|Rank 1||Rank 2||Rank 3||Rank 4||Rank 5|
Battle sense (Ahroun Rank 1)
The Garou can sense the best direction from which to make an attack, taking into account the terrain ofthe battlefield, the numbers and placement of the enemy and the available forces at the Garou's command or allied with her.
System: The player spends a point of Gnosis and becomes aware of the tactical forces involved in an impending battle. The Storyteller informs the player of the numbers and placement of opposing forces. The player can then use this information to her character's advantage.
Taught by: Nerigal
Inspiration (Ahroun Rank 1)
Other werewolves look to the Ahroun for leadership in combat. The Gift of Inspiration is one reason. The Garou with this Gift lends new resolve and righteous anger to his bretheren. This Gift is taught by a Lion or Wolf spirit.
System: The Garou spends one Rage point. Comrades automatically receive one success on any Willpower rolls made during the scene. Not that this Gift does not affect its possessor.
Razor Claws (Ahroun Rank 1)
The Garou may hone his claws to razor sharpness. This Gift is taught by a Cat or Wolf spirit.
System: The Garou spends one Rage point and takes a turn to scratch his talons over a hard surface, such as a stone. Claw attacks then do an additional die of damage for the remainder of the scene.
Rouse to Anger (Ahroun Rank 1)
This Gift enables the Garou to say or do something that causes her target to refresh her inner Rage. This might involve shaming an individual, slapping her in the face or telling her something to arouse her anger. The Garou can also summon within herself a memory or an emotion that assists her in replenishing her own capacity for righteous anger.
System: The player rolls Manipulation + Empathy (difficulty 8) and spends a Gnosis point. A successful roll enables the character to speak or act in such a way that her target gains a point of Rage. Each additional success allows the character to affect another individual, including herself.
Taught by: Rorg
Spur Claws (Ahroun Rank 1)
Some Garou take the bee as a role model for their cause. The bee is so devoted to her queen that she attacks her enemies with no care to the inevitable fact that she will die in the attack. For those Garou who feel similarly, bee spirits may teach them how to turn their claws into stingers that stick in their opponents. Such poison as they excrete won't kill their opponents, but neither will it kill the werewolf in question.
System: The player spends one Rage. The next successful claw attack the character makes will bury her claws into the victim, where they stay stuck after they rip from the Ahroun's fingertips. Until the victim takes the time to pull them out (which takes a full turn) they will suffer a +2 difficulty on all actions. However, the Garou's claws take a full turn to regenerate and can't be used in that time.
Taught by: Bee spirits
Steadfast (Ahroun Rank 1)
No matter the task, the Ahroun does not tire. This Gift allows the Garou to work, run, or fight far beyond her normal limits. A Horse-spirit teaches this Gift.
System: The player spends one Rage point. For the remainder of the scene, her Stamina doubles any time she has to roll it. This Gift does not affect soak rolls.
Taught by: Horse-spirit
Book: Wild West Companion
The Falling Touch (Ahroun Rank 1)
This Gift allows the Garou to send her foe sprawling with just a touch. The Gift is taught by any aerial spirit.
System: The Garou rolls Dexterity + Medicine (difficulty of the opponent's Stamina + Athletics). Even one success sends the opponent to the ground.
Foe tracker (Ahroun Rank 2)
By using this Gift, the Garou can follow her quarry without risking losing the trail. The scent of the target becomes so powerful to the Garou that she can follow it even under conditions that might otherwise obscure the trail. Even if the victim crosses water, lays down a false trail or attempts to mask his scent with some other odour, the Garou unerringly follows her prey. However, the Gift's effects become fainter with time and distance.
System: The players spends a point of Gnosis and rolls Perception + Primal Urge. Each success allows the character to track her target unerringly for one scene up to a maximum of five scenes, after which the effects of the Gift end, and the trail becomes too faint to follow.
Taught by: Rorg
Gift of the Salamander (Ahroun Rank 2)
The Ahroun with this Gift can become virtually impervious to flame. She can walk through a blazing building, hold her hand in a torch flame or even plunge her arm into a cauldron of boiling oil without ill effect. This Gift is taught by a fire elemental, most often a Salamander.
System: The player spends one Rage to activate the Gift; the effects last for one scene. While under the Gift's protection, the Ahroun receives four extra dice for the purposes of soaking any form of heat or fire damage, whether supernatural or not. She also becomes immune to the effects of smoke inhalation, although she still needs oxygen to survive.
Taught by: Fire elemental, most often a Salamander
Book: Werewolf: The Dark Ages
Sense Silver (Ahroun Rank 2)
Ahroun are the Garou least concerned by humans, but even the greatest can be brought low by silver weapons. Thus, the Ahroun have learned to sense when they need to be more cautious. This Gift is taught by a Lune.
System: The Garou rolls Perception + Primal Urge (difficulty 7). If successful, she can detect the presence of silver. Three successes allow her to pinpoint the silver's location.
Shards of Icy Rage (Ahroun Rank 2)
The Garou invoking this Gift calls on the cold power of her Rage, converting her anger into physical ice. This ice cuts as deep as any knife, and can be hurled at her enemies in place of a normal attack.
System: The players spends a point of Rage and rolls Wits + Primal Urge (difficulty 8). The number of successes equals the number of shards that form from the crystalised Rage, up to a limit of five shards. The player makes a seperate attack roll for each shard, and may direct them at more than one opponent. Each shard does three dice of aggravated damage; the range is five yard for every dot of the Garou's strength.
The player may spend only one point of Rage each time the Gift is used; this prohibits spending Rage to gain extra actions in the same turn as invoking the shards. Although a character may use the Gift more than once in a scene, each successive use after the first adds +1 to the difficulty roll to activate the gift.
Taught by: Nerigal
Spirit of the Fray (Ahroun Rank 2)
The Garou may opt to attack first in any given turn, no matter what his initiative roll may be. This Gift is taught by a Cat spirit.
System: The Garou using this Gift acts either on his initiave segment as he rolled it, or at one success higher than any of his opponents, whichever is higher. There is no mandatory point cost or roll for this Gift, but Gnosis may be spent to ensure extra speed. If more than one Garou combatant has this Gift, the one who spends the most Gnosis goes first.
Strength of the Pack (Ahroun Rank 2)
The Ahroun, the heart of the pack's strength, can share any or all of her physical might with her pack members. Just as if she handed her packmate a loaded gun, the Ahroun grants her more power to do the work of the pack. A Bear-spirit teaches this Gift.
System: The player spends a Rage point to make the Gift active. She may then temporarily reduce her strength by any amount, to a minimum of 1, and lend that strength to her packmates with just a touch. The Garou decides how much strength goes to each pack member chosen. The effects last for one scene.
Taught by: Bear-spirit
Book: Wild West Companion
True Fear (Ahroun Rank 2)
The Ahroun can display the true extent of her power, scaring one chosen foe into quiesence for a number of turns. This Gift is taught by a spirit associated with fear.
System: The Garou rolls Strength + Intimidation (difficulty of the target's Willpower). Ech success she achieves cows the enemy for one turn; the victim cannot attack. He may defend himself and otherwise act normally, although given the chance he will probably flee.
Combat Healing (Ahroun Rank 3)
The Ahroun are famous for their ability to fight - it's their purpose in life. This Gift allows a Garou to heal wounds during combat without hesitation or even a moment's pause. Wolverine spirits teach this Gift, although they usually have to be bested in combat first.
System: The player spends two Rage points to activate this Gift. The Garou may now heal two wounds per round without having to pause or roll. In addition, aggravated wounds may be healed at a cost of one Rage point per additional wound.
Heart of Fury (Ahroun Rank 3)
The Garou can steel himself against anger, suppressing his rage and containing a mental dam against the explosive frenzies of his race. This anger will eventually catch up with him, so he must vent it before it breaks free in frenzy. This Gift is taught by a Lion or Wolf spirit.
System: The Garou rolls Willpower (difficulty of his own permanent Rage). Every two successes add one to the Garou's frenzy difficulties for the scene, making it harder to frenzy. After that scene, however, past slights and injuries are remembered, refilling the Garou's heart and soul; he must spend one Willpower point or immediately make a frenzy check at regular difficulty.
Nerigal's call to arms (Ahroun Rank 3)
This Gift allowes the Garou to summone to her side any creatures of spirits allied to Nerigal or appropriate to the Ice Warrior. These beings, whether Nerigal's spirit warriors or predatory animals, fight alongside the Garou for the duration of an entire battle.
System: The Garou spends a point of Gnosis and rolls Charisma + Leadership, difficulty 8. One success summons one of two creatures; additional successes increase the number of creatures or spirits that answer the summons. Thus, two successes bring up to five respondents, three successes summon up to ten creatures, four successes results in up to 15 beings while five successes brings everything within a five-mile radius of the character. Those creatures summoned serve as an army under the character's command for an entire scene. Of course, if there are no wild predators or War-spirits of
Nerigal within range, the Gift fails.
Taught by: Nerigal
Savagery of the Taloned Hunter (Ahroun Rank 3)
This Gift allows a Garou to gain twice the advantage of his Rage, thus increasing the ferocity and frequency of attacks or else allowing him to accomplish more under stress than he normally would.
System: The player spends a Rage point, which he may then convert into the equivilent of two points of Rage for the character. This enables a character to take two extra actions in a combat at the cost of a
Rage point. Another use of the Gift allows the character to recover from a stunned state and take an extra action in the same turn.
Taught by: Rorg
Shake the Earth (Ahroun Rank 3)
The force of the Ahroun's Rage splits the ground before him and knocks his foes off their feet. Even a minor tremor can cause great damage to houses, mineshafts and people. An Earth elemental teaches this Gift.
System: The player spends one Rage point to cause a three-foot-wide stretch of ground, extending 10 feet in front of the user, to split into a chasm that is 10 feet deep. Anyone over that spot must make a
Dexterity roll (difficulty 7) or fall into the hole. For every Rage point beyond the first, the Garou can make similar holes or deepen the first one.
Taught by: Earth elemental
Book: Wild West Companion
Shatter Bone (Ahroun Rank 3)
Victims with twisted arms or crushed legs are much easier prey. The Ahroun with this Gift can destroy bone with a single punch, regardless of the damage inflicted by the blow. A Hyena-spirit teaches this Gift.
System: Before striking an opponent, the Ahroun must spend a Willpower point and a Rage point. The Garou must target a specific limb, which increases the difficulty of the attack by 2. Also, he must spend the Willpower and Rage even if the blow does not connect or he scores fewer than three successes. The successful use of this Gift crushes whatever bone structure lies beneath the targeted flesh and causes a number of Health Levels of damage equal to the number of successes in the attack roll -3. Broken arms and legs subsequently handicap an opponent in any combat. A fractured skull renders the victim unconscious. A broken spine causes paralysis. This damage is unsoakable but does not cause aggravated wounds.
Target Difficulty Special Effect
Skull +3 Stamina roll (difficulty 8) to remain conscious.
Arm +2 Dexterity roll to hold items; target cannot use broken limb to attack.
Leg +1 Dexterity roll to remain standing; target cannot run or attack with broken limb
Rib +2 Stamina roll (difficulty 6) to avoid puncturing a lung.
Spine +4 Must attack target from rear; target remains paralyzed until this wound heals.
Silver Claws (Ahroun Rank 3)
The Garou can turn her claws into silver, making her a terror against other Garou on the battle field. This Gift is taught by a Lune.
System: The Garou rolls Gnosis (difficulty 7). All claw wounds inflict aggravated damage, which cannot be soaked by Garou. While the Garou manifests the claws, she suffers searing agony. Each turn she gains an automatic Rage point; furthermore, all noncombat difficulties are increased by one because of the distraction. When her Rage points exceed her Willpower, she must check for Frenzy.
Challenge of Single Combat (Ahroun Rank 4)
By invoking the name of the Ice Warrior and issuing a direct challenge to an enemy, the Garou can force her opponent to fight one-on-one according to the tacity rules of fair play. The opponent can launch no surprise attacks, employ dirty tricks or accept extra help from comrades or pack mates. However, the Garou using this Gift accepts the same restrictions - neither combatant can break off from the fight until one participant either concedes victory to the other or dies.
System: After the character has issued the challenge, the player spends a point of Rage and rolls Manipulation + Leadership (difficulty of the target's Willpower). A single success forces the target to forego any unfair tactics and meet the Garou in single combat as described above. No successes means the Gift fails while a botch inspires the target to launch an immediate attack - usually with the help of the opponent's friends.
Taught by: Nerigal
Clenched Grip (Ahroun Rank 4)
The Garou's jaw can become a grip of steel, clamping down on a foe and not releasing it until the Garou chooses. This Gift is taught by a Wolf spirit.
System: After making a successful bite attack, the Garou, by spending a point of Rage, makes her grip unbreakable. While foes can make a typical resisted Strength roll to break the grip, the Garou gains an automatic success per point of Strength, and can roll half her Willpower pool (rounding down) to add more successes.
Hunter's Horn (Ahroun Rank 4)
This Gift enables the Garou to create a sound so horrible and mind-chilling that it sends enemies into utter panic and causes them to flee an area without regard for direction or destination. Enemies so affected cannot attempt to evade pursuit or disguise their passage. This makes hunting them down and dispatching them a fairly simple task.
System: The player spends a point of Rage and rolls Manipulation + Primal-Urge (difficulty of the highest Willpower in the group). Each success affects one victim with uncontrollable panic, causing them to run blindly from an area. Garou affected by this Gift enter a state of fox frenzy, while others simply become mindless panicked creatures of prey. The effect lasts for an entire scene, during which time the character (and any allies) may hunt down and slay the victims if they so desire.
Taught by: Rorg
Stoking Fury's Furnace (Ahroun Rank 4)
The Garou is especially connected to his inner anger. He does not have more control than others, but is simply more familiar with using his Rage. This Gift is taught by a wolverine spirit.
System: The Garou regains one Rage point if he takes a Health Level of damage that turn and does not have to check for frenzy. In addition, the Garou can spend one Rage point per turn without losing that point. However, if more than one point is spent that turn, the point is lost normally.
Heart of the Ice Warrior (Ahroun Rank 5)
Usually used only in the most dire circumstance, this Gift renders the Garou impervious to damage long enough to deliver a final blow to her opponent. The extertion causes the Garou to collapse, mortally wounded. Unless healed immediately, the Garou dies, having given her all in battle.
System: No roll is necessary to invoke the Gift, but the player must spend a point of Rage. The character may not dodge when invoking this Gift, but no damage levied against the Garou will impair her in any way until her attack lands - lightning strikes won't blow her back, and blades can't sever her limbs.
The character makes her next attack at +4 to her attack dice pool. The player may reroll any 1s rolled on this attack - they simply to not count. In addition, any damage rolls gain four extra dice. After delivering her attack, the character falls to Incapacitated. Unless somehow mystically healed by another using Mother's Touch or a similar Gift or fetish (regeneration isn't an option) within the same turn, the character dies at the end of the turn.
Taught by: Nerigal
Kiss of Helios (Ahroun Rank 5)
The Garou becomes immune to the damaging effects of fire, though artificial forms can still harm him. Additionally, the Garou is able to ignite small parts of his body and keep them burning for extended periods. Most commonly the Garou will light his mane during rituals, but he can also light claws, fangs, arms or whatever. These flames are approximately as intense as those of a torch. This Gift is taught by a fire elemental or a child of Helios.
System: The Garou spends one Gnosis point. Artificial fire (napalm, gas fires, etc) does half damage. The effect lasts for an entire scene.
Pack Mind (Ahroun Rank 5)
This Gift forces a group of foes to behave like a single-minded pack. All individuals must perform the same task at the same time regardless of its appropriateness to a given situation. For example, if one individual fights, all the others fight; if one person attempts to sneak up behind an opponent, all the others make this attempt as well. This Gift lasts for one combat scene.
System: The player spends a point of Gnosis and rolls Willpower (difficulty 8). A single success allows the character to inflict Pack Mind on a group of up to four individuals. Additional successes allow the character to increase the number of people affected in increments of two; five successes, therefore, enables the character to affect twelve individuals. For the duration of this Gift, all the affected victims mimic the actions of their leader - or, more typically, the first person in a group to act each turn. If one decides to speak, all of them attempt to do so; if one throws a left hook, all of them choose this form of combat, ignoring any weapons they may have.
Taught by: Rorg
Shared Strength (Ahroun Rank 5)
No matter how strong you are, you can't be everywhere. Sooner or later, if you live long enough, every Ahroun will experience the heartbreak of seeing a packmate die in combat, and knowing that they simply couldn't be there to help. Elders have seen this more than any, so it is not unusual that they would learn a Gift like this. This Gift allows an Ahroun to donate his capacities to one of his packmates for a single turn, imbuing them with their strength, speed and skill. However, they pay a high price for this help, losing their own strength for the same amount of time. This Gift is taught by a wolf spirit.
System: The player spends two Gnosis and states a period of time for the Gift to remain active. This could be "the next turn", "an hour", "the rest of the scene" or even "until the day I die". If the Ahroun dies, the Gift ceases to work immediately, so "until the Final Battle" won't work unless you survive to see it. For that amount of time, one Garou of the Ahroun's choice and within their line of sight immediately is treated as possessing the Ahroun's Physical Attributes, Brawl, Dodge and Melee abilities (if the target has higher abilities, they retain their own high scores). However, the Ahroun is treated as having a mere one dot in all Physical attributes, in all forms, as long as the Gift is active and no dots in Brawl, Melee and Dodge. The target and Ahroun cannot spend experience points to raise any of the shared Traits until the Gift ends.
Taught by: Wolf spirit
Strength of Will (Ahroun Rank 5)
Garou would follow an Ahroun with Strength of WIll to the gates of Hell itself if that were what it took. Werewolves with this Gift inspire their comrades with their own force of will. This Gift is taught by an avatar of Wolf.
System: The Garou spends a point of Willpower and rolls Charisma + Leadership (difficulty 7). Each success imbues a point of Willpower upon all the Garou's allies within 100 feet; this extra Willpower lasts for the rest of the scene. These points are used like any other. They can raise the ally's Willpower above its maximum or even above 10. This Gift may be used only once per scene.