Aura of Leadership
|Aura of the Just|
|Rank 1||Rank 2||Rank 3||Rank 4||Rank 5|
Aura of Leadership (Philodox Rank 1)
Similar to the Level Two Silver Fang Gift: Awe, this Gift surrounds the Garou with an aura of authority that enables her to assume the mantle of leadership for a brief period of time. Others react to the Garou as if she was their pack leader - including the pack leader. Of course, there may be repercussions after the effects of the Gift have passed.
System: Th player rolls Charisma + Empathy (difficulty of the highest Willpower in the target ground). If successful, the difficulties of all Social rolls against the target group are reduced by one. One success enables the character to affect a single target. Additional successes increase the number of individuals who fall unde the effects of the Gift. The effects last for one scene.
Taught by: Zarok
Aura of the Just (Philodox Rank 1)
When the Gift user commits a just act, everyone around him knows it merely by gazing at him. The Aura of the Just proclaims to one and all that this Garou is in the right. Where circumstances or perceptions might cloud the judgment of witnesses, the Gift clears all doubts. Alternatively, those who know the Philodox can see his guilt when the Gift does not activate. A Falcon-spirit teaches this Gift.
System: The user spends one Willpower point to activate this Gift. When the Garou commits a just and fair act, all who witness it know intuitively that it is so. While this Gift does not guarantee respect, anyone who sees the aura cannot doubt the Philodox's merit.
Taught by: Falcon-spirit
Book: Wild West Companion
Ma'at's Feather (Philodox Rank 1)
According to Egyptian legend, if the heart of one of the dead was heavier than Ma'at's feather, she would feed it to the beast Ammit, destroying their soul entirely. If it was lighter, then the dead person was admitted to the afterlife. This Gift was first the province of Silent Strider Philodox (and is still most common amongst that tribe), but has spread throughout all of Garou society. It allows the Philodox to sense the weight of a fallen Garou's soul and determine if he died as one of Gaia, or had fallen to the Wyrm. It is used to determine what rituals will be undertaken for the deceased, and is taught by a bird or lion spirit.
System: If the Garou died in the service of Gaia, the Gift works automatically, revealing this to be so. If however, the Garou had betrayed the Mother, then a roll of the Philodox's Perception + Occult (difficulty of the deceased's former Gnosis) is needed to correctly determine their guilt. A simple success is sufficient, and the Storyteller is encouraged to roll secretly for each use of this Gift, to keep the players guessing.
Taught by: Bird or lion spirits
Resist Pain (Philodox Rank 1)
Through force of will, the Garou is able to ignore the pain of his wounds and continue acting normally. This Gift is taught by a Bear-spirit.
System: The Garou, by spending one Willpower pint, may ignore all wound penalties for the duration of the scene.
Scent of the True Form (Philodox Rank 1)
This Gift allows the Garou to determine what a subject really is. This information is conveyed as an olfactory sensation - it is actually a scent of the target's true nature. This Gift is taught by any spirit servant of Gaia.
System: The Garou can automatically tell when someone is a werewolf, can can detect vampires and faeries on a Perception + Primal-Urge roll (difficulty 8). Even mages can be detected (difficulty 9).
Threads of the Tapestry (Philodox Rank 1)
This Gift allows the Garou to determine the basic elements of a situation that seems confused or
deliberately obfuscated. THe Garou can discern which individual in a group really holds power or whether someone is acting under duress.
System: The player rolls Wits + Enigmas (difficulty 7). Each success allows the character to uncover one basic behind-the-scenes fact, usually the leader of a group or the emotional context of an otherwise poker-faced contact.
Taught by: Shantar
Truth of Gaia (Philodox Rank 1)
Philodox, as judges of the Litany, have the ability to sense whether others have spoken truth or
falsehood. This Gift is taught by a Falcon- Gaffling.
System: The Garou rolls Intelligence + Empathy (difficulty of the subject's Manipulation +
Subterfuge). This Gift reveals only whether the target speaks the truth or lies.
Call to Duty (Philodox Rank 2)
The Garou can summon spirits if she knows their names, and may give them one command. Only one command may be given; after it is carried out, the spirits will depart. Spirit names can be discovered either through personal acquaintance or the Gift: Name the Spirit (Lupus and Theurge). This Gift is taught by an Incarna avatar.
System: The Garou rolls Charisma + Leadership (difficulty of the spirit's Willpower). If the Garou spends a Gnosis point, she can summon all spirits within one mile to protect or assist her, even if she does not know their names.
Fix it (Philodox Rank 2)
The Garou can figure out what's wrong with a device and make on-the-spot repairs which allow the item to run or function for a short time.
System: The player rolls Intelligence + Repair (difficulty 7). One success allows the character to repair the targeted item so that it functions for one turn. Two successes enable it to work for one scene, while three or more successes indicates that the item has been permanently repaired, barring excessive use or subsequent damage.
Taught by: Shantar
King of the Beasts (Philodox Rank 2)
Specific animals, generally ones with which the Garou regularly associates, follow his commands willingly and unconditionally. They understand him and want to help. The Gift is taught by a Lion- or Falcon-spirit.
System: The target must be within 100 feet, and the Garou rolls Charisma + Animal Ken against a difficulty based on his relationship with the animal (see below). This power only works on one animal at a time, and it does not attract animals to the Garou's vicinity (see the Level Four Lupus Gift: Beast Life).
A sibling 3
Feed and care for 6
Proclamation of Action (Philodox Rank 2)
This Gift enables the Garou to force an end to discussion and take the course of action the character thinks is best. The werewolf can literally command others to act as he bids, although only if they had been previously dithering over a course of action
System: The player spends a Willpower point and rolls Charisma + Leadership to put a damper on discussions that have gone on too long. ("Enough talk. Let's do it"). Each success allows the character to affect a single target. A character desiring to resist the effects of the Gift must make a Willpower roll (difficulty of the Gift user's Willpower + 1, up to a maximum of 10). This Gift lasts for one scene.
Taught by: Zarok
Strength of Purpose (Philodox Rank 2)
Some Garou feel so strongly about their place in the pack, the tribe and the world that they can draw on this resolve in times of need. The Garou can pull new resolve from his deepest reserves. This Gift is taught by a Wolf-spirit.
System: Once per scene, when the character feels she needs Willpower, she can roll Stamina + Rituals (difficulty 7). For every two successes, she recovers one point of Willpower up to her maximum.
From: Damien (Philodox Rank 2)
System: Once per day, when the character feels she needs Willpower, she can roll Stamina +
Rituals (difficulty 7). For every two successes, she recovers one point of Willpower up to her
Bonds that Tie Us (Philodox Rank 3)
The Philodox is mediator and judge, but is also investigator. The Gift assists a Philodox with such matters by revealing any emotions and opinions that exist between two people. Many Garou detest this Gift, since it is indiscriminate, revealing any emotion that may exist. It is taught by an Ant spirit.
System: The player spends one Rage as the Philodox taps deep into his own wellspring of emotion, connecting those emotions to those of his target. After this, the Philodox whispers the name of a person with whom the target has a relationship, and the Philodox will immediately feel every emotion toward that person that the target has. These emotions aren't real (at least to the Philodox), but they certainly feel it, and it is wise to avoid the person to whom those emotions are directed for as long as the effect lasts (one scene). A Garou or other supernatural that does not wish to cooperate with the Gift may roll their Willpower (difficulty of the Philodox's rage) with a success preventing use of this Gift.
Taught by: Ant spirits
Curse the Betrayer (Philodox Rank 3)
Anyone who cheats the Philodox pays for his dishonesty. After entering a pact with the Garou, bad luck follows anyone who violates the agreement (including the user).
System: The Garou must enter a pact with someone. To seal the bargain and make the Gift active, the participants must shake hands, share a smoke or make a toast to seal the arrangement. Should either individual break the bargain, double every 1 he rolls for the rest of the story when calculating botches. An Honor-spirit teaches this Gift.
Taught by: Honor-spirit
Book: Wild West Companion
Sense Balance (Philodox Rank 3)
As the arbitrators of the Garou Nation, the Philodox have developed an attunement with the precarious forces that balance the world and the individual alike. This Gift allows the user to detect an overabundance of any of the prime forces of the universe, whether Wyrm, Wyld or Weaver. It can point out a Bane manifestation at an industrial plant or mental instability in a packmate. A Cat-spirit teaches a friendly Garou this Gift in exchange for a warm fire and a promise not to chase her kin.
System: The Gift requires the expenditure of one Gnosis point. With a successful Perception +
Enigmas roll (difficulty 8) the Garou can feel the balance (or lack thereof) within an area, person or inanimate object. Wyrm manifestation feels dense and oily, Weaver presence feels cold and unyielding and Wyld energies feel warm and trembling. Such manifestations are more subtle than the ones detectable through such Gifts as Sense Wyrm. The Philodox must focus and be at peace for this Gift to work properly. Distractions, such as combat or exhaustion, disrupt any benefits of the Gift - the Garou
can only find her own imbalance in such situations.
Tangling the Skein (Philodox Rank 3)
This Gift enables the Garou to cause confusion among her enemies by mixing up their perceptions so that they cannot decide who to follow or what to do next. The effect resembles that of the Gift: Mitanu's Deliberate Misinformation, except it distorts what others discern through sight or memory, rather than through what they hear. Victims may mistake one person for another and follow the wrong leader or they may go to the wrong meeting place in the mistaken impression they are proceeding to the correct spot.
System: The player spends a point of Gnosis and rolls Manipulation + Enigmas (difficulty of the
victim's Willpower). Each success allows the character to alter one visual or remembered perception for her victim. She can cause a Black Spiral Dancer to confuse the weakest member of his pack for the pack leader or make a rival show up at the wrong caern for an important meeting.
Taught by: Shantar
Undisputed Ruler (Philodox Rank 3)
This Gift allows a Garou to take over the leadership of a small gathering of humans (whether a paramilitary group of town council) or a group of spirits for a period of up to 6 months. During this time, the targeted group accepts the Garou as their leader, rendering her the honor, respect and obedience due her position. The group demonstrates a high degree of loyalty, obeying the Garou's instructions in a manner approrpriate to her position (as orders if they are paramilitary, or as legally binding decisions if the position is akin to that of a town mayor, for instance). If the Garou uses this Gift in the Umbra, the targetted group of spirits will follow the Garou's commands as if she were a greater spirit such as an Incarna. This Gift lasts anywhere from a week to six months.
System: The player spends a point of Gnosis and rolls Charisma + Leadership (difficulty of the highest Willpower in the target group). The Gift lasts for a period of time as follows.
One One week
Two One month
Three Two months
Four Four months
Five Six months
This Gift is only successful against mortals and spirits of no greater than Jaggling status, although "borderline" supernaturals such as ghouls and Kin are susceptible.
Taught by: Zarok
Weak Arm (Philodox Rank 3)
Philodox are more attuned to others than are most Garou. Accordingly, they can use this perceptiveness against their foes. Merely watching an opponent's fighting style lets the Garou determine its strengths and weaknesses. This Gift is taught by a Snake- or Wind-spirit.
System: The Garou rolls Perception + Brawl (difficulty 8). A number of bonus dice equal to her
successes may be divided between (or among) her attack and damage rolls. This Gift can be only be used against a given foe once per scene, and the benefits are lost at the end of the scene. The Garou must concentrate for a full turn to use this Gift.
Wisdom of the Ancient Ways (Philodox Rank 3)
All Garou have an innate connection to their ancestors, a form of racial unconscious accessible through intense meditation. The Garou, by tapping into these deep memories, can remember ancient facts and lore. This Gift is taught by a Garou Ancestor-spirit.
System: The Garou must meditate for a short time, concentrating on the past. The Garou then rolls Gnosis (difficulty 9, -1 for each point of Past Life the Garou possesses).
Enthronement (Philodox Rank 4)
The Garou can create small or simple objects out of thin air - including mist, clouds or wind. By
shaping the air around him with his hands, the Garou may form a solid block of matter to serve as a chair, create a bowl or cup for holding liquid or construct some other useful item. Alternatively, the Garou can form small, stone-sized balls of air to use as hurled weapons against his enemies. The items last until the Garou disperses them.
System: The player simply rolls Dexterity + Repair (difficulty 7). The character may form one small item of solidified air for each success, or use two or more successes to shape a larger item (such as a throne-like seat). "Air-stones" used as weapons do the character's Strength + 1 normal damage, and dissipate upon contact with their target (or any other solid substance). In addition, the victim must make a Stamina roll (difficulty 8) to remain on her feet when the "air-stone" discharges its mass. If she fails the Stamina roll, the victim is stunned for the remainder of the round and can take no action.
Taught by: Zarok
Power of the Ways (Philodox Rank 4)
This Gift enables a Philodox to draw energy to replenish themselves from the ephemera of the Umbra. Only one attempt may be made per hour - the nearby ephemera takes some time to regenerate.
System: By rolling the attribute which they wish to recharge (Rage, Gnosis or Willpower) against a difficulty of 8, the Philodox may regain one point per success.
Roll Over (Philodox Rank 4)
The Garou has such a commanding presence that those encountered readily submit to her. Should she succeed in a test of wills, she dominates her foe, causing humans to fall to their knees, wolves to roll on their backs, etc. This Gift is taught by a Lion- or Wolf-spirit.
System: The Garou must score at least three successes more than the opponent on a resisted Willpower contest.
Scent of Beyond (Philodox Rank 4)
The Garou can bring all his senses to bear on one spot (even an Umbral site) with which he is familiar, no matter how far away that spot is. The Garou sense the site from a point of view as if he were standing in the middle of the area being scanned. This Gift is taught by a Bird-spirit.
System: The Garou rolls Perception + Enigmas (difficulty 8). If the spot is in the Umbra, the difficulty is 8 or the Gauntlet rating (whichever is higher).
Shantar's Loom (Philodox Rank 4)
The use of this Gift allows the Garou to craft some item from the energy provided by either Gnosis, Rage or Willpower. The item may not involve multiple parts or have an overly complex make-up. For example, a Garou cannoy make a gun using this Gift, but she can craft a dagger or hunting knife.
System: The Garou spends either a Gnosis, Rage or Willpower point and rolls Dexterity + Repair (difficulty 8 for simple items, 9 for more sophisticated ones). One success produces the item desired, while additional successes refine its quality and durability. The Storyteller may require additional successes to make an item from an inappropriate trait - such as making a child's blanket from a Rage point. The item lasts a day per success.
Taught by: Shantar
Take the True Form (Philodox Rank 4)
The Philodox with this power can force a Garou into her breed form. This Gift is especially useful to abate a frenzy, prevent damage from silver or take a combative advantage. A wolf-spirit teaches a worthy Philodox the workings of this Gift.
System: The player rolls his Manipulation + Primal Urge (difficulty 7). If successful, the target automatically shifts to her breed form. The number of successes equals the number of turns the target must remain in her natural form.
Drown (Philodox Rank 5)
This Gift causes the lungs of an opponent to fill with liquid. The victim must receive immediate
medical or magical assistance or die within a few minutes. The target of the Gift can attempt to help herself but can do nothing else except try to expel the fluid. This Gift can either function as a way to capture an opponent, render an enemy helpless or inflict punishment on an individual.
System: The player spends a point of Rage and rolls her Willpower (difficulty of the victim's
Willpower). Only one success is necessary to activate this Gift. The victim must receive help
immediately or else die from drowning. The victim may attempt to help herself by trying to cough up or otherwise expel the fluid, but she can take no other actions (including movement away from her surroundings) while she is making the attempt.
Taught by: Shantar
Geas (Philodox Rank 5)
A Geas causes others to do a Garou's bidding, though the Geas-layer cannot make the targets act contrary to their basic instincts. Thus, she could send a group on a quest, but could not make its members attack and try to kill each other - unless they were psychotics or werewolves. This Gift is taught by an Incarna avatar.
System: The Garou spends one Gnosis point and rolls Manipulation + Leadership (difficulty of the target's Willpower). In the case of a group, the difficulty is the highest Willpower among its members.
Grand Jesture (Philodox Rank 5)
By bestowing appropriate gifts on an individual or a group, the Garou increases her esteem and reputation in the eyes of the recipients of her largesse. The targets of this Gift tend to listen favorably to suggestions made by the Gift's user and to support her arguments or come to her aid in a battle of words or weapons. This Gift lasts for an entire scene. When the effects of the Gift come to an end, the individuals affected may still continue to regard the Garou with some residual respect depending on their experiences while the Gift was active.
System: The player rolls Manipulation + Empathy (difficulty of the highest Willpower in the target group). Each success allows her to affect one individual. While the Gift is in effect, all Gifts or Social rolls involving persuasion are automatically successful against the affected individuals.
Taught by: Zarok
Wall of Granite (Philodox Rank 5)
Philodox have a stronger relationship with the elementals of the earth than do other Garou, for just as the earth upholds those upon it, the Philodox uphold their people's ways. While in contact with earth or rock, the Philodox can invoke a wall to protect himself. This wall will move with the Garou, defending him from all angles. This Gift is taught by earth elementals.
System: The Garou spends one Gnosis point. The wall's dimensions are three yards height, two yards long and one yard thick; it can soak damage as thought it had 10 dice, and 10 Health Levels must inflicted to penetrate it at any point. The wall lasts for one scene or until released into the earth by the Garou