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Banish Sickness (Level One) With a lick and a purr, the Bastet can cure
minor diseases and chase venoms away.
System: The player spends a Gnosis point and rolls Manipulation + Medicine.
The difficulty depends on the severity of the illness. Incurable maladies such as
cancer or AIDS are beyond this Gifts power.
Catfeet (Level One) The werewolf gains the agility of a cat, making him
immune to falls under 100 feet (91 m). 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. Cat-spirits teach this gift.
System: This ability becomes innate to those who learn the Gift.
Diamond Claws (Level One) By raking his claws over stone, steel, or
some other hard surface, the werewolf hones them to razor sharpness. A cat- or
bear-spirit teaches this Gift.
System: The player spends one Rage point and the Ahroun takes a full turn
sharpening her claws. All claw attacks do two additional dice of damage and are
made at 1 difficulty for the rest of the scene.
Lick Wounds (Level One) The Theurge channels spiritual power through
her hands, mending the wounds of any other living creature. This Gift may not
heal the werewolf herself, spirits, or the undead. A bear- or unicorn-spirit teaches
it.
System: The player spends one Gnosis point and rolls Intelligence + Empathy
(difficulty is the targets current Rage, or 5 for those with no Rage). Each success
heals one level of lethal, bashing, or aggravated damage. The healer may even
heal fresh Battle Scars (see p. 259) in this manner, if the Gift is applied during
the same scene in which the scar is received and an extra Gnosis point is spent.
Open Seal (Level One) The werewolf can open nearly any sort of closed or
locked physical device. A raccoon-spirit teaches this Gift.
System: The player rolls Gnosis (difficulty of the local Gauntlet rating). If the
object is sealed with magic, the player must spend a Gnosis point before making
the attempt.
Sense Magic (Level One) The werewolf can sense the pulse and flux of
mystic energies, whether the righteous Gifts of the Garou, the arrogant wizardry
of mages, the debased powers of vampires, or even the black arts of the Wyrms
minions. A spirit-servant of Uktena teaches this Gift.
System: The player rolls Perception + Enigmas. The difficulty is based on the
strength and subtlety of the magic. The Uktena cannot tell the exact nature of
the magic, although clues such as Gaian, dreamcraft, or blood magic might
be granted with three or more successes. The radius is 20 feet per success.
Sense the Truth (Level One) As judges of the Litany, Philodox may easily
separate truth from falsehood. A Gaffling of Falcon teaches this Gift.
System: The player rolls Intelligence + Empathy (difficulty equals the subjects
Manipulation + Subterfuge). This Gift reveals only which of the words that have
been spoken are true and which are false. It doesnt reveal the truth behind a lie
unless the speaker utters it. If the speaker is uncertain whether his words are
true or false, the Gift identifies them as neither.
Sense Unmakers Hand (Level One) The werewolf can sense nearby
manifestations of the Wyrm. This Gift involves a mystical sense, not a visual or
olfactory image, although Garou often describe the Wyrms spiritual emanations
as a stench. This Gift doesnt necessarily sense dedication to the Wyrm, merely
contact with its spiritual essence, which can cling to even blameless souls. Sense
Wyrm requires active concentration; the spiritual sense it provides doesnt
function passively. The Gift may be taught by any Gaian spirit.
System: The player rolls Perception + Occult. The difficulty depends on the
concentration and strength of the Wyrms influence: sensing a single fomor in
the next room would be difficulty 6, while detecting the stench of a Bane that
was in the room an hour ago would be difficulty 7. Vampires register as Wyrm-
tainted, save those with Humanity ratings of 7 or higher.
Silent Stalking (Level One) The Bastet may move over any surface
without making a sound for an entire scene.
System: The player rolls Dexterity + Stealth, difficulty 5. Failure renders the Gift
unusable for the rest of the scene.
Cat Sight (Level Two) The werewolf may see clearly in complete darkness.
His eyes glow a lambent green while this power is in effect. A cat-spirit teaches
this Gift.
System: The character suffers no penalties from darkness. This power may be
used at will; it requires no roll or expenditure.
Eerie Eyes (Level Two) Rage burns in a werewolfs eyes, striking fear into
the hearts of mortals and animals, causing them to flee for their lives. Used
against another werewolf, the target will freeze in place rather than run. A ram-
or snake-spirit teaches this Gift.
System: This Gift affects only one target at a time. The player rolls Charisma +
Intimidation (difficulty 5 + the targets Rank, if applicable). The victim flees for
one turn per success, though he may spend a point of Willpower to resist the
effects of the Gift for one turn. Should the player roll five or more successes, the
victim flees for the rest of the scene. Garou and other shapeshifters with Rage do
not flee, but may not attack while the Gift is in use.
First Slash (Level Two) A cat-spirit grants the Ahroun the Gift of blinding
speed and lightning reflexes, permitting her to strike before any foe.
System: Once the Ahroun learns this Gift, its effects are permanent. She adds
10 to all her initiative rolls, and if she chooses, may spend a Gnosis point to add
another 10 to an initiative roll (such an expenditure prevents spending Rage for
extra actions, however).
Nights Passage (Level Two) The Bastet may walk through dim areas and
be effectively invisible. This Gift even foils sudden lights, as long as some
shadows still exist in which to hide.
System: The player spends a Gnosis point and rolls Dexterity + (Subterfuge or
Occult), difficulty 7. The Bastet effectively disappears for the rest of the scene,
or until he attacks someone or emerges from the shadows.
Pulse of the Prey (Level Two) A cat-spirit grants the Ahroun the Gift of
blinding speed and lightning reflexes, permitting her to strike before any foe.
System: Once the Ahroun learns this Gift, its effects are permanent. She adds
10 to all her initiative rolls, and if she chooses, may spend a Gnosis point to add
another 10 to an initiative roll (such an expenditure prevents spending Rage for
extra actions, however).
Sense Silver (Level Two) To those truly born Garou, Luna has granted the
ability to sense a werewolfs greatest weakness. This Gift, taught by Lunes,
allows the metis to detect the presence of silver.
System: The player rolls Perception + Primal-Urge (difficulty 7). If successful,
she can detect the presence of any silver within 100 yards. Three successes
allow her to pinpoint the silvers location.
Swipe (Level Two) Ragabash with this Gift can steal something from a
target and make his victim forget that she ever possessed the stolen item. A
mouse-spirit teaches this Gift. System: After successfully stealing the item, the
player must score three successes on a Wits + Larceny roll (difficulty of the
victims Intelligence + Streetwise).
Caper (Level Three) The Bastet may charm watchers with a dance, or with
the predatory grace of his feline form.
System: The player rolls Manipulation + Expression, difficulty 3 and the
character dances or moves in a way designed to gain the attention of those
around him. Any observer whose Willpower is equal to or less than the successes
rolled falls into a genial haze for so long as the Bastet continue to perform.
Violence breaks the trance, but subtle actions (such as the Bastets allies
sneaking away or walking into a secured area) remain unnoticed.
Farsight (Level Three) The Uktena may view events elsewhere by staring
into a reflective surface. Many supernatural beings, particularly those capable of
scrying themselves, know defenses against this Gift. A fly-spirit teaches this Gift.
System: The player spends one Gnosis and rolls Perception + Occult (difficulty
10 unless the Uktena possesses an item belonging to the person or place being
viewed, in which case the difficulty is 8). The Uktena may view everything that
happens in that area for the rest of the scene.
Impalas Flight (Level Three) The werecat doubles her running speed.
System: This Gift lasts for twice as many turns as the players successes on a
difficulty 6 Stamina + Athletics roll.
Invisibility (Level Three) The Garou can vanish from sight, though she
must concentrate to maintain her invisibility. She cant move faster than half
normal walking speed, and cant draw attention to herself. A spirit-servant of
Uktena teaches this Gift.
System: The player spends one Gnosis point and rolls Intelligence + Occult
(difficulty varies: 4 if already concealed, 6 if in the open, 9 in plain sight). Anyone
looking for the Garou must score more successes on a Perception + Alertness roll
(difficulty 8) than the player did on the initial roll. Anyone not actively seeking
the Garou will not spot her at all.
Touch the Mind (Level Three) This Gift enables mental communication,
even over vast distances. The user must either know the target personally
(although friendship isnt necessary) or have something that belongs to that
person, such as a lock of his hair. Bird-spirits and spirits of intellect teach this
Gift.
System: The player rolls Charisma + Empathy (difficulty 8) and spends a
Willpower point; the effects last for a scene. The character may hold a mental
conversation with a target at a maximum distance of 10 miles (16 km) per
success. Mind reading isnt possible, but the werewolf may use social Abilities
such as Intimidation.
Walking Between Worlds (Level Four) The Bastet may step sideways as
Garou do.
System: This Gifts effects are permanent.
Wolfs Terror (Level Four) Luna sends her children to teach this powerful
but painful Gift to those warriors who gain her favor. When invoked, it transforms
the werewolfs claws into silver.
System: The player rolls Gnosis (difficulty 7) to activate this Gift. Silver claws
inflict aggravated damage to all targets, and are naturally unsoakable to Garou
and most other Fera. The Ahroun suffers searing agony while manifesting these
silver claws. Each turn, she gains an automatic Rage point, and all non-combat
difficulties increase by one because of the distraction. On each turn that her
Rage points exceed her Willpower, she must check for frenzy. The Gift lasts for
one scene, unless the Garou takes a turn to voluntarily end it sooner.
Perfect Passage (Level Five) The Bastet may roam anywhere on the face
of Gaia or beyond, passing through any material object she wishes without
leaving a trace.
System: The player spends one Gnosis point and rolls Wits + Larceny (difficulty
6); the Bastet (along with her clothing and any held objects) may pass through
whatever non-living objects (including bullets and melee weapons!) she wishes
for five minutes per success. If she wishes to pick something up, it becomes solid
to her and intangible to other objects the second that she picks it up. Shes
still visible, and is vulnerable to unarmed attacks. Attackers wishing to use
bullets or knives must surprise her or she takes no damage and the Bastets
own blows ignore any non-living armor. She still breathes but cannot be affected
by gasses.
Withering Stare (Level Five) This Gift lets a werecat kill with a glance,
causing victims to die in agonized convulsions.
System: The player spends a Gnosis point and rolls Rage. The difficulty is the
victims Willpower, and each success inflicts one level of aggravated damage.
Homid Gifts
Cat Claws (Level One) By calling on her heritage,
a Bastet in Homid or Sokto form can unsheathe
her claws and attack as if she were in Crinos.
System: The player need not spend a Willpower point
to enact this particular partial transformation (see W20,
p. 286), and the difficulty of the transformation is 6.
Metis Gifts
Create Element (Level One) The metis may
create a small amount of one of the four Western classical elements fire, air,
earth, or water. She could make
a rock to throw, fill a bathtub with no faucet, light fires
without matches, or provide air in an airtight room. She
cannot create specialized forms of any element. Precious
metals (especially silver), lethal gases, and acid are beyond
her reach. Elementals teach this Gift.
System: The player spends one Gnosis point and rolls
Gnosis. Each success allows the character to create roughly
one cubic foot (.3 cubic meter) of the desired element,
to a maximum weight of 100 lbs (45 kg), anywhere she
can see within 60 feet (18 m). 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 by this Gift inflict one health
level of damage per success, to a maximum of three levels
of damage.
Sense Primal Nature (Level One) As the metis
Gift: Sense Wyrm, save that its difficulty is one higher
and it can simultaneously sense and discern emanations
of the Weaver, Wyrm, and Wyld.
Wrath of Nala (Level Five) The Hakken can call forth a powerful storm in a
designated area. The storm uproots
trees and overturns cars in its fury. An ancestor-spirit or a servant of Narukami, Lord of
Thunder, teaches this Gift.
System: The player rolls Stamina + Enigmas (difficulty 7) and spends a minimum of one
Rage point. Each success
equals a one-mile (1.6 km) radius for the storm. Each Rage point spent adds a success
and, therefore, increases the size
of the storm, which lasts for no more than one scene.
Feline Gifts
Heightened Senses (Level One) This Gift
sharpens the werewolfs senses to an incredible degree.
She enjoys the olfactory and auditory acuity of a wolf
whenever she is in Homid and Glabro forms, along with
superior night vision. In Crinos, Hispo and Lupus, her
senses become preternaturally potent, allowing sensory