gift.
more harm. This Gift, taught by a lion- System: The player spends one
spirit, helps the Ajaba finish her kills. Willpower point; the character ignores all
System: When attacking an enemy wound penalties for the rest of the
already suffering a wound penalty of at scene.
least 2, the player may spend one Rage
point (before rolling the attack) to double Sense Wyrm (Level One) The
the Ajabas Strength for the purpose of werewolf can sense nearby
determining damage. manifestations of the Wyrm. This Gift
involves a mystical sense, not a visual or
Lightning Reflexes (Level One) olfactory image, although Garou often
Fenrir are Gaias ultimate warriors, describe the Wyrms spiritual
effortlessly switching from offense to emanations as a stench. This Gift doesnt
defense as the needs of battle demand. necessarily sense dedication to the
A mongoose-spirit teaches this Gift. Wyrm, merely contact with its spiritual
System: The player reflexively spends essence, which can cling to even
one Willpower point. For the next day, blameless souls. Sense Wyrm requires
the character need neither make a active concentration; the spiritual sense
Willpower roll nor spend a Willpower it provides doesnt function passively.
point to abort to a defensive action. The Gift may be taught by any Gaian
spirit.
Pack Tactics (Level One) While System: The player rolls Perception +
the Ahrouns role as the overall leader of Occult. The difficulty depends on the
Garou is questionable, theres no doubt concentration and strength of the
at all who should take control of the pack Wyrms influence: sensing a single fomor
in battle. By taking the lead and in the next room would be difficulty 6,
coordinating pack actions, the Ahroun while detecting the stench of a Bane that
gifts all her packmates with great was in the room an hour ago would be
competence in the heat of battle. A wolf- difficulty 7. Vampires register as Wyrm-
spirit teaches this Gift. tainted, save those with Humanity
System: The player spends a Willpower ratings of 7 or higher.
point before initiating a Pack Tactics
maneuver (see p. 300) and divides a Command Spirit (Level Two) The
pool of extra dice equal to her Theurge can give commands to spirits
she meets and expect obedience. The Teeth at Dawn (Level Two) To act
Gift doesnt grant the ability to summon first is a sign of confidence and power; a
spirits only to compel them to obey. hyena who has seized the initiative in
As always when dealing with spirits, battle is nearly unstoppable. A
clear wording is essential, as some jaguarspirit teaches this Gift.
clever spirits may attempt to twist the System: Whenever the Ajaba has the
spirit of issued commands while obeying highest initiative in a combat turn, she
them to the letter. Any Incarna avatar adds two dice to each of her attacks that
can teach this Gift. turn. This Gifts effects are permanent.
System: The player spends a Willpower
point and rolls Charisma + Leadership Bloody Feast (Level Three) Great
(difficulty is the spirits Gnosis). The Wendigo, as a hungry cannibal spirit, can
character can issue successive teach his favored children how to gain
commands once the spirit is under her strength from an enemys flesh and
control; each additional command blood. An avatar of Great Wendigo
requires that the player expend an teaches this Gift.
additional Willpower point. The spirit System: The Garou must bite his
cannot be ordered to leave a place or opponent and taste blood he must
object (or, in the case of fomori, inflict at least one lethal or aggravated
person) to which it is bound. health level of damage, and his victim
must be something that bleeds. If the
Dancing with the Dawn (Level Two) opponent has toxic blood or none at all,
Pushing the fire in his heart into his this Gift cannot function. The player then
limbs, the Fianna hurls himself unharmed rolls Gnosis at a difficulty of the
through the ranks of Gaias foes. A opponents Stamina + 3. The Wendigo
mongoose-spirit teaches this Gift. gains one extra dot in Strength for every
System: The player reflexively spends two health levels of damage inflicted by
one Rage point, allowing the character to the bite (maximum of + 5 to Strength).
dodge one attack with his full dice pool, The extra Strength bonus lasts for two
regardless of what other actions he has turns per success on the Gnosis roll.
taken during the round. Alternately, a However, flesh and blood can be
Rage point may be spent to enhance a addictive; the Wendigos player must
normal dodge action, adding three dice make an immediate frenzy roll the turn
to the defense. after activating the Gift.

Shield of Rage (Level Two) Such Redirect Pain (Level Three) This
is the Rage burning within an Ahrouns Gift allows the Fenrir to visit the pain of
heart that all lesser furies quail before it. his wounds upon those who inflicted
A wolverine-spirit teaches this Gift. them. A cuckoo-spirit teaches this Gift.
System: The player spends one System: The player spends one Rage
Willpower point. For the rest of the point and rolls Manipulation + Primal-
scene, all spirits Rage scores are Urge (difficulty 8). For one scene, the
considered two less than their real target incurs whatever wound penalties
values for the purpose of rolling damage are indicated by the Fenrirs current
against the Ahroun. wound levels, regardless of whether or
not the Fenrir actually feels the pain.
Spirit of the Fray (Level Two) A
cat-spirit grants the Ahroun the Gift of Sense the Unnatural (Level Three)
blinding speed and lightning reflexes, The werewolf can sense any
permitting her to strike before any foe. supernatural presence and determine its
System: Once the Ahroun learns this approximate strength and type.
Gift, its effects are permanent. She adds Supernatural presences can include
10 to all her initiative rolls, and if she magic, spirits, Wyrm taint, ghosts,
chooses, may spend a Gnosis point to vampires, faeries, and any other such
add another 10 to an initiative roll (such unnatural manifestation although it
an expenditure prevents spending Rage wont pick them out specifically as such.
for extra actions, however). A werewolf may sense a person plagued
by haunting as easily as a ghost. Any
spirit servant of Gaia can teach this Gift.
System: The player rolls Perception + people). The player makes the usual
Enigmas (difficulty 6). The more Gnosis roll to pierce the Gauntlet and
successes he rolls, the more information step sideways; if successful, both he and
he gains. The sensory input is somewhat the desired object or person pass into
vague and subject to interpretation, the Umbra. An unwilling subject may
though. For instance, a vampire might resist with a Willpower roll; each success
smell of clotted blood, fear, corpse-meat subtracts one from the Garous
or whatever else the Storyteller finds successes. If left in the Umbra too long,
appropriate. living beings turn into spirits entirely.

Silver Jaws (Level Three) Luna Stoking Furys Furnace (Level


sends her children to teach this powerful Four) This Gift allows the Garou to
but painful Gift to those warriors who husband his Rage, keeping it burning for
gain her favor. When invoked, it as long as Gaias enemies remain to be
transforms the werewolfs fangs into defeated. A wolverine-spirit teaches it.
silver. System: This Gifts effects are
System: The player rolls Gnosis permanent. The werewolf regains one
(difficulty 7) to activate this Gift. Silver Rage point during any turn in which he
fangs inflict aggravated damage to all takes damage. This Rage does not cause
targets, and are naturally unsoakable to a frenzy check, though other sources will
Garou and most other Fera. The Ahroun induce checks as usual. Additionally, the
suffers searing agony while manifesting player can spend one Rage point per
these silver claws. Each turn, she gains turn without losing any temporary Rage.
an automatic Rage point, and all non- If multiple Rage points are spent during
combat difficulties increase by one any turn, however, all are marked off.
because of the distraction. On each turn
that her Rage points exceed her Bone Cracker (Level Five) The
Willpower, she must check for frenzy. werewolfs already vicious bite now
The Gift lasts for one scene, unless the easily mangles and severs limbs. An
Garou takes a turn to voluntarily end it avatar of Fenris teaches this Gift.
sooner. System: The player spends one Rage
point and rolls Strength + Primal-Urge
Battle Fury Focus (Level Four) (difficulty equals the opponents Stamina
The Ajaba enters a battle trance, + 3). The Garous next bite attack, if it
minimizing the openings she leaves for hits, will mangle and disable one of the
opponents. A mongoose-spirit teaches targets limbs, inflicting three automatic,
this Gift. unsoakable, aggravated health levels of
System: The player spends one Gnosis damage in addition to any damage
point and rolls Dexterity + Athletics already rolled. The limb is rendered
(difficulty 7). The Ajaba can reflexively useless until the target can regenerate
dodge all attacks directed at her for the the damage, or permanently in the case
rest of the scene with a pool of three of humans or other creatures who cant
dice. regenerate. If the player achieves five or
more successes on the Strength +
Grasp the Beyond (Level Four) Primal-Urge roll, the limb is severed.
The werewolf may carry things in and
out of the Umbra without having to Strength of Will (Level Five) A
dedicate them to herself (see the Rite of werewolf with this Gift is a pillar of
Talisman Dedication, p. 211). This Gift indomitable will. He can share this
affects objects, people and animals, both terrifying strength with others as well,
willing and unwilling. An opossum- or leading them through the gates of
kangaroo-spirit teaches this Gift. Malfeas without a moments fear or
System: The character must grasp the hesitation. A wolf-spirit or an Incarna
object or person he wishes to take to (or avatar teaches this Gift.
from) the spirit world, and spend a System: The player spends a point of
number of Willpower points: one for Willpower and rolls Charisma +
small items (a knife or cell phone), two Leadership (difficulty 8). Each success
for larger items (a backpack or shotgun), grants all the Garous allies within 100
and three for man-sized items (including feet (and her packmates anywhere
within 100 miles) an extra point of affected must be within line of sight. The
Willpower. The extra points last for the Garou may include her entire pack in the
rest of the scene and may raise an allys waking dream for only one Willpower
Willpower above its maximum (and even point, if she desires.
above 10). This Gift can only be used
once per scene. Mothers Touch (Level One) The
Theurge channels spiritual power
through her hands, mending the wounds
Midnight Gifts of any other living creature. This Gift
may not heal the werewolf herself,
Beast Speech (Level One) The spirits, or the undead. A bear- or unicorn-
werewolf may instinctively understand spirit teaches it.
and communicate with any natural System: The player spends one Gnosis
animals, from fish to mammals. She point and rolls Intelligence + Empathy
need only speak normally to be (difficulty is the targets current Rage, or
understood by animals, along with a 5 for those with no Rage). Each success
touch of appropriate body language heals one level of lethal, bashing, or
there is no need to bark like a dog. This aggravated damage. The healer may
Gift doesnt change animals basic even heal fresh Battle Scars (see p. 259)
reactions or dispositions; most are still in this manner, if the Gift is applied
afraid of predators such as werewolves. during the same scene in which the scar
Any animal spirit can teach this Gift. is received and an extra Gnosis point is
System: This Gifts effects are spent.
permanent.
Perfect Recall (Level One) The
Burning the Vision (Level One) werewolf is able to remember and relive
The Midnight can etch a moment into any memory with perfect clarity. An
anothers memory, ensuring that they elephant-spirit teaches this Gift.
can never forget so much as a single System: The player may spend one
detail of what they see or hear. This Gift, Gnosis point to perfectly remember any
taught by a servant of Helios, is often one detail, no matter how small, from
used at the scenes of terrible atrocities any point in her characters entire life.
against Gaia.
System: The Ajaba touches the one he Persuasion (Level One) This Gift
wishes to force remembrance on and imbues a homids words with intrinsic
spends one Willpower point. The target credibility and conviction, causing them
gains perfect recall of everything that to ring true to the ear and lay heavy on
happens during the scene until his dying the heart. An ancestor-spirit teaches this
day. Gift.
System: The player rolls Charisma +
Mindspeak (Level One) Invoking Subterfuge (difficulty 7). Success lowers
the power of a waking dream, the Garou the difficulty of all social rolls by one for
can place any chosen characters into the rest of the scene, and allows
silent communication. A Chimerling successful rolls to have uncommonly
teaches this Gift. strong impact (such as changing long-
System: The player spends one held political views, or causing an addict
Willpower point per chosen sentient to seriously reconsider the course of his
being and makes a Manipulation + life).
Expression roll (difficulty of the victims
Willpower) if any participants are Tears of the Heavens (Level One)
unwilling. All those included in the Raising his arms and reciting a
waking dream may interact normally spontaneous poem, the Ajaba calls down
through the Mindspeak, although they the rain. A sky-spirit teaches this Gift.
can inflict no damage through it. Their System: The player spends one Gnosis
real bodies can still act, although all dice point and rolls Wits + Expression
pools decrease by two. The Mindspeak (difficulty 8). Success causes rain to fall
ends when all the participants want it to, across an area (Obligation) miles in
or on the turn the Galliard fails the roll diameter around the Ajaba for ten
against an unwilling member. All beings minutes per success.
supernaturally indestructible items may
Bless the Rains (Level Two) The survive their transit. The Ajaba can even
Ajaba composes words of thanks to the destroy an opponents armor in combat,
rain falling around him, complimenting it one bite at a time.
for sharing its bounty with the dry Earth.
The rains respond with generosity. An Shadows of the Serengeti (Level
ancestorspirit teaches this Gift. Two) As the Ajaba sings a song of his
System: The player spends one Gnosis fallen Kin, their shadows rise from the
point and rolls Wits + Expression dust of the earth to lend their strength to
(difficulty 7). The rain subsequently his cause. A night-spirit teaches this Gift.
restores one level of bashing or lethal System: The player spends one Gnosis
damage to all non-Wyrm-tainted beings point and rolls Obligation (difficulty 8).
it touches, and renders the ground it falls For each success, one unearthly shadow-
on unusually fertile. This Gift may only hyena rises from the earth around the
be used while standing in the rain, and Ajaba, and aids him until the end of the
the Ajaba can only empower a rainstorm scene. These shadows have the traits of
once though the effects of the Gift a normal hyena, save that they possess
strike everywhere that the same rains only three health levels. The shadow
fall. hyenas have physical presence, but they
are neither truly ghosts or spirits.
Distractions (Level Two) The
werewolf can make distracting yips, Calling the Eshu (Level Three)
yelps, and howls to divert the attention The Fianna can call upon ancient pacts
of his target. A coyote-spirit teaches this between her people and the fae. By
Gift. emitting a special howl, the werewolf can
System: The player rolls Wits + call whatever fae are in the area to help.
Performance (difficulty equals the They will obey the Fianna, but not
victims Willpower). Each success without question. A dream-spirit teaches
subtracts one die from the targets dice this Gift.
pool for the next three turns. System: The player spends at least one
Gnosis point and rolls Manipulation +
Dreamspeak (Level Two) The Occult (difficulty 8). Spending more
Galliard can walk among anothers Gnosis increases the raw power of the
dreams and thereby affect their course. faeries who respond, while more
The werewolf doesnt have to be successes on the roll means that more
anywhere near the target, but she must faeries answer. When used on Earth, this
know or have seen the dreamer. A Gift most commonly calls dream-spirits
Chimerling teaches this Gift. known as chimera, though with higher
System: The player rolls Wits + Gnosis expenditures changelings or their
Empathy (difficulty 8). If the dreamer dark-kin cousins may appear; true fae
awakens while the Galliard is still within answer the summons only in appropriate
the dream, the werewolf is thrown out of Umbral realms.
the dream world and loses a Gnosis
point. Exorcism (Level Three) This is the
Gift of ejecting spirits from places,
Scavenge (Level Two) The Ajaba objects, or even people, whether they
may safely consume and digest any are bound or in voluntary possession.
physical object he can get into his Any Incarna avatar can teach this Gift.
mouth, from carrion to pistols to toxic System: The werewolf must concentrate
waste: his jaws can chew it, and his for three uninterrupted turns. If the spirit
stomach can process it. A goat-spirit does not wish to leave, the player must
teaches this Gift. roll Manipulation + Intimidation
System: This Gifts effects are (difficulty of the spirits Willpower). If the
permanent, though it costs a Gnosis spirit was bound to its lodging, the
point to eat anything that is actively exorcist must gain more successes than
poisonous (such as toxic waste) rather the binder did when tying the spirit to its
than merely noxious or inedible. The location. This Gift can be used to cure
Ajabas digestion destroys fetishes and fomori, although doing so inflicts ten
other empowered items, though levels of aggravated damage at a rate of
one level per turn as the Bane tears free melancholy so long as the rain lasts,
of its fleshly home. This ensures the suffering a 3 penalty to all dice pools.
hosts swift demise unless a powerful This Gift may only be used while
healer manages to preserve his life standing in the rain.
during the exorcism.
Gift of Dreams (Level Four) The
Song of Heroes (Level Three) Galliard crafts a dream, then breathes it
Reciting a tale of ancient Garou heroism, into a sleeping individual. A Lune
the Galliard conjures up the spirit of teaches this Gift.
fallen heroes and infuses those listening System: The player rolls Wits +
with some portion of their power. An Expression (difficulty 6) to craft the
ancestor-spirit teaches this Gift. dream; more successes allows for more
System: This Gift requires the full vivid and impactful dreams. To ensure
recitation of a story of epic heroism, that an individual experiences this
taking at least several minutes. At the dream, the Galliard must breathe it into
end of the tale, the player spends two the targets mouth while they sleep. The
Gnosis points and rolls Charisma + player spends a Gnosis point to complete
Performance (difficulty 8). Every two the Gift. Dreams crafted with this Gift are
successes on this roll add one point to a often unusually vivid and dramatic, often
single Ability score for all listening Garou leaving even lifelong skeptics convinced
and Kinfolk, much like the Ancestors that they hold some deep meaning.
Background (see p. 136). This bonus
lasts until the sun rises. Phantasm (Level Four) The Fianna
creates an unmoving illusion that
Wisdom of the Ancient Ways contains visual, auditory, olfactory and
(Level Three) The Fianna can call even tactile elements. A grain-spirit
upon ancient pacts between her people the so-called spirit of spirits teaches
and the fae. By emitting a special howl, this Gift.
the werewolf can call whatever fae are in System: The player spends one Gnosis
the area to help. They will obey the point for each 10-foot (3 m) radius area
Fianna, but not without question. A to be covered by the illusion and then
dream-spirit teaches this Gift. rolls Intelligence + Expression. Anyone
System: The player spends at least one given cause to doubt the illusion must
Gnosis point and rolls Manipulation + roll Perception + Alertness and exceed
Occult (difficulty 8). Spending more the Garous successes in order to see
Gnosis increases the raw power of the through it.
faeries who respond, while more
successes on the roll means that more Fabric of the Mind (Level Five)
faeries answer. When used on Earth, this The greatest Galliards can bring the
Gift most commonly calls dream-spirits products of their imagination to life,
known as chimera, though with higher crafting creatures from the essence of
Gnosis expenditures changelings or their dreams. Chimerlings teach this Gift.
dark-kin cousins may appear; true fae System: The player makes an extended
answer the summons only in appropriate Intelligence + Performance roll (difficulty
Umbral realms. 8). She can create any form of life she
can imagine, assigning it one dot of
Bitter Tears (Level Four) Standing Traits for each success gained on the roll.
in the pouring rain, the Ajaba composes The werewolf can take as long as she
a spontaneous poem expressing his wants to form the creature,
sorrow at Gaias fallen state; the accumulating successes from turn to
intensity of the rain redoubles, and it turn, but once she stops, the dreambeing
carries some measure of his sadness. An takes form and requires one Gnosis point
ancestor-spirit teaches this Gift. per scene to keep it manifested.
System: The player spends one Gnosis
point and rolls Manipulation + Rain of Doom (Level Five)
Expression (difficulty 7). All humans Standing in the rain, the Ajaba points to
touched by the rain whose main dwelling a man-made object or building and spits
is in a place with a Gauntlet of 7 or insults and curses at it, expressing his
higher are seized with a great listless rage and disdain. The rain acts as acid
when it strikes the structure, pitting player must spend a Gnosis point before
concrete and corroding steel. A pain- making the attempt.
spirit teaches this Gift.
System: The player spends three Rage Scent of Running Water (Level
points and rolls Wits + Primal-Urge One) The werewolf can mask her
(difficulty 8). The successes gained scent completely, making herself
dictate how large a structure may be virtually impossible to track. A fox-spirit
destroyed. Only one success would be teaches this Gift.
necessary to tear down a cabin, three for System: The difficulties of all rolls to
three-story house, or five for an office track the Garou increase by two. This
complex. This Gift may only be used Gifts effects are permanent, though the
when standing in the rain. Ragabash may temporarily suppress
them at will (which may be necessary to
blend in with wolf packs).
Dusk Gifts
Spirit Snare (Level One) The
Blur of the Milky Eye (Level One) Theurge casts out an invisible, mystic
The werewolfs form becomes a net which entangles hostile spirits,
shimmering, indistinct blur, as though confounding them with a mixture of
seen through heavy cataracts even in magical force and long-broken but still
the midday sun. The Ragabash is not potent Gaian law. An owl-spirit teaches
truly invisible, however, and if spotted, this Gift.
this Gifts protection fails until the System: The player spends one Gnosis
observer is distracted. A chameleon- or point and rolls Intelligence + Occult
ermine-spirit teaches this Gift. (difficulty 8) as an attack directed at a
System: The player rolls Manipulation + spirit within 30 feet, which can be
Stealth (difficulty 8). Each success defended against normally. Rather than
increases the difficulty of all Perception inflicting damage, this attack reduces
rolls made to detect him by one for the the spirits effective Willpower by two for
rest of the scene. the purpose of all combat actions for the
rest of the scene. Multiple applications of
Fatal Flaw (Level One) The this Gift dont stack.
Shadow Lord can spy a targets
weakness, gaining an advantage in Spirit Speech (Level One) This
combat. A Stormcrow teaches this Gift. Gift bestows understanding of the
System: The Shadow Lord concentrates language of the spirit world, permitting
for one full turn, then the player rolls the Garou to clearly understand and
Perception + Empathy (difficulty equals speak with any spirit he encounters. The
the targets Wits + Subterfuge). Success Gift doesnt influence spirits attitudes
grants the Garou an extra die of damage toward the werewolf in any way, nor
during combat with that target. ensure that they have any desire to
Additional successes grant knowledge of communicate with him. Any spirit can
further weaknesses, but not more dice. teach it.
System: This Gifts effects are
Laughter in the Night (Level One) permanent.
Like any good hyena, the Ajaba is
much more dangerous once the sun Whispers in the Grass (Level One)
goes down and far bolder in taking The werehyena may move soundlessly
prey. A night-spirit teaches this Gift. through any natural environment; grass
System: The character permanently bends without making any noise, and dry
adds one die to all Stealth rolls at night. twigs break silently beneath her tread. A
mouse-spirit teaches this Gift.
Open Seal (Level One) The System: The player rolls Wits + Stealth,
werewolf can open nearly any sort of difficulty 6. Success reduces the
closed or locked physical device. A difficulty of moving quietly in natural
raccoon-spirit teaches this Gift. environments by 3 (to a minimum of 2).
System: The player rolls Gnosis This Gift has no effect in man-made
(difficulty of the local Gauntlet rating). If environments.
the object is sealed with magic, the
Ambush (Level Two) When the
Ajaba strikes from concealment, her Taking the Forgotten (Level Two)
blow burns with Rage, felling her A Ragabash with this Gift can steal
opponent in a single strike. A jaguar- something from a target and make his
spirit teaches this Gift. victim forget that she ever possessed
System: The player may spend one the stolen item. A mouse-spirit teaches
Rage point when making a surprise this Gift.
attack, after rolling damage, to double System: After successfully stealing the
the amount of damage inflicted before item, the player must score three
soak. successes on a Wits + Larceny roll
(difficulty of the victims Intelligence +
Blissful Ignorance (Level Two) Streetwise).
The Garou can become completely
invisible to all senses, spirits or Paralyzing Stare (Level Three)
monitoring devices by remaining still. A The Shadow Lord directs a terrifying
chameleon-spirit teaches this Gift. glare at a target, causing her to freeze in
System: The player rolls Stamina + terror. A Stormcrow teaches this Gift.
Stealth (difficulty 5). Each success System: The Garou concentrates for
subtracts one success from the one turn. The player spends one Gnosis
Perception + Alertness rolls of those point and rolls Charisma + Intimidation
looking for the character. If no one is (difficulty of the targets Willpower).
actively seeking the werewolf, one Each success freezes the target in place
success provides perfect concealment. for one turn, rendering her unable to
move or attack (though she may still
Lunas Armor (Level Two) The defend herself). The target must be able
Child of Gaia invokes the moons sacred to see the Garou.
power. Her body is briefly wreathed in a
shimmer of moonlight, granting her Pulse of the Invisible (Level Three)
Lunas protection. This Gift is taught by a Spirits fill the world, and none know
Lune. this fact better than the Theurge. This
System: The werewolf concentrates for Gift grants constant awareness of the
a turn; the player spends one Gnosis spirit world. Even in the physical world,
point and rolls Stamina + Survival the Theurge can interact with spirits in
(difficulty 6). Each success allows the the Penumbra at will. While most spirit
Garou to add one die to his soak pools. activity isnt worth watching, the
These dice, and these dice alone, may Theurge will be automatically aware of
even be rolled to soak damage from any dramatic changes or upheavals
silver. The benefit lasts for one scene. nearby. Any spirit can teach this Gift.
System: If the Garous permanent
Sight From Beyond (Level Two) Gnosis equals or exceeds the local
This is a Gift of prophecy. The werewolf Gauntlet, he can see into the Umbra
becomes an oracle, prone to dreams and automatically. Otherwise, the player
visions which hint at future must roll Gnosis to look through the
opportunities, challenges and threats to Gauntlet (difficulty of the Gauntlet
come. These visions are always veiled in rating). Such awareness lasts for the rest
symbolism an impending war against of the scene or until the character enters
the local vampires might be presaged by an area with a stronger Gauntlet.
visions of skyscrapers weeping blood
from their upper stories, while a death in Smoky Passage (Level Three)
the sept might be heralded by dreams of Having struck her blow for Gaia, the
a chorus of mournful howls rising to a Dusk may easily escape before the
ghost-pale moon. Owl-spirits teach this carnage shes unleashed catches her in
Gift. its jaws. This Gift allows her to leap
System: Visions are entirely under the through a wall as though it were made of
Storytellers control and are best smoke, leaving behind only an unearthly
handled through roleplaying, though a ripple to mark her passage. A smoke-
truly stumped player might ask for a spirit teaches it.
Wits + Occult (difficulty 7) roll to help System: The player spends one Gnosis
interpret a particularly puzzling vision. point. The Ajaba may spring through any
wall during that turn at her full
movement speed, so long as it is no Open Wounds (Level Four) The
thicker than (Ferocity) feet. werewolf causes the next wound he
inflicts to bleed profusely, weakening his
Umbral Strike (Level Three) The opponent further. A pain-spirit teaches
wererat disappears and instantly this Gift.
reappears behind an opponent up to 50 System: The player spends one Gnosis
feet away. This Gift is taught by point and rolls Strength + Medicine
grasshopper mouse-spirits. (difficulty 7). If the Shadow Lords next
System: The player spends one point of attack does any damage, the target will
Gnosis and Rage; the victim must be bleed continuously, suffering one
within line-of-sight. The wererat can unsoakable lethal damage per turn for a
immediately attack in the same turn at number of turns equal to the number of
2 difficulty. successes rolled.

Becoming the Night Jester (Level Reach the Umbra (Level Five)
Four) Though this Gift offers no power The Garou may step in and out of the
during the day, by night the Dusks Umbra at will, without need of a
Crocas form takes on an aspect of reflective surface or even any effort at
ancient nocturnal terror a primal, red- all. An owl-spirit teaches this Gift.
eyed, and black-furred hyena the size of System: The Garou may step sideways
a polar bear. Hyena herself teaches this instantly, at any time, with no fear of
Gift. being caught. No roll is necessary. All
System: At night, the characters Crocas rolls to enter or leave Umbral Realms
form adds one to its Strength, Dexterity, receive a 2 difficulty bonus. She may
and Stamina. This Gifts effects are not, however, spend Rage on the turn
permanent. that she steps sideways. The Garou may
not step sideways quickly enough to
Echoes of the Asamando (Level dodge an attack that has already been
Four) Powerful Ajaba of the Dusk declared.
learn dark roads to victory, gleaning
wisdom from voices most would quail to Shadow Pack (Level Five) The
hear. This Gift, taught by an ancestor- werewolf summons up shadowy
spirit, allows the Ajaba to speak and be duplicates of himself to stand by him in
heard by the dead and to hear their battle. These shadow-wolves resemble
voices in return. the Shadow Lord and share some of his
System: The character must kill to use capabilities. A night-spirit teaches this
this Gift whether it is beast, or man, or Gift.
monster that she slays is irrelevant, but System: The player rolls Gnosis
she must end a life to hear the Echoes of (difficulty 8) and spends a number of
Asamando. Additionally, within a minute Gnosis points. One shadow-duplicate
of enacting the kill, the player must appears for each point spent. These
spend a point of Gnosis. For the rest of duplicates have the same Attributes and
the scene, the Ajabas voice may be Abilities as the Garou, but not his
heard unmistakably across the Shroud, fetishes and may not use Gifts, Gnosis or
and she can hear anything that nearby Willpower. Each has only one health
ghosts might say as clearly as though level. The duplicates fade at the end of
she stood in the Underworld herself. the scene.

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