|Beast Speech||Call of the Wyld|
|Rank 1||Rank 2||Rank 3||Rank 4||Rank 5|
Beast Speech (Galliard Rank 1)
The Garou may speak to animals, from pigeons in the park to beavers at their dam or fish in the sea. This does not change their basic reactions - a hungry tiger is still hungry and may well attack. This Gift is taught by a Nature-spirit.
System: The Garou rolls Charisma + Animal Ken (difficulty 6). This roll must be made for each type of animal and for each encounter.
Call of the Wyld (Galliard Rank 1)
The Garou can summon others by howling; Garou far beyond the range of hearing will sense the Call and may come to aid. This Gift can enhance the effect of any of the normal Garou howls (see Howls, pg37). This howl can also be sounded to summon specific Garou for a moot. Finally, Call of the Wyld is often used at the beginning of revels and other events, to invigorate the Garou. This Gift is taught by a Wolf- spirit.
System: The Garou rolls Stamina + Empathy (difficulty 6). The number of successes determines how far away the Call can be heard and how stirring it is to those who hear it. The actual effects are determined by the Storyteller, but they should be linked to the type of howl made and the intent of the Garou. Some examples are: every two successes gives those at a revel extra dice to their Pools; Wyrm agents are distracted by the call and their difficulties are temporarily raised; all Garou in the area do not hesitate to respond to the Garou's Call to Succor.
From: Damien (Galliard Rank 1)
System: The Garou must also spend a point of Gnosis.
Dreamchaser (Galliard Rank 1)
The Galliard can tap into the unconscious of a sleeping person and follow the course of his dreams. Although she cannot participate, she recalls all of the dream and can view it objectively. A Dream-spirit teaches this Gift.
System: The player spends one Gnosis point and must remain within "arm's reach" of the target (i.e., walls, partitions, furniture or other physical obstacles may come between user and target, but no more distance than the length of the user's arm) for one night's sleep. If the sleeper dreams, the Garou can experience the chaotic events as they unfold. What information she gleans from the vision is up to the Storyteller.
Taught by: Dream-spirit
Book: Wild West Companion
Earth Sense (Galliard Rank 1)
The Garou can feel the "aura" of an area and determine if it is healthy or blighted. For a brief instant, the user of the Gift becomes so attuned to the land immediately around her that she can sense the pain of Wyrm-taint, the sickness of pollution or the robust energy of an unspoiled piece of wilderness. In some instances, the source of an area's pain - or the reason for its health - may reveal itself to the Garou through the use of this Gift.
System: The players spends a point of Gnosis. While no roll is necessary, the character must
concentrate on the target area for several minutes of game time before receiving any information about its condition. The amount of information that is revealed is left to the Storyteller and can vary from vague feelings ("The land doesn't feel well, as if it has been poisoned.") to extremely specific facts ("There is an underground spring which channels Gnosis into topsoil, making the land productive and fertile.").
Taught by: Eshtarra
Find the Child Within (Galliard Rank 1)
With this Gift, a Garou can play upon an individual's instinctive response to parental authority or
affection and convince that person to follow a command ("Don't leave without me") or respond
favorably to a suggestions ("Let me take you somewhere safe") that they might otherwise rebuff. The target of the Gift cannot already be engaged in battle with the Gift's user or with another opponent. The Garou can, however, use this Gift to forestall an impending battle or elude a situation that might turn dangerous.
System: The player makes a resisted Charisma + Empathy roll vs the target's Willpower. One success allows the character to make as simple suggestion to the victim; the suggestion must be one that a young child would find reasonable. Additional successes either extend the duration of the effect or else enables the character to convince her victim to do something he might not be otherwise inclined to do - such as coercing a Get Ahroun to back down from a fight he would certainly lose. Failure means that the suggestion has no effect, while a botch angers the victim and makes him impervious to further attempts to use this Gift for 24 hours.
Taught by: Tambiyah
Memory Circle (Galliard Rank 1)
The Galliards are the Garou's historians, charged with committing the legends and tales of their people to memory, perfect memory. Not all of them are particularly good at it. Thankfully, this Gift gives those Galliards a chance to make up for their weakness by planting Umbral "reminders" on their person. This Gift is taight by an elephant spirit.
System: This Gift is performed in two parts. When hearing words the Galliard wants to remember perfectly, he spends one point of Gnosis. As this happens, the Storyteller should write down exactly what he's committing to Umbral memory. Later, when he wishes to retreive the memory, he may spend one point of Willpower and ask the Storyteller to read it back verbatim. The use of this Gift leaves tiny clear spheres matted within the Garou's fur that can be seen within the Umbra, the so-called "memory circles". Should the Garou wish to remove a memory circle, they may do so simply by pulling it out of their fur while in the Umbra. Also, it is possible that a combat within the Umbra might break some of the circles (at the Storyteller's option).
Taught by: Elephant spirits
Mindspeak (Galliard Rank 1)
Through the creation of waking dreams, the Garou can place any chosen characters into silent communion. This Gift is taught by a Chimerling.
System: The Garou spends one Willpower point per sentient being chosen, and, if the being is
unwilling, makes a Manipulation + Expression roll (difficulty of the victim's Willpower). All those included in the dream may interact normally through the Mindspeak, though they can inflict no damage through it. Their real bodies can still act, though all Dice Pools are reduced by two. The Mindspeak ends when all the participants want it to, or on the turn the Galliard fails the roll against an unwilling member. The beings affected must be within line of sight.
Primal Song (Galliard Rank 1)
The Galliard ingratiates himself with strangers by seeming to know all of their songs and dances. Having heard only a few hummed bars or having glimpsed at just a movement or two, the Garou can sing along or lead the dance. Skilled musicians can create new songs appropriate to the style of the culture in question. A Songbird-spirit teaches this Gift.
System: After learning this Gift, it starts automatically whenever the Galliard hears a song or sees a dance. He will know every word, note or step as if he'd created the piece himself. Whether or not he can entertain people still depends on the regular rules for Performance.
Taught by: Songbird-spirit
Book: Wild West Companion
Call of theWyrm (Galliard Rank 2)
This dangerous Gift actually attracts creatures of the Wyrm. This Gift is usually used to create an
mbush or to flush prey from hiding. This Gift is taught by any spirit servant of Gaia.
System: The Garou makes a resisted roll of Manipulation + Performance vs. the Wyrm creature's
Willpower (both rolls are difficulty 7). If the Wyrm creature loses the contest, it must come to the caller.
Coyote Howl (Galliard Rank 2)
Throughout the long, lonely night, the Galliard howls without rest. This Gift alters the sound of her howl to resemble that of a coyote. The Coyote Howl disturbs the sleep of all those who hear it, making them edgy the next day. A Coyote-spirit teaches this Gift.
System: No roll is required, but the Galliard must stay awake all night howling. All who hear the howl lose one die from all Mental rolls for the entire next day. The Gift refreshes the Galliard in the morning but does nothing for her packmates.
Taught by: Coyote-spirit
Book: Wild West Companion
Distractions (Galliard Rank 2)
The Garou can make annoying yips, yelps and howls to divert the attentions of his target. This Gift is taught by a Coyote-spirit.
System: The Garou rolls Wits + Performance (difficulty of the victim's Willpower). Each success subtracts one from the target's Dice Pool next turn.
Dreamspeak (Galliard Rank 2)
The Garou enters another's dream and can thereby affect the course of that dream. The Garou does not have to be anywhere near the target, but must know or have seen the dreamer. This Gift is taught by a Chimerling.
System: The Garou rolls Wits + Empathy (difficulty 8). If the dreamer awakens while the Garou is still within the dream, the Garou is thrown out of the dream world and loses a Gnosis point.
Herb Call (Galliard Rank 2)
Through singing or chanting, a Garou can find helpful or medicinal plants, roots or bark even in poor areas such as deserts. Such plants might be healing herbs, substances used in rites or tubers and other plants that provide needed sustenance. The song causes the plants to resonate from the music so that the Garou can locate them by following the sounds.
System: The player spends a point of Gnosis and rolls Perception + Performance. A single success enables the character to locate the desired herbs or plants within a mile of her location. Additional successes increase the range by one mile per success. Failure means that the character cannot hear any plants, while a botch leads the character to harmful herbs or plants.
Taught by: Eshtarra
Mantle of the Land (Galliard Rank 2)
The Garou draws forth a mist or fog from water in the atmosphere. This misty mantle provides cover in which a Garou may hide herself or someone under her protection. The Gift may be used while the Garou is in motion in order to confuse persuers by enveloping them in an obscuring fog. The mantle can also surround a Garou and her pack in order to allow them to attack from concealment or ambush.
System: The player spends a point of Gnosis. The fog is dense and heavy, obscuring the vision of anyone within, even muffling sound. Anyone save the Garou and her pack are at +3 difficulty on all Perception rolls while the mist ensures. This Gift lasts one scene.
Taught by: Tambiyah
Mimic (Galliard Rank 2)
The Garou can alter her voice such that she can imitate any sound or voice she has heard, including sirens, gunshots, musical instruments or even specific quotations. The Gift does not allow the creation of new sounds, but new combinations can have interesting effects. Magpie and parrot spirits know this Gift, but learning it from them can be an embarrassing and frustrating process.
System: Once the Garou learns this Gift, she can reproduce anything she hears. When simulating
another person's voice (or animal speech) she can only iterate what she has heard and cannot improvise new speech. Clever Garou create new combinations to form new sentences, but they often sound choppy. The player must roll Charisma + Performance (difficulty 6) if the intended audience suspects a ruse or knows the original voice very well (a relative, long-time friend or packmate, for instance).
From: Damien (Galliard Rank 2)
The Garou can alter her voice such that she can imitate any sound or voice she has heard, including sirens, gunshots, musical instruments or even specific quotations. Magpie and parrot spirits know this Gift, but learning it from them can be an embarrassing and frustrating process.
System: Once the Garou learns this Gift, she can use her voice to produce any type of sound that she has heard before. To simulate another person's voice, or a type of animal, she must of previously heard at least a few sentances or minutes of that sound. The player must roll Charisma + Performance (difficulty 6, possibly higher if the speech is complicated, or they have not heard the original speaker for long). If the intended audience suspects a ruse or knows the original voice very well (a relative, long-time friend or packmate, for instance), they may make a contested Perception + Alertness (difficulty 6) roll to try and spot the slight difference in the replication.
Eye of the Cobra (Galliard Rank 3)
With but a look, the Garou can attract anyone to his side. This Gift is taught by a Snake-spirit.
System: The Garou rolls Appearance + Enigmas (difficulty of the target's Willpower). The Garou needsthree successes to bring the target to his side; fewer at least start the victim moving in the rightbdirection.
Oak song (Galliard Rank 3)
By using this Gift, a Garou can communicate with inanimate objects made of wood or some otherborganic substance (ie: something that was once alive). The objects do not actually speak, but the Garoubcan sense their thoughts as images or sensations. For example, a wooden can might communicate that someone had used it for wilderness travel by filling the Garou's mind with sounds of a crashing waterfall, the musty odour of bear spoor and the image of crowded undergrowth and towering pines. A straight-backed wooden chair might allow the Garou to "see" the person who last occupied it and get a sense of the emotional state of that individual. With practice, a Garou can hold an entire wordless conversation with anything from a sturdy help rope or a mat made of woven reeds to a charred scrap of paper (made from wood pulp).
System: The user of the Gift must concentrate on what sort of information she wishes to obtain from the object as if she were asking a question. The sensations and images constitute the "answer". The player spends a point of Gnosis and rolls Perception + Enigmas (difficulty 7). Each success allows the character to formulate one question and direct it to one item. Additional successes allow the character to ask more questions (on a one-for-one basis) or else ask the same question of different objects. No successes indicate a simple failure of the Gift, while a botch provides the Garou with false or garbled information.
Taught by: Eshtarra
Scent of Distinction (Galliard Rank 3)
By invoking this Gift, the Galliard can gain a sense of the nature of her surroundings (influenced by the Wyrm, Weaver or Wyld), and some of the history of the area. It involves a general sniffing of the area followed by a short meditative trance. For instance, using this Gift at a caern would let the Garou know when the caern was founded, the name of the caern totem, changes in leadership and other important pieces of history about the site.
System: The player must spend a Gnosis point and roll Intelligence + Survival (for wyldness) or
Intelligence + Streetwise (for weaver-areas). The difficulty is determined by the Storyteller. Scent of Distinction can be used over large or small areas, but information is more generalised for larger areas.
Sing the Spirits (Galliard Rank 3)
The earliest incantations to spirits were sung, and although the Theurges may be the chosen auspice to deal with them, the Galliards still know some songs with power in them. Such songs are many, but always have a similar construction. They begin by calling out the spirit's name, and ordering it to stay away, and finish with a threat issued against it if it doesn't. When done right, the spirit will be unable to approach the Galliard, or anyone she touches. The Gift is taught by a bird or fish spirit.
System: The player spends one Gnosis and rolls Strength + Performance (difficulty 7). The spirit named must remain one meter per success away from the Galliard and anyone she is touching. The Galliard doesn't need to know the exact name of the spirit, but must be able to name it appropriately (telling what sort of spirit, such as Cat or Nexus Crawler is sufficient). The spirit may attempt to break through this ward by rolling their Rage, difficulty 8; they must obtain more successes than the Galliard did on their Performance roll. This Gift lasts one scene.
Taught by: Bird or fish spirits
Song of Rage (Galliard Rank 3)
This Gift unleashes the Beast in others, forcing Garou to transform into Crinos form, sending vampires into frenzy and turning humans into berserkers. This Gift is taught by a Wolverine- or Wolf-spirit.
System: The Garou rolls Manipulation + Leadership (difficulty of the target's Willpower). Each success drives the victim into a violent rage for one turn.
Veil of the Mother (Galliard Rank 3)
This Gift allows the Garou to assume a different appearance for a short period of time in order to confuse pursuers or escape detection. Primarily useful in Homid form, the Veil of the Mother alters the physical features of the face, causes the user to seem either shorter or taller by up to 6 inches and changes the body size to reflect a gain or loss of up to 30 pounts. This Gift does not alter the sex or age of the Garou, though it can change skin, hair or eye colour and hair texture or length. The Garou may use the Gift on herself or on another individual, usually someone she is trying to hide or draw attention from.
System: The player spends a Willpower point and rolls Appearance + Subterfuge (Difficulty 7). The number of successes indicates the degree to which the character can alter her appearance or that of another individual. One success allows only minor details in height weight, facial features, skin tone and other similar qualities. Three successes enable the character to effect a drastic change in her physical form, even to the extent of appearing to be a specific person. (The Garou must, of course, be familiar with the appearance of anyone whose form she assumes). The effect of this Gift lasts for one scene.
Taught by: Tambiyah
Bridge Walker (Galliard Rank 4)
The Galliard has the ability to create minor Moon Bridges through which she alone can travel. The Garou travels between the ends of this Moon Bridge in one percent of the time it would take to travel that distance normally, allowing her to disappear from in front of a foe and reappear instantly behind it.
Note that these Moon Bridges are not protected by Lunes and occasionally attract the interest of spirit creatures; these beings have been known to follow the Garou into the physical world. This Gift is taught by a Lune.
System: The Garou spends one Gnosis point to create the Bridge. The Moon Bridge lasts for only one passage unless the Garou spends a permanent Gnosis point during its creation, in which case it lasts until the next full moon. The maximum distance that can be traversed by the Bridge is the Garou's Gnosis in miles.
Lore of the Land (Galliard Rank 4)
By eating, smoking or otherwise taking in a portion of the land, the Garou can sense things that happened in the immediate vicinity in the past. For instance, a Garou can mix dandelions from a meadow into a salad which she eats; as a result, she realises that a group of hunters passed through the meadow three months ago. By chewing on the bark from a tree, the Garou can learn that a surveyor for a corporation measured the land around the tree as part of a planned site for a new factory, or that someone buried a body beneath the tree.
System: The player spends a point of Gnosis and rolls Perception + Empathy (difficulty 7). One success gives the character a piece of past information ("A group of men passed through here several weeks ago"). Additional successes either embellish the first piece of information ("The men wore security uniforms") or else provide new information about other events ("A battle took place here last year"). The information provided will be as pertinant as possible; the character actually learns the most important (to Garou standards) thing or things that happened within the area, most often information that the Garou can act on.
Taught by: Eshtarra
Motherly Guardian (Galliard Rank 4)
This Gift allows the Garou to "tag" an individual so that she can keep track of her target's health and welfare. The Garou gains a general sense of the individual's location at all times and can sense when the target is in trouble and needs assistence. The Gift lets the Garou know what kind of aid the target needs. The Garou must concentrate on her target in order to gain these insights. The effects of the Gift remain in place for a full cycle of the moon.
System: The player spends a point of Gnosis and rolls Perception + Empathy (difficulty of the target's Willpower) to set the "tag" on the designated individual. Whenever she concentrates on that person, she receives information about the target's general state of health and present circumstances. When the character attempts to concentrate on the targetted individual, she performs all other actions at a +1 difficulty due to her preoccupation with her charge.
Taught by: Tambiyah
Shadows by the Fire Light (Galliard Rank 4)
The Garou creates interactive stories in which others take part, willingly or not. Usually this power is used at a moot when telling old stories, allowing those who take part in the story to enact the tales. However, this Gift can also be used on the unwilling, forcing them to participate in a story of the Garou's choosing. This Gift is taught by an Ancestor- spirit.
System: When using this Gift on the unwilling, the Garou must spend a Gnosis point and score three successes on a Manipulation + Performance roll (difficulty of the target's Willpower). If successful, the _player_ may tell a story and force the victim to perform exactly as the story's character does. This effect lasts one turn per Gnosis point spent.
Song of the Siren (Galliard Rank 4)
The sound of the Garou's voice can entrance anyone who hears it. Typically, the Garou sings or howls while using this Gift, although some modern Glass Walkers have taken to poetry recital. This Gift can make an opponent pause before a fight, but can rarely stop a heated combat already in process. A songbird-spirit teaches this Gift.
System: The player rolls Charisma + Performance versus the target's Willpower and spends one Gnosis point. Enchanted targets cannot perform any actions for a number of turns equal to the number of successes rolled. The audience can spend Willower to overcome the enchanting effects; to act freely, a listener must spend one point for each of the Galliard's successes.
Call for Vengeance (Galliard Rank 5)
When a person's crimes against Gaia have been too great, a Galliard may use this Gift to stir her brethren against him. As the Galliard howls the name of her enemy to the heavens, her cry resounds through the land. Any werewolves who hear the cry know that a great offender has just been named, and must be punished. This Gift is taught by an Ancestor-spirit.
System: The player rolls Stamina + Performance, difficulty 7. The howl echoes for a twenty-mile radius per success. Any Garou who hear the howl are not obligated to attack the victim named, but if they decide to join the crusade, their Willpower is effectively increased by three for the duration of their hunt (to a maximum of 10). In addition, if the target can hear the howl from his current location, his Willpower is effectively reduced by two points for the next week - giving the Garou ample encouragement to hunt him down quickly. The Galliard cannot invoke another Call of Vengeance until the target of the first has been justly punished in the eyes of Gaia; the Storyteller decides what constitutes just punishment, and will let the player know via messenger spirits when the deed is done.
Taught by: An Ancestor-spirit
Book: Werewolf: The Dark Ages
Earth Heal (Galliard Rank 5)
This Gift allows the Garou to help a piece of land recover from blight, Wyrm-taint, poisioning or some other type of environmental disturbance. The Garou gives part of her essence to the damaged land and thus begins a process of renewal that spreads to encompass such details as purifying tainted soil, causing the growth of new plant life or purging signs of the Wyrm's corruption from the designated spot.
System: The player sacrifices a permanent point of Gnosis and rolls Wits + Occult (difficulty 7 for naturally caused damage; difficulty 8 for Wyrm-taint). Each success contributes to the overall recovery of the designated piece of land; the rea can be as large as a few miles, but must constitute a single terrain feature (a lake, forest or mountain, for instance). One success makes minimal but significant improvements in the target area, while five successes results in the area's return (over time) to a state of unspoiled health and fertility. Although this is a potent Gift, it doesn't prevent the healed land from being polluted once more. Even so, offering up one's Gnosis to heal a portion of Gaia if often cause for significant rewards of Honor.
Taught by: Eshtarra
Fabric of the Mind (Galliard Rank 5)
Garou with this Gift can bring their imaginations to life, creating a Dream Being from the fabric of their thoughts. This Gift is taught by a Chimerling.
System: The Garou makes and extended roll of Intelligence + Performance (difficulty 8). She can create any form of life she can imagine, assigning it one point of Traits for each success gained on the roll. The Garou can take as long as she wants to form the creature, accumulating successes from turn to turn, but once she stops, the Dream Being takes form and requires the Garou to spend Gnosis to keep it manifested. The cost is one point per scene if the Dream Being remains relatively inactive (such as cleaning the Garou's home or sitting as a gargoyle on the roof), or one point per turn if the Being engages in combat. Botched rolls manifest an uncontrolled (and often hostile) Dream Being; these cost no Gnosis but will stay as long as they desire.
Head Games (Galliard Rank 5)
Other werewolves always accuse Galliards of being manipulative and playing with their emotions, but those Garou with the Gift of Head Games do it like nobody else. The Galliard can change and control the emotions of those to whom she speaks. She could cause someone to fall in love with her (this won't last, and the victim's love may turn into justified resentment) or cause another to befriend her (again, this won't last, but a genuine friendship could still develop). This Gift is taught by a Coyote-spirit.
System: The Garou rolls Manipulation + Empathy (difficulty of the target's Willpower). Success allows the Garou to steer the emotions of any one individual. The more successes, the more quickly the emotions manifest and the more strongly they are felt. The Storyteller should give the Galliard extra dice for roleplaying this Gift especially well.