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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.
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.