|Dead-Eye||Master of Fire|
|Rank 1||Rank 2||Rank 3||Rank 4||Rank 5|
Dead-Eye (Homid Rank 1)
Survival in the Savage West may depend on a single lucky bullet. With this Gift, a Garou makes herown luck. Even the most difficult shots can be accomplished with the assistance of this power. A Raven-spirit teaches this Gift.
System: By spending one Willpower, the player can reroll any one Firearms, Archery or other missile weapon roll.
Taught by: Raven-spirit
Book: Wild West Companion
Master of Fire ((Homid Rank 1)
Once humans tamed fire to keep them warm and to drive off the wild beasts, they were on their way to civilisation. Werewolves with this Gift invoke humanity's ancient pact with the spirits of fire. The spirits of flame agree to hold back their hunger when the werewolf touches them. An ancestor spirit or fire spirit grants this Gift.
System: This Gift allows a werewolf to heal fire damage as if it were bashing. This requires the expenditure of a Gnosis point; the effects last a scene
Taught by: fire spirit, ancestor spirit
From: Damien (Homid Rank 2)
System: This Gift allows a werewolf to heal fire damage as if it were non-aggravated. This
requires the expenditure of a Gnosis point; the effects last a scene.
Persuasion (Homid Rank 1)
This Gift allows a homid to become more persuasive when dealing with others; his statements and arguments are imbued with meaning or credibility. This Gift is taught by an Ancestor-spirit.
System: The Garou rolls Charisma + Subterfuge (difficulty 6). If successful, the difficulties of all Social rolls are reduced by one for the remainder of the scene.
From: Damien (Homid Rank 1)
System: The Garou rolls Charisma + Subterfuge (difficulty 8). If successful, the difficulties of all Social rolls are reduced by one for each success for the remainder of the scene.
Smell of Man (Homid Rank 1)
Creatures of the wild have learned well that man if often a bringer of death. With this Gift, the Garou greatly enhances the human scent around him, causing animals to feel uneasy and nervous. This Gift is taught by an Ancestor-spirit.
System: All normal animals (not including supernatural creatures in animal form) lose one die from their Dice Pools when within 20 feet of the Garou, and are likely to flee. The Garou may use this Gift at will; she simply states when she is activating it or turning it off.
Divide (Homid Rank 2)
Perhaps more than any other species, humans are excellent at making tiny differences into massive gulfs. This can be seen in racism, sexism, homophobia and even in the quickly distancing term used to describe some criminals: monsters. Garou, who are part human, have picked up neatly on these sorts of activities and even perhaps exceed humanity’s capacity for them. This Gift, which raises up hatred and suspicion, is an example of that. It is taught by a dog spirit.
System: By spending one Gnosis point, and rolling Manipulation + Brawl, difficulty 7, the Garou can exacerbate divisions between individuals or groups. Note that the Gift cannot actually create anger and divisions; they must already exist to be exploited. If used on the theoretical "perfect family", the Gift would fail. Among humans, the Gift simply prevents any resolution of issues and difficulties, possibly breaking into violence. One success might cause targets to raise voices at one another, three would spell lawsuits, and five might bring them to blows.
Amongst Garou and other shapeshifters with Rage, however, the Gift is even more powerful. Every success on the initial roll adds one success on all Rage rolls the targets make through out the scene. With such manipulation, it is doubtful that any peace can be made, and highly probable new troubles will emerge.
Taught by: Dog spirits
Jam Technology (Homid Rank 2)
The Garou can cause technological devices to cease functioning, albeit temporarily. This Gift is taught by a Gremlin, a type of Wyld spirit that enjoys breaking things.
System: The Garou spends one Gnosis point and rolls Manipulation + Repair. Technological devices within 50 feet cease functioning for one turn per success, though the devices are unharmed. The difficulty of the roll is based on the following chart:
Speech of theWorld (Homid Rank 2)
Those who wander can encounter a new human dialect in every valley. This Gift allows the Garou to speak any human language he encounters, although his speech is slightly accented in any tongue but his own. Unlike the Rank Three Gift: Tongues (a Warder Gift; also Werewolf Players Guide, pg. 35), this Gift does not convey literacy. The Gift is taught by an Owl-spirit.
System: The plaer rolls Intelligence + Linguistics, difficulty 7; the effects last for the entire scene.
Taught by: Owl-spirit
Book: Werewolf: The Dark Ages
Staredown (Homid Rank 2)
By staring into the eyes of a human or animal, the Garou can cause the target to flee in terror. This Gift can be used against Garou, but the Garou will freeze in place rather than flee. This Gift is taught by a Ram-spirit or a Snake-spirit.
System: The Garou rolls Charisma + Intimidation (difficulty 6). The victim flees for one turn per
success. Should the Garou score five or more successes, the victim flees for the duration of the scene. Garou targets will not flee, but they cannot attack while this Gift is in effect, although they can defend themselves.
Unnatural Camoflage (Homid Rank 2)
This odd Gift allows the Garou who employs it to merge in with the homids around him, not appearing out of place or unusual in the circumstances in which they find themselves. However, the Garou is not able to interact with any of the people around them without the illusion dropping. The Gift will even seem to clothe the Garou appropriately for the current environment, and subtly change that appearance if the Garou moves. So a Garou who was in a lift with a number of corporate drones would appear to be wearing a similar sort of suit to their companions, but if they then joined a group of skaters, their apparently clothing would change to jeans and baggy tops. This Gift has been of great use in the past to Garou who find themselves with insufficient amounts of dedicated clothing when forced to change form, or step sideways.
System: The player spends a Gnosis point to activate the Gift. For the rest of the scene, the character is shrouded in an illusion of the appropriate appearance, even as far as hiding tattoos or scars. If the ST feels that they are in a situation where a surrounding homid might interact with them, the player can roll Wits + Subterfuge (difficulty as appropriate) to avoid the contact - else the Gift drops immediately, revealing the Garou for what they are. This Gift only works on characters in Homid form.
Taught by: Spirits of illusion or trickster spirits
Disquiet (Homid Rank 3)
The Garou causes the subject of this Gift to feel inexplicably depressed and withdrawn. The subject will find it hard to use his anger (Rage) or concentrate effectively on tasks. This Gift is taught by an Ancestor-spirit.
System: The Garou rolls Manipulation + Empathy against a difficulty equal to the Willpower of the opponent. If successful, that opponent will not be able to recover Rage for the duration of the scene; furthermore, all difficulties for extended actions (not combat) are increased by one.
Reshape Object (Homid Rank 3)
The Garou can instantly shape once-living material (but not undead!) into a variety of objects – thus trees may become shelter, buck antlers become spears, animal hides become armor, and flowers become perfumes. The item will in some way resemble the object from which it was created (the spear is made of antler, not wood). This Gift is taught by a Weaver-spirit.
System: The Garou rolls Manipulation + Repair against a variable difficulty (5 to turn a broken tree limb into a spear, 8 to turn a plank into a floatable raft, etc). The created object is not necessarily permanent; it will last a length of time according to the chart below. Expending a Gnosis point allows a created weapon to inflict aggravated damage (this effect is not permanent unless a permanent Gnosis point is spent).
One 5 minutes
Two 10 minutes
Three One Scene
Four One Story
Tongues (Homid Rank 3)
This Gift allows the user to read or write any human language encountered, no matter how ancient or obscure. Galliards often use this Gift when translating ancient texts to revive old legends or compose new songs for Moots. This Gift is taught by a Raven-spirit.
System: After spending one Willpower point, the player rolls her Intelligence+Linguistics. The
obscurity and relative age of the language determines the difficulty. A common modern language such as Spanish is difficulty 4. An ancient and obscure tongue such as Etruscan, would be difficulty 10. The number of successes determines the character's fluency with the language.
Body Shift (Homid Rank 4)
This Gift allows the Garou who possesses it to extended their shapeshifting abilities to a new plane. They can alter their physical form to improve their strength, or to gain increased speed above and beyond the ability to change to Crinos by borrowing from one aspect of themselves to temporarily give to another.
System: The player who wishes to use this Gift must spend a point of Rage and roll Stamina + Primal Urge (difficulty 7). Each success allows them to move a point from one physical attribute to another - from Stamina to Strength, or from Dexterity to Stamina.
Cocoon (Homid Rank 4)
The Garou causes a thick, opaque epidermis to surround him. The Garou is immune to fire, starvation, gas, et al. This Gift is taught by an Insect- or Weaver-spirit.
System: The Garou spends one Gnosis point. While in the cocoon, attacks must do an amount of
damage equal to the Garou's Stamina + Rituals to affect him at all. The cocoon lasts for one scene. Extra time may be gained by spending more Gnosis points, allowing Garou to stay protected for days. How long a Garou can ultimately spend in the cocoon is up to the Storyteller.
Gaia's Embrace (Homid Rank 4 - Pure Ones)
Known only to the Pure Ones, this Gift allows the Garou to become one with the land. If seriously wounded, the Garou may "crawl into" the earth to seek Gaia's aid. Once protected within Her womb, the wounded child is mended by the power of the Goddess. An Earth-spirit teaches this Gift.
System: After suffering aggravated wounds, the Garou must be buried alive or dig his own way under the soil. This Gift sustains an interred Garou and heals his aggravated wounds at a rate of one per hour, instead of one per day.
Taught by: Earth-spirit
Book: Wild West Companion
SpiritWard (Homid Rank 4)
This Gift allows a Garou to protect himself from spirits by performing a quick warding rite. The Garou, by drawing an invisible pictogram into the air, scares and unnerves any nearby spirits (except the pack totem). This sign travels with the Garou wherever he goes for the duration of the Gift. This Gift is taught by an Ancestor-spirit.
System: The Garou spends one Gnosis point and rolls Manipulation + Rituals (difficulty 7); spirits within 100 feet of the Garou (again, except for the pack totem) must subtract one from their Dice Pools for each success. This Gift lasts for one scene.
Assimilation (Homid Rank 5)
The Garou is able to blend smoothly into any culture, not matter how strange or alien the culture is. The Garou can slip in among Bedouin nomads as if he were one of them, or shop in a Chinese market without anyone noticing he does not belong. This Gift will not hide racial differences, but the behaviors and mannerisms of a native can be mimicked. This also allows the Garou to speak and understand the culture's language, although it will be forgotten when the Gift wears off. This Gift is taught by an Ancestor-spirit.
System: The Garou rolls Manipulation + Empathy. If successful, he is able to interact with members of another culture as if he were from that culture. The difficulty depends on how alien the culture is; the difficulty would be 5 for another Garou sept, but it could be as high as 9 when trying to assimilate into a Black Spiral Hive. The Garou will not suffer Social roll penalties when interacting with members of the culture, although she will not receive any special benefits. The Gift lasts for one scene plus one day per Willpower point spent when activating it.
Part the Veil (Homid Rank 5)
The Garou may immunize any human from the Delirium for a scene. In this way, the human can
interact with the Garou without deleterious effects. However, the human will forget much of what he knows if the Delirium is induced in him at a later date (he sees a Crinos, etc). This Gift is taught by an Ancestor-spirit.
System: The Garou spends a Gnosis point and rolls Charisma + Empathy (difficulty 6).
Ubermench (Homid Rank 5)
The Garou is human plus. Human plus strength, agility and health. Human plus devoted, assured
spirituality and meaning. Human instinct plus wolf instinct and lightning reflexes. He is as man, but greater and more whole. Every Garou radiates this to some extent, causing humans to fear and avoid them instinctively. This Gift warps this perception, turning the Garou from a figure to be avoided into a figure to be admired or adored.
System: Once learned, this Gift is always active. Human dealing with the character will immediately pick her out as more desirable, attractive, smarter or more charismatic compare to those around them, regardless of their actual capacity in such matters. The Curse still applies, but rather than being instinctively feared as a predator, the werewolf is dreaded as an intimidating figure of great presence. Also, the character may boost his Social Attributes by spending Rage or Gnosis, each dot of either spent raises one Social Attribute by one point for a single scene.