|Find the Portent||
|Rank 1||Rank 2||Rank 3||Rank 4||Rank 5|
Find the Portent (Theurge Rank 1)
With this Gift, a Garou can call for and receive some omen or portent which can help her determine her next course of action. The Garou must meditate for a few minutes in order to place herself in a receptive state so that she can recognise the sign that comes to her.
System: No roll is necessary, but the player must spend a point of Gnosis. The Storyteller then
produces some sort of omen or portent to serve as a hint for the character about what lies in the future. ("A black bird carrying something in its beak flies north", "You feel a sense of dread about entering this part of the forest").
Taught by: Ruatma
Lambent Sight (Theurge Rank 1)
This Gift allows the Garou the ability to see under circumstances where sight would normally be
impossible, such as in conditions of total darkness (inside a deep cave, for example) or if the Garou is blindfolded. This Gift provides illumination for the Garou equivalent to that of a full Moon.
System: The player spends a point of Gnosis; no roll is necessary. The effects of this Gift last for one scene. This Gift cannot grant sight to one who is naturally blind.
Taught by: Sokhta
Mother's Touch (Theurge Rank 1)
The Garou is able to heal the wounds of others, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may not heal herself with the Gift. This Gift is taught by a Unicorn-spirit.
System: The Garou spends on Gnosis point and rolls Intelligence + Medicine (difficulty of the
wounded individual's Rage, or 6 for non-Garou). Each success heals one Health Level. Even battle scars may be cured in this manner, but this must be done in the same scene the scar was obtained and requires the expenditure of a Gnosis point. There is no limit to how many times this may be used on a person, but each use requires a Gnosis point.
SenseWyld (Theurge Rank 1)
The Garou invoking this Gift may sense Wyld energies or spirits in the nearby area. This Gift is taught by a Wyld-spirit
System: The player must roll Perception + Enigmas. The difficulty is based on the strength of the local influence (a Garou in a forest would be difficulty 5).
SenseWyrm (Theurge Rank 1)
The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although Garou using this Gift are likely to say, "This place stinks of the Wyrm." This power requires active concentration. This Gift is taught by any spirit servant of Gaia.
System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the concentration and strength of the Wyrm's influence (sensing a single formor in a room would have a difficulty of 6). Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7.
Spirit Speech (Theurge Rank 1)
This Gift allows the Garou to communicate with encountered spirits. The Garou is thus able to address them whether they wish to be addressed or not. Of course, nothing (usually) prevents the spirit from leaving. This Gift can be taught by any spirit.
System: Once learned, this Gift allows the Garou to understand the communication of spirits
intuitively. Some spirits, such as Banes, may not always be understood.
Uncloak the Hidden (Theurge Rank 1)
By concentrating on a person, object or area, the Garou can determine whether or not her target is hiding anything. The Garou can spot disguises, concealed weapons and wires; determine if a room contains trapdoors, hidden cameras, microphones and wire taps; or if someone lurks in a hidden passage. The Gift does not, however, allow the Garou to seek beneath the disguise, determine the nature of a concealed weapon or tell what lies within a hidden wall safe - this trick reveals only that a deception is present. The Garou must concentrate on the target in order to invoke this Gift.
System: The player rolls Perception + Investigation (difficulty 8). Extra successes might reveal more facts about the subject, if multiple secrets exist to be sought out. The Storyteller should inform the player of her characters' knowledge in general terms ("That man has some sort of disguise"; "The floor contains a hollow beneath the floorboards").
Taught by: Hakahe
Command Spirit (Theurge Rank 2)
The character can manipulate encountered spirits, giving simple commands and expecting their
compliance. While she cannot summon spirits by name with this Gift , she can interact with those she meets. This Gift is taught by any Incarna avatar.
System: The Garou must spend a Willpower point and roll Charisma + Leadership (difficulty of the spirit's Gnosis). Each successive command requires the expenditure of another Willpower point. Note that the Garou cannot command spirits to leave areas to which they have been bound; that requires the Exorcism Gift (see below).
Hidden Depths (Theurge Rank 2)
This Gift allows a Garou to uncover some hidden piece of information, or to decipher some cryptic passage of text. The Gift can also enable a Garou to figure out who the real power behind the scenes is in a given situation
System: The player spends a point of Gnosis and rolls Perception + Enigmas (difficulty 8). Each
success allows the character to learn one hidden or concealed fact about the person, place or thing targetted by the Gift. For example, one line of prophecy may be explained for each success. The Storyteller should decide the overall effects of this Gift so that players do not attempt to avoid pursuing other avenues of investigation.
Taught by: Ruatma
Moonpool of Sokhta (Theurge Rank 2)
This Gift enables a Garou to transform clear, standing water into a pool which offers visions of possible futures. Wilderness ponds, small mountain tarns, pools of clear rainwater or even basins filled with water can serve as a conduit for the images. The scenes that appear within the pool depict what might happen unless something occurs to change the course of events. The Garou must concentrate on the event (or series of events) to get a sense of the outcome. The pool may reflect either literal or symbolic images.
System: The player spends a point of Gnosis and rolls Wits + Enigmas (difficulty 7 for near future events, difficulty 8 for more distanct occurences). Each success causes one vision of the future to appear in the pool. The Storyteller should determine the clarity and accuracy of the visions. No successes indicate a failure of the Gift, while a botch produces false visions or an extremely chaotic jumble of meaningless images.
Taught by: Sokhta
Name the Spirit (Theurge Rank 2)
The Garou is able to detect the type of approximate Trait levels (Rage, Power, etc) of a spirit. This Gift is taught by a spirit servant of the Uktena totem.
System: The Garou spends one Willpower point and rolls Perception + Occult (difficulty 8).
Shadow of the Ebon Whisperer (Theurge Rank 2)
This Gift makes the Garou as insubstantial as a shadow and as hard to see. The physical form of the Garou fades to a murky, dark shape that can slither and flow almost anywhere. Although others can use certain Gifts to spot the "shadow" werewolf, anyone wishing to do so must first have a reason to suspect the presence of the Gift's user. This Gift does not function in bright daylight or in places where no shadows exists - such as a brightly lit room (or a room in total darkness, for that matter).
System: The player spends a point of Willpower and rolls Appearance + Occult (difficulty as assigned by the Storyteller depending on the surroundings). Each success allows the character to assume the shadow-form for one scene (or one combat round); even one success can give the character the advantage of surprise in a battle.
Taught by: Hakahe
Sight from Beyond (Theurge Rank 2)
When danger stalks the Garou, or momentous events are in the offing, visions being striking the Garou without warning. Her dreams are haunted by images of the Cainite elder stalking her; she begins seeing symbols of the Wyrm wherever she looks; the sky itself opens to show her images of the glorious battle to come. This Gift is taught by a Crow-spirit.
System: Interpreting these signs is best handled through roleplaying, but the Storyteller can require the Garou to roll Wits + Occult (difficulty 7) if appropriate.
Spirit Blow (Theurge Rank 2)
A Garou using this Gift is able to 'deflect' an incoming physical blow such that it affects them
spiritually rather than physically. The attack still hits, but instead of taking physical damage the Garou loses some spiritual energy. This Gift is only useable against physical attacks (such as claws or bullet wounds), but it also works against aggravated attacks.
System: This Gift is activated by spending a point of Willpower after an attack has been successful, but before the damage has been resolved. Instead of taking wound levels, the Garou loses as many temporary gnosis (after soak) as they would have lost wound levels. If they have less temporary gnosis than damage, the remainder is taken as wound levels.
Taught by: Any animal spirit that leaves part of its body behind (like Drop-tail skinks).
Spirit Skin (Theurge Rank 2)
Generally, spirits are fairly friendly to Garou, at least ones that aren't automatically hostile to anything. That doesn't mean, however, that they treat a Garou exactly the same as they treat other spirits, and that's where this Gift comes in handy. By activating it within the Umbra, the Theurge disguises herself as a spirit (usually a wolf spirit) to all concerned. She still physically looks exactly like her lupus form,
she simply gives the impression of a spirit rather than Garou. Some Theurge have also used the Gift to throw off pursuit by hiding in a pack of wolf spirits. A chameleon spirit teaches this Gift.
System: The player spends one Gnosis and rolls Appearance + Subterfuge (difficulty 6 if imitating a wolf spirit, difficulty 8 for anything else). Each success keeps the disguise in place for one hour. While sometimes imitating a spirit other than a wolf is useful, it should be noted that the character will still somehow be recognizable as themselves to those looking for them. Even though they will clearly not look like their Lupus form, something about them will still give the game away. This Gift is obviously of little use outside the Umbra.
Taught by: Chameleon spirit
Tinker's Touch (Theurge Rank 2)
The Theurge can mend a broken object with a touch, as long as the item contains metal. This Gift is especially useful for emergency wagon repairs or for fixing guns during a siege.
System: The player spends one Gnosis point to activate the Gift. She must place together and
continuously touch any separated portions of the item to be mended for one turn. During which time, slipped nails slither solidly back into place, bent rifle barrels straighten, shattered blades re-form, and so forth. Items blasted to bits (such as an exploded artillery shell) are beyond the scope of Tinker's Touch. A Metal-spirit teaches this Gift.
Taught by: Metal-spirit
Book: Wild West Companion
Umbral Tether (Theurge Rank 2)
Although most Theurges would never admit it, even they can become lost in the spirit world from time to time. This Gift allows the werewolf to spin a spiritual line, resembling spider silk, behind her as she explores the Umbra. Only the Garou using the Gift can see the trail, thus increasing the Theurge's reputation as master of the spirit world. A spider spirit teaches this gift.
System: The player does not need to roll to create the trail, but must spend one Gnosis point for every hour of Umbral travel to maintain it. At dawn, the player must spend an additional Gnosis point to maintain the trail in the physical world. Although only the werewolf using this Gift can see her trail, some Gaffling pests occasionally sever or alter the tail without knowing it.
From: WW3e (Theurge Rank 1) As above, but rank 1.
Exorcism (Theurge Rank 3)
This is the Gift of ejecting spirits from places or objects, whether they are there voluntarily or are
bound there. This Gift is taught by any Incarna avatar.
System: If a spirit does not wish to leave, the character must make a Manipulation + Intimidation roll (difficulty of the spirit's Willpower). If the spirit has been bound to its lodging place (or into a fetish), then the Exorcist must make a Wits + Subterfuge roll (difficulty 8) and gain more successes than the binder did when tying the spirit to its location.
Hidden Heart (Theurge Rank 3)
This Gift allows the Garou to take a dangerous piece of knowledge she possesses and lock it away in her mind so that it becomes inaccessible without a key. The concealed information cannot be taken from her through mental powers or coercion; she can neither access the information nor remember that she has something hidden away in her mind. Until someone speaks the trigger word, performs the
appropriate jesture or enacts the conditions set forth in the activation of the Gift, the Garou remains blissfully unaware of the information she has hidden from everyone - including herself.
System: Before using this Gift, the Garou must set the conditions which will cause the information to become available to her. This information should be given a trusted ally - after all, the Garou herself won't even remember that she has a key word, much less a secret. After describing the trigger, the player spends a point of Gnosis and rolls the character's Willpower (difficulty 8). Only one success is necessary for the Gift to take effect. The effect of the Gift lasts until the hidden information is triggered.
Taught by: Hakahe
Moonriver (Theurge Rank 3)
By using this Gift, the Garou may swiftly travel across the surface of a body of water which reflects the moonlight. She can follow a river or cross a lake so long as she follows the "trail" of the moon's light. If the light becomes obscured at any point (such as when a cloud passes across the moon), the effects of the Gift end and the Garou may have to swim or wade to shore.
System: The players rolls Dexterity + Occult. Only one success is needed for the character to gain the ability to travel the "moonriver". The Garou travels across the water with supernatural speed, typically three times her normal movement rate. No successes on the roll indicates that the moon is either not visible or does not shine over a body of water in the character's vicinity. A botch allows the character to get midway through her journey before the moon's light fails, thus stranding the character in mid-stream.
Taught by: Sokhta
Parting the Velvet Curtain (Theurge Rank 3)
This Gift allows a Garou to transport non-Garou into the Umbra. If the non-Garou wants to resist, she
must make a resisted Willpower roll against the bearer of the Gift. This Gift can be used for physical
transport through a reflective surface, or in combination with other Gifts, for spirit travel. While in the
Umbra, the non-Garou are connected to the Gift user by silver threads. The others brought with the
Theurge leave when she does, or at the whim of the Theurge.
System: The player must make their normal Gnosis roll and spend a Willpower point for each
non-Garou or non-Kinfolk that they wish to bring with them. The Theurge can send others home before
herself by spending a Willpower point.
Prophetic Vision (Theurge Rank 3)
This Gift enables the Garou to receive a vision of the future based on the study of the night sky. The vision usually reveals itself in astrological terms ("Lu-Bat's influence suggests an attitude of
acceptance towards the events of the next several days" or "The intervention of Shantar indicates that changes may occur rapidly in the near future"). This Gift is taught by a Star spirit.
System: The Garou spends one Gnosis point and rolls Wits + Enigmas (difficulty 7). The number of successes indicates how precise a vision appears to the character. A single success provides vague information, while three of more successes allows the revelation of specific details. Storytellers should couch their visions in symbols appropriate to the Incarna and matter at hand; the seer should have to interpret the vision rather than be spoon-fed.
Taught by: Star spirit
Pulse of the Invisible (Theurge Rank 3)
Spirits fill the world around the Garou, and none knows this better than the Theurge. Those Garou with Pulse of the Invisible remain constantly aware of all that spirits do around them and can interact with them at will. While most of what occurs is barely worth watching, the Garou will be aware of any dramatic changes. This Gift is taught by any spirit.
System: If the Garou's Gnosis Dice Pool equals or exceeds the Gauntlet, he can automatically see into the Umbra. Otherwise, he must roll to pierce the Gauntlet, using Perception + Occult (difficulty of the
Gauntlet). Only one success is required. The effect lasts for an entire scene or until the character enters an area with a hight Gauntlet.
Quiet Mind (Theurge Rank 3)
This gift allows the user to shield their mental presence. To entities which rely on a mental 'sight' to perceive others around them, the Garou is fundamentally invisible. The gift user is not any more resistant to mental attacks once an opponent is aware that the Garou is present (for example, the Mindspeak gift relies on line of sight, and the Garou using Quiet Mind would not gain any benefits from their gift when opposing Mindspeak), but it is impossible to locate a remote werewolf by mental means alone. The gift can also shield a Garou from certain types of scrying, at the ST's discretion. Attempts to magically or mystically find the Garou from a distance can be resisted by the gift owner. Effects such as Questing Stone, which rely on a direct contact with spirits and the focus of the Rite, are not affected, but gifts such as the Uktena gift Scrying may be.
System: By spending a Gnosis point, the character becomes effectively mentally invisible for a scene. However, to resist scrying effects, the player must roll Wits and Subterfuge against difficulty 8. Each successes cancels a success from the roll of the scyree. A roll may also be called for if the mental sight of someone searching for the user of the gift is particularly powerful or perceptive.
Taught by: Raven
Spirit Path (Theurge Rank 3)
The Umbra can often confuse the senses of even the most perceptive tracker. The Theurge who
possesses this Gift can track a particular spirit anywhere in the spirit world. As long as the Garou
knows the spirit's name, she can find that spirit no matter which Umbral realm it takes refuge in. A cockroach-spirit can teach this Gift.
System: As long as the Garou knows the true name of the spirit, she can use this Gift. She must spend a Gnosis point to be able to find the spirit. A successful Perception + Enigmas roll (difficulty 8) reveals the location of the errant Umbral denizen. Some Realms and certain Charms can make this Gift more difficulty to use. The Gift: Name the Spirit can be used in conjunction with Spirit Path.
Umbral Camouflage (Theurge Rank 3)
Although perfectly visible in the physical world, this Gift renders the Garou undetectable by spirits. In conjunction with other Gifts, Umbral Camouflage can make the user vanish from all perception. Garou who use this Gift in the Umbra might as well be someplace else entirely. A Wind-spirit teaches this Gift.
System: The player spends one Gnosis point, and for the remainder of the scene, she is completely invisible to spiritual senses. She may move about as normal but cannot make any attack actions without disrupting the Gift. In the Umbra, the Garou becomes completely undetectable.
Taught by: Wind-spirit
Book: Wild West Companion
Umbral Tracking (Theurge Rank 3)
Usually only the Garou who creates an Umbral tether can see it. If a Theurge has this Gift, that is no longer true. This Gift is taugh by a fly spirit.
System: By spending one point of Gnosis, the Garou can see all active Umbral tethers around her. She does not know to whome the tethers belong, but can tell in what direction it extends to the Garou. If the Garou attempts to break the tether, the tether's creator knows immediately and may make a resisted Strength + Occult roll at difficulty 6 against the Garou. If the attacker gains more successes, the tether is destroyed.
Taught by: Fly spirits
Unravel (Theurge Rank 3)
This Gift allows the Garou to put together seemingly random bits of information to form a tentative analysis of a situation and formulate a course of action. This is particularly useful in situations where gathering concrete information is difficult or in extremely complex situations.
System: The player spends a point of Gnosis and rolls Intelligence + Enigmas (difficulty 7). Only on success is necessary to make sense out of even the most confusing situation, but each additional success further clarifies matters. (The player may ask the Storyteller to explain to her what is actually going on in a given scene and use that information as character knowledge).
Taught by: Ruatma
Blank Slate (Theurge Rank 4)
The Garou can completely remove a single piece of information from her own mind or from that of another. This Gift becomes useful in situations where an individual has come across some dangerous knowledge that might lead to her death for possessing it. The Garou may not only remove the information - such as the identity of the Garou mole within a hostile group or the location of a safe house for eco-terrorists - but she may also smooth over the edges of the victim's memory so that he does not realize anything is missing. The Garou may also use this Gift to alter her own memories in situations where she feels that this is necessary.
System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty of the
victim's Willpower). A single success allows the character to excise the desired piece of information. Additional successes enable the character to make secondary adjustments to the target's memory to hide the fact that something is missing.
Taught by: Ruatma
Grasp the Beyond (Theurge Rank 4)
The Garou may take things to and from the Umbra without having to Dedicate them to herself (see Rite of Talisman Dedication, pg. 144). This includes humans and animals, both willing and unwilling. Garou often use this power to take loyal Kinfolk with them on Umbral quests or to heal injured Kinfolk - both body and soul - in mystic Glens.
System: The Garou must grasp the object or person he wishes to take to the spirit world. He must then spend a number of Willpower points: one for small items, two for larger items (swords, etc) and three for huge items (including people). He makes the usual Gnosis roll to pierce the Gauntlet and step sideways; if successful, both he and the desired object or person pass into the Umbra. An unwilling target may resist with a Willpower roll; each success subtracts one from the Garou's successes. A Garou attempting to abduct an unwilling victim must achieve at least three successes on his Gnosis roll. Any person taken to the Umbra, unless she has the ability to step sideways, must rely on the Garou to escape, or else find an area with a very thin Gauntlet, such as a caern. The Gauntlet rating must be 3 or
lower for a victim to exit of his own accord. If he does exit, he may not reenter the Umbra, no matter what the Gauntlet rating.
Mooncat (Theurge Rank 4)
This Gift allows the Garou to assume form of a small white cat (one of Sokhta's favoured animals). This ability can prove useful for getting into small places (or escaping from such) and remaining hidden. The Garou has the senses of a cat for the duration of the Gift, including good night sight, the ability to absorb information through her whiskers and extreme flexibility of movement - however, she also retains the power of a full-fledged Garou, and is much more dangerous than she looks. Anyone studying the cat closely can tell that it is not a normal feline because the cat's eyes always reflect the current phase of the moon regardless of the surrounding light sources.
System: The player spends a point of Gnosis and rolls Dexterity + Animal Ken (difficulty 7). Each success allows the character to remain in cat form for one scene, although she can end the gift at any time before the duration runs out. While in cat form, the Garou retains her Lupus-form Attributes, may soak silver as if it were ordinary damage (although silver damage is still aggravated), and can inflict aggravated damage with claw and bite attacks as usual. No successes means that the Gift fails, while a botch results in a transformation into a misshapen creature somewhere between a cat and a wolf. The character may choose to end the Gift immediately if this happens.
Taught by: Sokhta
Obscure the SpiritWorld (Theurge Rank 4)
This Gift allows the elder to confuse the minds of young Garou, making it impossible for them to step sideways. The victims of this Gift are blind to the spirit world and all of its denizens. Quite often used as a punishment, the Gift has obvious tactical advantages when fighting other Garou. A Coyote-spirit teaches this Gift.
System: The player spends one Gnosis point for every Garou she wishes to affect. The Gauntlet
increases by five for those targets. The effect lasts for one story. The Gift can affect up to five Garou at any one time.
Taught by: Coyote-spirit
Book: Wild West Companion
Spirit Drain (Theurge Rank 4)
The Garou may drain power from a spirit to feed his own resolve. This Gift is taught by a spirit servant of the Uktena totem.
System: If the Garou succeeds in a resisted Gnosis vs. Gnosis roll while combating a spirit, the spirit loses one Power point per success for the rest of the scene. For every two points drained, the Garou gains a temporary Willpower point, but loses any exceeding her maximum at the end of the scene.
Ultimate Argument of Logic (Theurge Rank 4)
Those who speak with the Garou leave convinced of some fact might otherwise have disbelieved. If successful, the Garou can cause the target to believe implicitly in one aspect of existence (true or false) - from the "fact" that the sun revolves around the Earth to the "truism" that the wolf's inherent nature is that of the pawn. This Gift is taught by a Coyote-spirit.
System: The Garou needs three successes on a Manipulation + Performance roll (difficulty of the
target's Wits + Enigmas).
Whisper in the Dark (Theurge Rank 4)
This Gift allows the Garou to determine a fact detrimental to an individual. The Garou may then use that piece of knowledge against the target of the Gift, either by holding it over the victim's head or making the information public.
System: The player rolls Perception + Empathy (difficulty 8). Each success enables her to grasp one piece of heretofore-unknown information about the target of the Gift. Thus, a character can learn that an individual owes millions of dollars in gambling debts, hides a murder in his past or funds a company that systematically pollutes the rivers in a particular state. Failure means that the character learns nothing, while a botch provides the character with erroneous information leading to the character's possible embarrassment or dishonor.
Taught by: Hakahe
Bring Forth the Future (Theurge Rank 5)
This Gift allows the Garou to call upon Tambiyah to change one facet of the individual's future. The change must be specific, such as preventing the subject of the Gift from encountering a known situation that will result in her certain death. While this Gift does not guarantee that a foreseen future will be altered, it does allow the Garu to attempt to avert disaster or improve an individual's lot.
System: The player sacrifices a permanent point of Gnosis and rolls Perception + Enigmas (difficulty 8). Only one success is necessary to effect a change in a future event. The player should explain to the Storyteller which element of the future even she wishes to alter. (For example, "I want my pack mate to survive the coming battle against the fomori horde."). If possible, the Storyteller should arrange events so that the change takes place exactly as stated. The Gift only affects events that will occur within the
24 hours immediately following the activation of the Gift; furthermore, characters cannot ensure the death or destruction of their foes with this power. Only pleas for preservation meet with the Veiled
Taught by: Tambiyah
Diplomatic Immunity (Theurge Rank 5)
This Gift enables the Garou to walk about in the middle of a hostile group without provoking the
outbreak of hostilities. The Garou can enter a caern beloning to a rival or walk openly into the middle of a group of Black Spiral Dancers in order to retrieve something or deliver a message. The Garou surrounds herself with an aura of "neutrality" that negates her enemies' or rivals' animosity long enough to accomplish her task and leave without incident. The Gift only lasts for one scene, after which all bets
System: The player spends a point of Willpower and rolls Manipulation + Subterfuge (difficulty 8). A successful roll allows the character to interact with a group of potential enemies for the purpose of delivering a message, retrieving an item or delivering an ultimatum.
Taught by: Ruatma
Ebon Binding (Theurge Rank 5)
This Gift allows the Garou to take her knowledge of someone's fault, practice or secret vice and bind a fitting punishment to that person. Most often, a target suffers crippling pains when he thinks of indulging in the forbidden action. The Garou may use this Gift to prevent rapists, child molesters, murderers or traitors from repeat offenses (assuming the Garou allows these individuals to live in the first place).
System: The player must sacrifice a point of permanent Gnosis and roll her Willpower (difficulty of the target's Willpower). Only one success is necessary to make the binding permanent.
Taught by: Hakahe
Feral Lobotomy (Theurge Rank 5)
With but a thought, the Garou can devolve an opponent's mind to that of an animal, effectively
destroying his intelligence. This Gift is taught by a spirit servant of the Griffin totem.
System: The Garou spends Gnosis (see below) and rolls Wits + Empathy (difficulty of the target's Willpower + 3 (maximum 10)). If successful, the Garou can permanently destroy a target's Intelligence Attribute. Two Gnosis points must be spent for each point of Intelligence destroyed, and the Garou cannot destroy more points than he rolls successes. Additionally, the target begins acting more animalistic with each point removed.
Moon Dream (Theurge Rank 5)
The Garou petitions Sokhta to grant her a prophetic dream before she falls asleep beneath the light of the moon. She then enters a state of lucid dreaming in which she explores some potential future. The Garou may interact with the creatures and situations she encounters in the dream and, thus, learn the possible effects of certain actions upon the subject of the dream. The Garou may replay the dream several times in order to test various actions and their consequences until she awakens from the dream, eight hours late. Once the Garou has entered her Moon Dream, she may not be awakened until the full eight hours has passed.
System: The player spends a point of Gnosis and rolls Wits + Enigmas. The number of successes
indicates the degree of control the character has over her part in the dream. The Storyteller may either take the player aside to run the dream privately or else create a scene that involves the entire troupe (particularly if the subject of the dream also involes the character's park mates). The dream should give a reasonably accurate picture of the next two or three scenes so that the character may experiment with ways of handling the future, or, perhaps, changing it. No successes means that the character receives
no dream while a botch gives the character an eight-hour long nightmare which she cannot remember but which results in a -1 penalty to all rolls involving Alertness.
Taught by: Sokhta
Spirit Vessel (Theurge Rank 5)
One of the best kept secrets of the Theurge elders is the ability to channel a spirit. For a short time, Garou and spirit become one creature with the abilities of both. Usually, the Garou remains in control, adding the spirit's Charms to her repertoire - but sometimes things go awry. Elementals, especially fire elementals, understand the workings of this Gift, but metal elementals can also teach it. Banes can also teach this Gift - but at a dangerous cost.
System: The player rolls her character's Gnosis and spends a Gnosis point to activate the Gift. The Rite of Summoning chart determines the difficulty of this Gift. Every success allows the Garou to use one of the spirit's Charms for up to one scene. A botch on the roll indicates that the Garou has lost control of the combined being, or perhaps that a Bane was channelled instead of the expected spirit.
The Malleable Spirit (Theurge Rank 5)
The Garou can change a spirit's form or purpose. This Gift is taught by a Chimerling.
System: The Garou must best the spirit in a resisted Gnosis vs. Gnosis roll. The difficulty is based on what the Garou tries to accomplish (see below), while the spirit's difficulty is the Garou's Gnosis.
Characteristics (Willpower, Rage, Gnosis; one point changed per success) 6
Disposition (Friendly, Neutral, Hostile) 8
Type (Nature, Elemental, Bane, etc.) 10