Bone Gnawer

Cardboard Mansion


Find the Prize

Nose of the Hungry Hound

Play Possum

Resist Toxin

Scent of Sweet Honey

Speed of the Messenger


Trail of the Larder

Beneath Notice

Blissful Ignorance

Drunkard's Luck

Odious Aroma

Plague Visage

Sticky Fingers


Trash Magnet

Ward of the Road


Call the Rust

Deliberate Misinformation

Friend in Need

Gift of the Skunk

Gift of the Termite

Reshape Object


Cliche Curse


Mercurial Messenger









Cardboard Mansion (Bone Gnawer Rank 1)

A Bone Gnawer with this Gift can create a perfectly functional shelter for herself. The Garou can fashion any ordinary cardboard box into a waterproof, noise-resistant and insulated home. Despite conditions outside the box, the mansion remains dry, warm and quiet. A Home or Hearth-spirit can teach this Gift.

System: The Bone Gnawer needs only a box of suitable size. A large enough box can sleep more than one - as long as everybody is friendly. The Gnawer spends a Gnosis point and crawls in for an evening's nap.

Cooking (Bone Gnawer Rank 1)

The Bone Gnawer must have a small pot and ladle for this Gift. The Garou may take any small, easily destroyed item he can find - bark, beer cans, plastic wrap, whatever - and stir it into the pot, turning it into a foul-tasting but edible mush. This Gift is taught by a Raccoon or Rat spirit

System: The Garou rolls Wits + Survival. The difficulty depends on the objects used - 6 for inedible but otherwise harmless material, up to 10 for cyanide and the like.

Find the Prize (Bone Gnawer Rank 1)

The Garou employing this Gift closes her eyes and things about finding a thing of great value, either a specific item or a general class of things. If the Gift is invoked correctly, the Garou may receive an impression of or a clue leading towards the item they are looking for. The clue is decided by the Storyteller and must be worked into the story: "Turning the corner, you see an ad for the Hound Dog cafe...perhaps the Elvis plate could be there?" Note that just because an item has been located does not mean it can be easily gotten. This Gift is taught by an Enigma spirit, or by any City spirit associated with finding items.

System: The player spends a Gnosis point and rolls Perception + Enigmas (difficulty set by the Storyteller). Each success on the roll gives one clue concerning the whereabouts of this item.

Nose of the Hungry Hound (Bone Gnawer Rank 1)

By invoking this Gift the Garou can hunt down the closest source of discarded, relatively disease-free food. This Gift will not detect the hot dogs within a vendor's cart (unless that vendor would gladly give

a wiener to a hungry mutt), but it would detect the bag of cheez-fries that accidentally dropped out of a passing car window. This is a Bone Gnawer version of the Lupus Gift: Sense Prey and is taught by Dog, Raven and Possum spirits.

System: The Gnawer who wishes to use this Gift must spend a Willpower point and make a Perception + Primal-Urge roll (difficulty 7). The number of successes determines how much food is found.

Play Possum (Bone Gnawer Rank 1)

With animal cunning, the Gnawer can force her body into a state near death. Far from a serene, peaceful trance wherein the Garou imitates death, the Gift creates a facade closer to a drowned, bloated rat. The Garou's body stinks of rot, maggots crawl on her and flies gather as if to feast. Only a scrupulous investigation reveals the truth - but most folks won't want to get that close. Most Silver Fangs argue to ban this Gfit at moots and social gatherings. A Decay-spirit teaches this Gift.

System: The player must spend a Gnosis point and remain perfectly still to activate the Gift. On activation, the Garou resembles a rotting corpse to all senses. When the Gift activates, anyone attempting to detect life in the Garou must roll Perception + Medicine (difficulty equals the user's Manipulation + Subterfuge) and physically examine the "carcass".

Taught by: Decay-spirit

Book: Wild West Companion

Resist Toxin (Bone Gnawer Rank 1)

Many Bone Gnawers learn a preternatural resistance to poisons and toxins of all kinds, doubtless due to

their diet of refuse and American beer. A trash spirit teaches this Gift.

System: The Garou rolls Stamina + Survival (difficulty 6). Success nullifies the effects of most conventional poisons, and adds three dice to the Garou's Stamina for purposes of resisting Wyrm-enchanced poisons. The effect lasts for the scene.

Taught by: Trash spirit

Book: WW3e

Scent of Sweet Honey (Bone Gnawer Rank 1)

The Garou attracts minor Air-spirits to the chosen target, causing them to exude a wonderfully sweet aroma and become slightly sticky to touch. Naturally, all manner of vermin will shortly make their appearance, and the target will swiftly become coated with and surrounded by swarms of gnats, flies, bees, etc. The swarm will cause impaired vision for the target, annoying stings and bites, maddening buzzing noises, total inability to function socially, and other inconveniences. The exact game affect of the swarm is up to the Storyteller. This Gift is taught by certain Plant spirits, but Insect spirits can also teach it.

System: The Garou can spend one Gnosis point and rolls Wits + Subterfuge (difficulty 6). The smell lasts for one hour per success and will not wash off in this time.

Speed of the Messenger (Bone Gnawer Rank 1)

This Gift increases the movement rate of the Garou so that he can travel long distances in short periods of time. The character's body seems to flow like quicksilver, enabling him to accomplish astounding feats of agility while under the effects of this Gift. Thus, the Garou can travel rapidly across a tree limbor along a narrow wooden beam without slowing down or faltering.

System: The player spends one Gnosis point and rolls Dexterity + Athletics (difficulty 8). One success allows the character to move at twice her normal speed; two successes gives her three times normal speed, while three successes allows the character to move four times as quickly. More than three successes cause the character to assume a blurry form that confers two extra dice to any rolls involving Dexterity while the character is in motion. The effect lasts for one turn or one scene, depending on the circumstance. This Gift affects movement only and cannot allow a character to stop to deliver blows in combat without ending the Gift's duration. Thus, a character can use the Gift to get to a combat more quickly, but once she engages in battle, she loses the benefits conferred by the Gift.

Taught by: Mitanu

Book: RatH

Tagalong (Bone Gnawer Rank 1)

Commonly used by Bone Gnawers residing in a sept controlled by other tribes, this Gift ingratiates the Bone Gnawer to a pack's or caern's totem for a short time. While the Gift is in effect, the Gnawer is treated as a member of a pack with regards to using the totem's blessings and any pack tactics the pack knows. If used on a caern totem, the totem looks favourably upon the Bone Gnawer. The Gnawer may then perform the Rite of the Opened Caern, if he knows it, without fear of retribution. A lost-dog spirit,

a servant of Rat, teaches this Gift.

System: The Gnawer must know the name of the Totem in question. He must also prostrate himself before the caern's centre of the pack's leader and wiggle forward on his stomach like a begging dog. The player rolls Charisma + Subterfuge. The difficulty varies based on the totem's opinion of the Bone Gnawer, which is left to the Storyteller's discretion. Success indicates that the character gains the previously mentioned benefits for one day, and that the totem will not look favourably on a Garou who mistreats the Bone Gnawer without cause. This Gift usually won't cause any bad feelings from the sept or pack in question as long as the Bone Gnawer minds his manners. However,using it too often certainly will.

Taught by: A lost-dog spirit, a servant of Rat

Book: WW3e

Trail of the Larder (Bone Gnawer Rank 1)

It's said that the Children of Famine were the first to learn this Gift and teach it to their fellows. This Gift allowes the Bone Gnawer to scent out the best source of surplus food - that is, food currently in the possession of someone who has more than he requires. Said food is almost always guarded or locked away - not that this bothers the Children of Famine. The Gnawers also use this Gift for more creative effects from time to time; the renowned elder Simon Clubfoot found his way out of the twisted dungeons of Count Kimos by following his nose to the kitchen. A squirrel spirit teaches this Gift.

System: The player rolls Perception + Primal Urge (difficulty 7) and spends a Willpower point. The number of successes determines how far away the Gnawer can sense the food, and how accurately he can gauge the amount of surplus.

Taught by: Squirrel spirit

Book: WW:tDA

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Beneath Notice (Bone Gnawer Rank 2)

While others seek fame, the Bone Gnawers' best bet is anonymity. This Gift allows the Gnawer to blend in with the features of a town or village by becoming too familiar to be noticed. Although no physical changes take place, normal people cannot remember details concerning the Garou. The Gift works in either Homid or Lupus form and causes people who encounter the user to remember a nondescript drifter or a mangy dog. A Dog-spirit teaches this Gift.

System: The player spends one Willpower point to remain "anonymous" for the rest of the scene. No one who sees the Gnawer during that time can remember details concerning his appearance.

Taught by: Dog-spirit

Book: Wild West Companion

Blissful Ignorance (Bone Gnawer Rank 2)

The Garou can become completely invisible to all sense, spirits or monitoring devices by remaining still. This Gift is taught by a Chameleon- spirit.

System: The Garou rolls Dexterity + Stealth (difficulty 7); each success subtracts one success from the Perception + Alertness rolls of those actively looking for the character. If no one is so doing, then one success indicates complete concealment.

Drunkard's Luck (Bone Gnawer Rank 2)

In a drunken stupor, the Gnawer walks away from fatal accidents and hazardous situations with the assistance of this Gift. Where a sober Garou would hesitate and take a mortal wound, the Gnawer stumbles into the clear despite impaired reflexes. A Spirits-spirit teaches this Gift.

System: The Gift activates automatically when the Bone Gnawer consumes enough alcohol to render him drunk. In this stae, he loses three dice to all of his actions (more if he continues drinking), but he benefits from an amazing lucky sreak. The player can reroll any failed rolls involving defensive actions including Dodge and Stamina soak rolls. The Storyteller may also allow the character to avoid hazards that he could not normally detect, such as falling debirs or surprise attacks. When the effects of the alcohol wear off, the Gift deactivates. The Gift does nothing for hangovers.

Taught by: Spirits-spirit

Book: Wild West Companion

Odious Aroma (Bone Gnawer Rank 2)

The use of musk has long been a defense in the wild. With this Gift, the Garou can greatly amplify her own natural body odour, creating a debilitating stench. This Gift is taught by a Stinkbug spirit.

System: The Garou spends one Gnosis point. For the duration of the scene, all beings within 20 feet of the Garou (provided they have olfactory organs) subtract two from all Dice Pools as they choke and retch. However, the Garou subtracts two from all his Social Dice pools and may be ostracized for the duration (not a big worry for most Bone Gnawers).

Plague Visage (Bone Gnawer Rank 2)

Anyone in his right mind fears a leper. This Gift allows the Bone Gnawer to draw an illusion of terrible disease on his features, replling even the most stout-hearted onlookers. It's a useful trick in many situations. It can earn charity from well-meaning monks, terrify locals and even serve as a way of blending in - after all, people are afraid of you whether they think you're a leper or bewitched, but as least disease is more acceptable than witchcraft.

This Gift is taught by a Rat or Disease spirit.

System: The Bone Gnawer rolles Manipulation + Medicine; the effects last for a scene. The imaginary disease may appear to be anything the Gnawer is familiar with, such as leprosy or pox, or even something entirely invented. Mortals viewing the illusion must make Willpower checks at difficulty 8 or shrink away in revulsion; a botch might even send them screaming out into the streets, screaming about pestilence. Supernaturals who are immune to disease have less to fear - they must still make

Willpower tests, but the difficulty falls to 6

Taught by: Rat or disease spirirts

Book: WW:tDA

Sticky Fingers (Bone Gnawer Rank 2)

This trick coats the fingers of a Garou with a silvery substance that adheres to anything, making it possible to climb slick vertical surfaces with ease. In addition, this Gift also assists a Garou in pilfering small items such as credit cars, keys or loose change.

System: The player spends a point of Gnosis. The ability to cling to sheer surfaces is automatic. In addition, the character gains two extra dice to any Streetwise or other roll the Storyteller deems appropriate; he might get extra dice on a pickpocketing attempt, but not when trying to hot-wire a car.

The effect lasts for one scene

Taught by: Mitanu

Book: RatH

Trash Magnet (Bone Gnawer Rank 2)

Ordinary street garbage becomes the Bone Gnawer's ally as it swirls about his opponent or engulfs his rival. All the trash nearby assails the target of this Gift, making life difficulty. Older Bone Gnawers can completely immobilise a smart-mouth, upstart Garou in heaps of trash and piles of garbage. Trash spirits teach this Gift, although Rat-spirits teach a version that animates sewer flotsam.

System: The player rolls Charisma + Streetwise (difficulty 7) to determine the amount of trash involved. With one success, a minor distraction of newspapers and plastic bags causes a small increase in difficulties. With 5 successes, the target is buried in garbage and must dig his way to freedom. This Gift affects toxic waste as well. Note that this Gift does not create trash but instead draws upon the garbage in an area. An attempt to use this Gift in a sterile environment would fail.

Ward of the Road (Bone Gnawer Rank 2)

This allows a Garou to leap from a quickly moving vehicle and remain undamaged. The Gift is taught by a spirit of the road.

System: By spending one Willpower point and scoring at least one success on a Stamina + Survival roll (difficulty 6), the Garou takes no damage from the fall. If he fails, however, he takes full damage; if he botches, he takes double damage (he fell on his ankle, etc.). The Garou can also leap from tall buildings in this manner, but it requires one success per story to negate damage.

Beg (Bone Gnawer Rank 3)

By playing upon the compassion of others, Bone Gnawers can generate an amazing amount of pity. By exaggerating her miserable state, a clever Bone Gnawer can gain favour with people who have too much anyway. By groveling or telling her particular sob story, she might get a handout, a favor or at least a good meal. A pigeon spirit teaches this Gift, which is one reason only Bone Gnawers ever learn it.

System: The players must spend one Gnosis point and roll Manipulation and Performance. If the

roleplaying is particularly moving, the player can forgo the roll at the Storyteller's discretion. The difficulty depends on the target; a charitable Child of Gaia might be a 4, whereas an overbearing Get of Fenris might be a 9. The number of successes determines the amount of pity generated and the generosity of the favor.

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Call the Rust (Bone Gnawer Rank 3)

By whistling softly through his teet, the Bone Gnawer can summon a sudden and destructive rust onto metal in his vicinity. Spearheads crumble, swords corrode and mail falls apart at the werewolf's command. Some Gnawers use this trick to protect their kin from armed men in a humane fashion, but others prefer to inflict little poetic justices - such as attending the latest bear-baiting and corroding the chain holding the bear in question.

This Gift is taught by a Water spirit.

System: The player spends a point of Gnosis and rolls Wits + Crafts. Each success allows the Gnawer to corrode one ferrous metal object into fragile uselessness, although detailed works such as a chain hauberk count as two objects. The Garou need not be touching the object at the time, but he must be able to see it and be within conversational earshot.

Taught by: Water spirit

Book: WW:tDA

Deliberate Misinformation (Bone Gnawer Rank 3)

The Garou can slip confusing and contrary information into his target's conversation, making their plans fall apart or otherwise causing them to suffer from a gross breakdown in communications. Opponents in the immediate vicinity of the Garou mishear each other or misinterpret instructions. The information affected by this Gift must be communicated verbally - either in person or through the use of a direct communication device such as a telephone or other transmission device.

System: The player rolls Perception + Linguistics (difficulty of the target's Willpower, or the highest Willpower in the target group). Each success allows the character to subject one opponent to the effects of this Gift. All actions that result from information communicated verbally receive a +2 difficulty; simple orders, such as proceeding to a certain address or moving to the left or right flank in battle, automatically go awry. The Gift lasts for one scene.

Taught by: Mitanu

Book: RatH

Friend in Need (Bone Gnawer Rank 3)

It takes a lot for a pack to accept a Bone Gnawer as an equal, but once they do, the Gnawer's loyalty is unshakeable. This Gift allows a Bone Gnawer to risk all, even his own life, to aid a packmate or tribemate. A dog spirit teaches this Gift.

System: When a packmate or fellow Bone Gnawer is on danger, the character may "lend" him what he needs, be it a Gift the Bone Gnawer knows, his Rage, his Willpower, or even his own life (in the form of health levels). The Bone Gnawer cannot lend a Gift of higher rank than the recipient could know, neither can he lend Abilities or Attributes. The player must spend one Willpower point and roll Willpower (difficulty 7) and must succeed for the transfer to take place. If the roll botches, the Bone

Gnawer loses the traits in question, but the recipient does not gain them. This Gift lasts until the end of unless the recipient decides to terminate it early. If the recipient dies before the Traits are returned, the Bone Gnawer loses them permanently.

Taught by: Dog

Book: WW3e

Gift of the Skunk (Bone Gnawer Rank 3)

With this Gift, the Garou can swell his musk glands, allowing him to spray musk like a skunk. This Gift is, of course, taught by a Skunk-spirit.

System: On any turn, the Garou may spray his musk at any target. Dexterity + Primal Urge (difficulty 7; modified by range) is required to hit. A target hit by the musk doubles over retching and must spend a Willpower point to do anything all for the remainder of the scene. Even then, however, he subtracts one from his Dice Pool for each success the Garou scored of his roll. The effect lasts for the duration of the scene or until the target rigorously bathes.

Gift of the Termite (Bone Gnawer Rank 3)

The Gnawer can cause wood and paper to rot with astonishing speed. Furniture falls apart, documents disintegrate and even buildings collapse. Obviously, one of the best instructors is a termite spirit.

System: After spending a Gnosis point, the character rolls Intelligence + Repair (difficulty 7). The number of successes determines the amount of wood or paper destroyed: One success can rot a ream of paper, three can deteriorate a wall and five successes can collapse the roof of a small building. Strategic use of this power can dramatic results even for those of lesser skill.

Reshape Object (Bone Gnawer 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).

Successes Duration

One 5 minutes

Two 10 minutes

Three One Scene

Four One Story

Five Permanent

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Attunement (Bone Gnawer Rank 4)

By standing in a particular area, the character can commune with the spirits of the area, thus getting an overview or what exists or has happened in the area - rough population, secret tunnels, places of note and so on. This Gift is taught by a Rat spirit to Bone Gnawers and a Cockroach spirit to the Glass Walkers.

System: The Garou spends one Gnosis point and rolls Perception + Streetwise (difficulty 6). The amount of information gathered depend on the number of successes; on a botch, the spirits lie. This Gift may only be used in urban areas, as the Gnawers have become desensitised to the wilderness.

Cliche Curse (Bone Gnawer Rank 4)

From Roger Ebert's Little Bigger Movie Glossary, "Clichephobia. Condition affecting people raised on movies. Symptoms occur when real life situations echo movie cliches, and the sufferers must take action to avoid what would be the inevitable denouement in a movie."

What is a humerous anecdote in the hands of humans becomes a deadly weapon in the claws of a Bone Gnawer. Most often employed with an appropriately dramatic curse (although this isn't necessary), the target of this Gift becomes certain to suffer an unfavourable fate in a cliche-related way. Anyone reaching for something high in a cupboard will inevitably have the entire contents fall on top of him. Riding a bicycle on a sunny day invites being hit by a truck. While it is possible to avoid the effects of this curse, doing so requires virtually shutting yourself from the world, and not in a dark room, either. It is taught by a dog spirit or by a spirit from a television realm.

System: The player spends one point of Gnosis and names the victim, who must be within hearing distance and line of sight. For twenty-four hours, the victim risks disaster. Once that disaster occurs, however, the curse is ended.

Taught by: Dog and TV spirits

Book: PG3e

Infest (Bone Gnawer Rank 4)

The Gnawer may call up a horde of vermin (rats, insects, slugs, birds, snakes, etc) to invade an area (no greater than a large building) of his choice. The creatures will act according to their nature and will not mindlessly attack humans; indeed, many of them may try to flee. This Gift is taught by a Rat spirit.

System: The Garou spends one Gnosis point and rolls Manipulation + Animal Ken (difficulty 7). The size of the horde is determined by the number of successes; one success will cause a notable problem and several calls to the exterminator, while five will create a scene from a horror film as the building is swarmed in creatures.

Mercurial Messenger (Bone Gnawer Rank 4)

This Gift enables a Garou who overhears a conversation or who is entrusted with a message to remember what she has heard. At a later time, the Garou may repeat back verbatim everything heard over a single scene as if she had total recall. The Gift allows the Garou to reproduce voice intonations, accents and speech patterns or mannerisms which match those of the original speaker. In addition, the Garou can approximate the speaker's actual voice.

System: The player spends a point of Gnosis and rolls Wits + Linguistics (difficulty 7). Each success increases the accuracy of the character's delivery of the remembered conversation or message. If necessary, the Storyteller may repeat the conversation for the benefit of the character's audience. A failure means that the character remembers only what the player remembers. A botch introduces a series of discrepancies into the repetition.

Taught by: Mitanu

Book: RatH

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Madthought (Bone Gnawer Rank 5)

This trick literally makes the werewolf's foes too clever for their own good. The Garou can cause her enemies' thought processes to speed up so radically that they literally think too rapicly to put any one plan into motion. The victim of the Gift can only stand still as his thoughts run away with him, rushing madly from one brilliant plan to another or considering all the multiple alternatives for their "next" action.

System: The player spends a point of Willpower and rolls Wits + Subterfuge (difficulty of the victim's Willpower). The number of successes determines how many turns the victim stands "lost in though". When the victim recovers from the Gift, he is most likely highly disoriented, and may need to regain focus and otherwise discover what's been happening while he "was out". A failure simply means that the Gift does not work, while a botch gives the victim not only rapid thought but the ability to translate those thoughts into immediate action - usually to the detriment of the character.

Taught by: Mitanu

Book: RatH

Riot (Bone Gnawer Rank 5)

The Garou summons a horde of malevolent spirits to provoke the hatreds and fears of the down and out - the homeless, the gangs, the urban animals such as alley cats and stray dogs, etc. This Gift is taught by a Rat spirit.

System: The Garou spends one Gnosis point to summon the spirits and then a point of Rage to incite the passions of all concerned. He then rolls Wits + Subterfuge (difficulty 8). If successful, these spirits direct their material hosts against a target of the Garou's choosing, though the disparate elements of the riot will by no means work together (they may not even be aware that others are trying to accomplish the same thing). The number of successes determines the extent of the riot - one success incites a building, three a neighbourhood or suburb and five the entire city.

Survivor (Bone Gnawer Rank 5)

This Gift allows the Garou temporary immunity to many environmental effects, such as pressure or temperature variations. She is also immune to disease, poison and even radiation, as well as any corrupting effects from the touch of Wyrm entities. She does not need to eat, drink or rest and she gains three extra points of Stamina, even if this takes the attribute over 10. She also ignores wound penalties. In addition, whenever she is about to die or defeated, she automatically regains one Willpower point. The Gift is taught by a Bear-spirit.

System: The Garou spends one Gnosis point and rolls Stamina + Survival (difficulty 7); the effects last for one day per success.

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