Chill of Early Frost
(Camp: Ymir's Sweat)
The werewolf calls down a mystical chill from Great Wendigo himself, freezing the surrounding lands and anyone in it. A spirit servant of Great Wendigo teaches this Gift.
(Camp: Ymir's Sweat)
The werewolf calls down a mystical chill from Great Wendigo himself, freezing the surrounding lands and anyone in it. A spirit servant of Great Wendigo teaches this Gift.
Rank 4 in the 2nd edition Player's Guide, Rank 3 in 20th Anniversary. Different books gave this gift different names.
The sound of the Garou's voice can entrance anyone who hears it. Typically, the Garou sings or howls while using this Gift, although some modern Glass Walkers have taken to poetry recital. This Gift can make an opponent pause before a fight but can rarely stop a heated combat already in progress. A songbird-spirit teaches this Gift.
(Red Talon)
Rank 4 in the Red Talon tribebook; rank 3 in the 20th Anniversary Edition
Airitech, a creature of the Otherworld in Celtic lore, had three daughters who took on the shape of werewolves. In the end, they were slain. This Gift allows the Fianna to play the part of Airitech, by forcing the visage of a Crinos werewolf onto (at most) three humans. It doesn't make them stronger, or give them the instincts that Garou have, but they make fine decoys when being hunted by the Wyrm. Like Airitech's Daughters, these werewolves exist to be murdered. The Gift is taught by an ancestor spirit.
Camp: Judges of Doom
Like the Ratkin and the Nagah before them, the Judges of Doom have learned to quickly slip into and out of the Umbra so that they may surprise their prey. When using this Gift, the Judge disappears for a moment and reappears behind his victim, whereupon he may attack his victim with complete surprise. This Gift is taught by a cobra-spirit.
(Lay of the Land)
The Garou may commune with the spirits of a city or town and gain information about the area from them, including rough population, enclaves of Garou or other being and secret tunnels. This Gift does not function in the wilderness, since the Bone Gnawers have lost the knack for conversing with such spirits easily. A rat-spirit teaches this Gift.
The Garou must be in a mountainous or otherwise tectonically unstable area. The Garou causes an avalanche, mudslide, etc. to engulf his foes. The Gift is taught by an earth elemental.
With this Gift, the Stargazer can dodge the wheels of fate for the moment. Through a preternatural connection between herself and the universe, she avoids certain disaster. A cat-spirit teaches the Garou this Gift.
Metis often possess angry hearts, and in their own way, they have a keen understanding of Rage, no matter what their auspice. This Gift allows them to affect the Rage of other werewolves, causing their enemies to expend more of it than necessary. A Badger-spirit teaches this Gift.
This Gift emulates the power of one of the Fianna's legendary enemies. One of the Garou's eyes glows a livid red color, and all enemies caught in his gaze are stricken with pain. A pain-spirit teaches this Gift.
Camp: Earth Guides
This Gift utilizes the Uktena's noted penchant for delving into the deepest secrets. The Earth Guides use this Gift to examine Bane Tenders for signs of Wyrm-taint. Using the clear sight granted him by this Gift, an Uktena can look beyond outward manifestations, internal manipulations and even magical disguises that might mask Wyrm-taint, corruption or evil intent and pierce straight to the heart of the truth. Thus, the Garou might note that an otherwise normal-looking person is really a fomor or a Black Spiral Dancer by use of this Gift. Garou using the Gift could also determine that someone is disguised (via cosmetic means or magical change), but only if that person has evil intent (i.e., intends to commit some evil — as defined by the Garou's concept of evil — while so disguised. Thus, if a bank-robbery was in the offing, the Garou might not see through the mask unless he cares about that bank, but he would unmask someone intending to clear-cut a virgin forest.) This Gift is taught by an Incarna avatar.
Unlike Resist Pain, which allows a character to ignore pain through force of will, but still feel it, this Gift allows the Wendigo to numb herself to pain completely, enabling her to endure pain for much longer periods of time, even days. This causes the character to be unable to judge the severity of her wounds or fatigue, and may lead her to continue on unwisely, causing herself further damage during combat while frightening her enemy with her seeming imperviousness. If the pain inflicted upon the Garou is not combative, i.e., she is undergoing a surgical operation or needs to cross a wall of flames, she may concentrate her will to keep from unwittingly furthering the damage to herself, and to bolster the confidence and courage of any Garou aiding her. This Gift is taught by a snake-spirit.
The werewolf with this Gift can communicate with other wild animals and attract (or even command) them. Domesticated animals will speak with the werewolf, but they have given themselves to the ways of humans and must be persuaded to obey the Garou. Any animal spirit may teach this Gift, although Lion and Bear are most often sought as teachers.
The Get can sing himself into a controlled frenzy. He can ignore wounds, shift to Crinos immediately, and he is immune to many mental Gifts or Charms. In this state, unlike a normal frenzy, the Get can pull out of the frenzy at any time. An angry wolverine-spirit or bear-spirit teaches this Gift to the Get.
Between one blink and the next, the Ahroun is there to bury his claws in his unsuspecting prey. He can dash across the battlefield with astonishing speed when he's ready to strike. A snake-spirit teaches this Gift.
The Strider’s claws darken with the leaden sheen of the Dark Umbra, marking her foes fit for the attentions of the restless dead. An owl-spirit teaches this Gift.
The Bone Gnawer can duck into a shaded area (an open dumpster, a dark alley, beneath a parked car) and pop out in another shaded area some distance away. A rat-spirit teaches this Gift.
Camp: Amazons of Diana
The Black Fury who uses this Gift truly shows herself the equal of any man - or machine - on the battlefield. Once Blizzard of Arrows is activated, the Garou deals out nightmarish pain to the hordes that oppose her. Heroes with this Gift might single-handedly have turned cavalry charges, in the days when such things still took place. For today, however, the Fury with this Gift is the perfect ally when faced by hordes of Wyrm-creatures. This Gift is taught by a Porcupine-spirit.
This Gift allows the Theurge to cloud the minds of other beings, making it impossible for them to find the Umbra or step sideways into it. Once used as a form of punishment for arrogant pups, this Gift is more often deployed as a weapon against Black Spiral Dancers in the days of the coming Apocalypse. A Weaver-spirit teaches this Gift.
Garou raised in the shifting maze of human society are well-prepared for the endless adaptations Gaia demands of her protectors. An ancestor-spirit teaches this Gift.
The Fury causes a target immense, crippling pain. The Fury needs only point to the target for this Gift to be effective. A pain-spirit teaches this Gift.
The Crone has no need for a child's rage, and her wiles are enough to let her survive the day that the Mother's stalwart nature fails her. She can sacrifice her hatred and will to reinvigorate her spiritual connections. This Gift is taught by a Lune.
The Galliard taps into a floodgate of knowledge from her ancestors. While the amount of information thus received is overwhelming, the Garou, if she keeps her head about her, can find information on nearly any topic. An ancestor-spirit teaches this Gift, although certain reptilian spirits have been known to impart it as well.
The Galliard has the ability to create minor moon bridges through which she alone can travel. The Garou travels between the ends of this moon bridge in one percent of the time it would take to travel that distance normally, allowe her to disappear from in front of a foe and reappear behind it instantly. Note that these moon bridges are not protected by Lunes, and they attract the interest of spirit creatures occasionally. These being have even been known to follow the Garou into the physical world. A Lune teaches this Gift.
The war against the Wyrm isn’t always a matter of slashing claws and righteous fury — sometimes duplicity is required. A werewolf can temporarily “restrain” her inner wolf and appear to be a normal human. An ancestor-spirit teaches this Gift.
The Garou is able to call one of the four classic elementals to his aid (earth, air, fire or water). An elemental teaches this Gift.
By dancing under the night sky, the werewolf can summon an avatar of Great Wendigo to hunt down a target of the Garou's choice. The Garou must possess a piece of his target whose heart the Wendigo devours.
The city is a rich and complex ecosystem, and humans, animals and machines fill the roles that natural creatures fill in the wilderness. The Glass Walkers cannot often get wild wolves to aid them, but the city has its own predators. With this Gift, the Glass Walker can make a phone call, send an email or fax and expect some sort of backup; some master Theurges simply knock on the nearest door and wait to see who emerges. A City Mother or Father teaches this Gift.
The Garou may summon the spirits of the ice to cause a great fissure to form beneath the feet of her enemy, engulfing and encasing the target in a prison of ice from which he has little chance of escaping. This Gift may also cause the ice on a frozen lake to crack, dumping the target into the frigid water. Ice-spirits teach this Gift.
The Black Furies are at heart a tribe of contradiction, they both represent the harmony and beauty of the Wyld, but also the spectacular savagery and brutality of the same. Sometimes, they even bring the two forces together, such as with this Gift. It lays a sense of peace and quiet over an area, not an uncomfortable silence but a serene sense of security. It is, naturally, used to prepare an ambush. The moment this peace breaks, these spirits of calm depart quickly and are replace with spirits of anger, storm and pain. Few subjected to this Gift survive the assault that follows. This Gift is taught by a cat-spirit.
(Camp: Mjolnir's Thunder) / (Kucha Ekundu)
The werewolf with this Gift can bite down with such power that her grip won't loosen until she chooses to do so; even in death, her jaws bite down. A wolf- or hyena-spirit teaches this Gift.
From Roger Ebert's Little Bigger Movie Glossary, "Clichéphobia. Condition affecting people raised on movies. Symptoms occur when real life situations echo movie clichés, and the sufferers must take action to avoid what would be the inevitable denouement in a movie."
The werewolf can wrap himself in a thick, opaque sarcophagus-like epidermis, making him immobile but near-impervious to harm. This cocoon grants him immunity to fire, starvation, gas, high pressure, cold and similar environmental hazards. An insect or Weaver-spirit teaches this Gift.
In a land plagued with subterranean Wyrm-pits, the ability to destroy the structural integrity of an underground lair was priceless to the White Howlers. By using this gift, the werewolf is able to collapse an earthen or stone structure or tunnel in upon itself, thus making it much more difficult for it to be re-used for evil purposes.
Camp: Random Interrupts
As per the Wendigo Level Four Gift: Chill of Early Frost. This Gift was originally copied from the Wendigo by the Iron Riders, who employed it to preserve food by freezing it, and was rediscovered by the Random Interrupts, who use it both in combat and to keep server rooms cool. The Random Interrupts often favor spending a point of Willpower in addition to the point of Gnosis to control the temperate and keep it just above freezing. Since Great Wendigo would usually rather murder a Glass Walker than teach them, a Penguin spirit or a Pattern Spider teaches this Gift.
Camp: Wise Guys
A feared Gift, this allows the Wise Guy to shoot around corners. Packs were fond of timing this Gift with multiple guns, creating hails of gunfire through open doorways before entering a room. A bird spirit (again, never a pigeon) teaches the Gift.
Camp: Moon Lodge (Waning Cycle)
This Gift allows a Garou to perceive the very threads of fate and destiny that direct the world. By studying a person or object, she can learn a little about its past, or its possible future. To learn this Gift, the werewolf must find a spider or firefly Jaggling of Moira, one of Luna's Incarna, and challenge it to a contest of gamecraft. Should the Garou win, the Jaggling opens her eye to the play of fate upon the world. Thus, she makes the spiritual awareness of the Crescent Moon part of herself.
No other tribe among the Garou has as much hatred for vampires, for as just a cause, as the Silent Striders. It is no surprise then that the Striders sought out this Gift, searching long through the spirit world and the physical world for the secret to incapacitating a vampire. They found an answer from the spirit children of Cobra, who taught them a spirit-poison usable against the vampires who defiled Cobra's name.
The Penumbra of Australia is inhabited by, among other things, the lightning snakes — spirits that leap to the earth and rebound to the heavens during Umbral storms, bringing lightning and rain. This Gift allows a Garou to call on the lightning snakes to evoke a powerful storm in the Umbra, washing away spirits and lashing foes with bolts of spirit-lightning.
The Garou may take the exact likeness of any other human, wolf or Garou. A chameleon-spirit teaches this Gift.
The werewolf dominates a talen-bound spirit, spinning webs of metaphysical authority to forcibly lengthen its service to her. Some consider this Gift disrespectful, but the Shadow Lords find it ridiculous to discard a weapon that might serve Gaia, just for the sake of politeness. This Gift is taught by a spider-spirit.
You thrive in the midst of riots, angry mobs, lynchings, civil disturbances, or any other situation where a crowd of humans rebels revolts or resists authority. The Gift doesn't actually enrage a crowd; it just adds direction to a riot already in progress. Wyldlings and Ratkin Twitchers teach this Gift
The Garou can temporarily transform his blood into that of a Faerie. This Gift is taught by a Faerie Lord.
No matter how disciplined the army and ordered the plan, a battlefield is chaos. Smoke, noise, hidden enemies and fear can all lead to disorganization. Even in the modern age, mistaken identity leads to "friendly fire" casualties. This Gift exacerbates this problem to often devastating effect. A commander might not see advancing foes, or see foes that aren't there; a team may fire upon allies, or mistake a command to "advance" for a call to "retreat." This Gift is taught by a raven- or other trickster-spirit.
Inuit myth tells of Akhlut, a killer whale that turned into a wolf to walk on land. The legends are almost right, of course. This Gift allows a Red Talon to take on an aquatic form such as a fish, dolphin or whale. It is believed by some that this Gift is how the Red Talons spread from their original lands to other continents. The Gift is taught by the spirit of an appropriate pelagic animal, although the Red Talons respect the orca most of all.
The full moon is Luna’s warrior phase, when she searches out her enemies. The Ahroun can call upon her determination in finding her foes, illuminating any who oppose her. Lunes teach this Gift.
Camp: Moon Lodge (Waxing Cycle)
The greatest of the Silver Fangs' Galliards have sometimes also been some of the tribe's most successful battlefield leaders. This Gift can take some of the credit for this. It allows the werewolf to howl out general or specific instructions to her allies, and have them heard and understood even over the noise of battle, thus showing everyone the Gibbous Moon's wisdom. To learn this Gift, the werewolf must persuade three different Lunes to spend a whole night in the character's company. Just before dawn, one of them will teach the Gift.
The Galliard crafts a dream, then breathes it into a sleeping individual. A Lune teaches this Gift.
When using this Gift, the werewolf undergoes a startling transformation. Her fur becomes elongated, bristly and sharp like the quills of a porcupine. This change makes her an even more fearsome killing machine. A werewolf must be in Crinos, Hispo or Lupus form to use this Gift. Porcupine teaches this Gift, and he has a great fondness for metis.
Fenrir are proud of their scars, even those that have maimed them permanently. This Gift allows a werewolf to overcome her old injuries for a brief period of time, acting as though her body was never injured. The Fenrir's scars blaze with silver light, and any missing extremities are replaced with temporary substitutes made of the same cold, bright energy. Any war-spirit of Fernris' brood may teach this Gift.
The werewolf's jaws strengthen to the point that she can chew through just about anything, given enough time. In addition, her jaws do more damage in combat, and only death will break her grip if she clamps her teeth into an opponent. Wolf-spirit teaches this Gift.
In Australian myth, the sun is the torch carried by Gnowee, a mother who spends each day searching for a lost son. This Gift allows a Garou to conjure a miniature replica of her torch a ball of sunlight and flame.
Natural wolves will eat as much as possible when food is available, for they never know when their next meal will arrive. With this Gift, a Red Talon can do much the same thing with Rage, Gnosis or Willpower, storing such energy against the day when she will need it. A wolf-spirit teaches this Gift.
The Garou may take things to and from the Umbra without having to dedicate them to herself (see the Rite of Talisman Dedication). This Gift affects 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.
In desperate times the Uktena must call upon their endurance reserves to be vigilant, whether it is a Theurge locked in a multi-day rite, a Bane-Tender waiting vainly for reinforcements, or a lone warrior holding a mountain pass with no hope of retreat. This Gift gives them the strength to stave off the needs of the body in order to focus on the daunting task at hand. Those needs are not erased but merely deferred, however, so this ancestor-spirit-taught Gift is used only at great need. Many Bane-Tenders learn this Gift.
As Australia’s guardians, the Bunyip were given special powers over the land. This Gift is one of the reasons the outback’s Gauntlet remained low for a longer time than in the rest of the world. In days past the Bunyip would use this gift to lead foes into the Penumbra (by lowering the Gauntlet to nonexistence) then abandon them there. This Gift is taught by a servant of the Rainbow Serpent.
None could stay the words of Djeheuty, the messenger of the Gods. Those who have this Gift do not even have to accompany the message, but can send it on its way and be assured that it will reach its destination. The spirit of any migrating animal teaches this Gift.
By drawing on the land's energies, the Uktena can move any one object weighing up to 1000 pounds telekinetically. An air elemental and an earth elemental must teach this Gift in concert.
The werewolf becomes as untiring and eternal as the mountains, and cannot be defeated in a test of endurance. A mountain goat-spirit teaches this Gift.
The Garou channels the strength of Gaia herself, becoming one with the earth upon which he stands. While he may not retreat or even move from that spot for the duration of the Gift, he gains many powers through Gaia's might. An earth elemental teaches this Gift.
As the time of the Apocalypse draws near, some Garou turn their thoughts to preserving their greatest heroes for the final battle. This Gift is rare, for only Bear himself or one of his avatars can teach it, and he's reluctant to share his secret. The few werewolves who have impressed him enough to learn it can assume a dormancy that not only staves off the needs of the body, but stops the lupus from aging. Normally, the latter never comes into play, but in desperate times the Garou do what they must.
There are two nearly identical but mechanically different versions of this gift. We believe these are intended to be the same gift and that a player should not be able to possess both versions.
The Stargazer can chant a mantra to banish Banality from the area and awaken Glamour. During the chanting, he must imagine the area as being inherently magical, seeing the rocks, stones and buildings as living things — he must pretend to dream while awake. This Gift is taught by a Chimerling.
The Garou can summon a horde of vermin to invade a structure (no bigger than a large building). The Gift summons any kind of vermin common to the area, which usually includes a lively variety of insect, slugs, and rodents, and it may also include carrion birds and snakes. These creatures will not attack humans mindlessly. They will act according to their natures, which often means fleeing to dark places and hiding out. Any vermin spirit can teach this Gift.
The Shadow Lord versions is called Call the Storm
Camp: Crescent Moon
This Gift allows the Fang to turn the very plants and trees of the forest against her enemies. Tree branches lash against them and roots trip them up, animals nip at their heels and insects swarm around them. A leshii spirit teaches this Gift.
(Hakken)
A Hakken can convince the spirit of a treasure in his possession to relate its history and lore. An ancestor-spirit imparts this Gift.
When the moon is visible in the night sky, silver refuses to cause the Garou aggravated wounds. Indeed, if the moon waxes full, silver weapons may well turn on those who would wield them against the character. A Lune teaches this Gift.
This howl-Gift represents one of the White Howlers’ worst weapons, a terrible ululating wail that bends the minds of those who hear it to the breaking point. Only White Howlers are immune to the howl — even in modern-day settings.
A fine line often exists between madcap humor and the precipice of insanity. The New Moon's understanding of this boundary enables her to send enemies teetering off the brink into lunacy. While this Gift does no lasting harm to the victim, it can make him an object of ridicule and scorn... and grant a measure of respect to the Ragabash who uses it. Any spirit of Luna can teach this Gift.
With the power of this Gift, the Fang can command other Garou, including Black Spiral Dancers, to do her bidding. A falcon-spirit teaches this Gift.
(Camp: Swords of Night)
Upon learning this Gift, the Garou's mental defenses are strengthened to the utmost. A falcon-spirit teaches this Gift.
Like a stage magician, the Ragabash combines a steady stream of words with expert sleight of hand to capture his target's attention fully. He can perform the most egregious acts of larceny or violence right under the nose of the unwitting witness. An avatar of Coyote teaches this Gift.
The Garou may cause the next wound he inflicts to bleed profusely, weakening the target further. A pain-sprit teaches this Gift.
Camp: Dying Cubs
The Dying Cubs often take the fight to the Wyrm by waging battle in already tainted locales. This often weakens the Garou, but this Gift evens the odds somewhat. Taught by an earth elemental, Pain of the Land makes the werewolf even more deadly when fighting on tainted ground. She fights as though the putrescence of the corrupted land, be it a landfill, a factory, or simply a city spurs her on and feeds her Rage every second of the battle.
The Garou creates an unmoving illusion that contains visual, auditory, olfactory and even tactile elements. A grain-spirit -- the so-called "spirit of spirits" -- teaches this gift.
Shamans from many diverse cultures are said to know secrets for placating angry ghosts and ancestors -- this Gift is one of them. A Theurge with this Gift always knows exactly what kind of sacrifice is necessary to make atonement for an offense against the spirit world, and is skilled in the secret methods of offering it. A spirit from the realm of Erebus teaches this Gift.
The Garou can inflict ranged damage by simply pointing a bone at an opponent. After gathering the bone from some corpse herself, the Uktena can change it into a devastating weapon. A vulture-spirit can teach this Gift in exchange for a few scraps.
The Stargazer attunes all her senses to her surroundings, thereby becoming preternaturally aware of her opponent's doing and allowing her to anticipate them somewhat. A wind-spirit teaches this Gift.
This Gift offers the Theurge true insight into the future. Such visions are sporadic and sometimes enigmatic, but unless a specific effort is made to change what is ahead, they are always accurate. An owl-spirit teaches this Gift.
The Garou turns the ground into a sticky morass that catches foes and prevents them from escaping or even walking. An earth elemental teaches this Gift.
The metis’s eyeteeth lengthen, and she can inject a deadly poison with her bite. Some elder Garou look down upon this Gift as a deformity. Spider- and snake-spirits teach this Gift.
Perception is subjective, but the Philodox cannot afford that luxury. This Gift allows the user to sense whether what the subject believes to be true is actually false. A Jaggling of Falcon teaches this Gift.
From death can come hope. From the ashes of ruin can come renewed fighting spirit. The Philodox sheds his blood over the bones of the fallen to briefly return a creature to life, as it's said that the great feathered serpent Incarna Quetzalcoatl once did. An Avatar of Quetzalcoatl teaches this Gift.
(Lords of the Summit)
The Philodox can call on her power to radiate a commanding presence that compels others to submit to her. Should she succeed in a test of wills, she dominates her foe, which causes humans to fall to their knees and wolves to roll on their backs. Either a lion- or a wolf-spirit teaches this Gift.
The werewolf can bring all his senses to bear on one spot with which he is familiar (even an Umbral site), no matter how far away that spot is. The Philodox senses the site from a point of view as if he were standing in the middle of the area being scanned. A bird-spirit teaches this Gift.
The Garou emits a horrible, ragged scream imbued with Rage and pain of Gaia. The force of the scream batters foes and knocks them off their feet. Storm-spirits, which the Get call Sturms, teach this Gift.
Talented tricksters, Shadow Lords with this Gift may convince a listener of one false idea, no matter how absurd. The Gift only works if the lie told is not obviously harmful to the listener. It is taught by a Raven-spirit.
The Garou can fill a hot heart with the peace of Gaia, even in the midst of battle. An avatar of Unicorn teaches this Gift.
The touch of Unicorn's horn sets evil spirits and poisonous beasts to flight. This Gift enables the Child of Gaia to mimic Unicorn's power, driving foul creatures out of water, underbrush, and so on. It is a more powerful ability of Unicorn's horn, and Unicorn himself teaches this Gift.
Rats are known for their resilience, persistence, and ruthlessness. Since Rat serves as the Bone Gnawer's tribal totem, Garou of this tribe may learn a great deal about survival under the tutelage of rat-spirits.
The Theurge breathes life into her shadow, which can then perform tasks for her. The shadow moves about independently with the same abilities as its creator. The Theurge's emissary can cause lifesaving distractions, pick up remote objects and even fight battles.
By invoking the power of shadows and dreams, the Galliard may create interactive stories in which other take part -- willingly or not. Shadows dance around the participants as they act out their roles (as directed by the Galliard). This Gift is used commonly at moots, allowing many Garou to take part in the same legend recounted by the Galliard. However, this Gift can also be used on unwilling, forcing them to participate in a story of the Garou's choosing. An ancestor-spirit teaches this Gift.
As the Strength of the Pine grounds a single Garou, the protective umbrella of the Pine's branches may be extended to shield any Garou, human, or Gaian creature in the surrounding area. It also disables anything electrically powered beneath its canopy for that turn, as all the power is grounded and funneled towards Gaia. A pine-spirit teaches this Gift.
The Uktena, ever delving into spirit matters, have learned the secrets of attacking Banes in the spirit world without ever leaving the physical realm. The Uktena's arms seem to blur and vanish as she strikes into the Penumbra. This Gift is taught by a spirit servant of Uktena.
From the telegraph to the cell phone, the Glass Walkers have always kept up good relations with spirits of cutting-edge communication. This Gift allows the Garou to open a moon bridge that rides the back of a telephone signal, transporting her instantly to the location of whoever is on the other end of the line. A Pattern Spider teaches this Gift.
The Fianna sings a battle song to empower her comrades as she enters a fray. Driven by their packmate, the embattled Garou double their efforts to defeat the foe. The Black Spiral Dancers have learned to turn tail and flee upon hearing the lyrics of this dread Gift.
The Garou can run at 10 times his normal land speed. The effects last for up to eight hours, during which the Garou can do nothing but concentrate on running. When the Gift's effects end, the Garou must eat immediately or face frenzy from hunger. A cheetah- or air-spirit teaches this Gift.
The Theurge plants a part of herself as a seed of spiritual puissance that blooms into power she can harvest. She must protect her offshoot, though; as a part of her, its pain is hers. A Glade Child teaches this Gift.
The Garou may drain power from a spirit to feed his own resolve. A spirit servant of the Uktena totem teaches this Gift.
A werewolf with this Gift may protect himself from spirits by performing a quick warding rite. To use this Gift, the werewolf draws an invisible pictogram in the air that scares and unnerves any nearby spirits (except pack totems or caern spirits). The symbol travels with the werewolf as long as it lasts. An ancestor-spirit teaches this Gift.
A potent Gift, Spirit's Horse allows an Uktena to turn his body into a temporary home for an ancestor-spirit or other important creature from the time of legends. The Gift provides more than the memories and abilities associated with the Ancestors Background because for a brief time, the Uktena actually becomes the spirit who inhabits his body. The intent of the Gift is to honor an ancestor by allowing her to physically take part in a ceremony or moot, meet her descendents and share in the joys of the physical world. The Rite of Invitation to the Ancestors is often used in conjunction with this Gift, and these events almost never take place outside a tribal moot or council. An ancestor-spirit teaches the Gift.
No auspice is as closely tied to their Rage as the Ahroun, who is the master of directing his fury. This Gift -- taught by a wolverine-spirit -- allows him to channel his Rage even more effectively.
The Garou draws on a target's anger to feed his own. A Stormcrow teaches this Gift.
The Garou becomes the ultimate example of passive resistance. She becomes unable to attack an opponent, but she is also unable to be hit, allowing her opponents to exhaust himself in the attempt. A mongoose-spirit teaches this Gift.
Just as the Uktena were mighty in the waters and the Wendigo drew power from the winds, the Croatan were at their strongest when standing on the earth itself. This Gift allows a werewolf to mimic that strength — the closer the Garou’s tie to earth, the stronger he gets.
A long time ago, the Stargazers of Tibet made a pact with an ancient tribe of mountain spirits called the Chu-Mong (snow goblins). The pact was one of mutual protection, and a Stargazer using this Gift can reawaken the usefulness of the pact, at least temporarily. It summons the spirit of a Chu-Mong to help protect the Stargazer in question. Only a Chu-Mong can teach this Gift.
The Philodox with this power can force a Garou into her breed form. This Gift is especially useful to abate frenzy, prevent damage from silver or take a combative advantage. A wolf-spirit teaches a worthy Philodox the workings of this Gift.
This Gift allows the Glass Walker to contact others through any technological device. The Garou speaks to a Pattern Spider in or near a technological device and tells them the message to be delivered and whom it should be delivered to. The Pattern Spider then finds the receiver and uses any communications technology near them to deliver the message; Telephones yell it out, (without picking up the handset), electronic billboards display it, computer printers print it out as text. If no communications technology is present, any other technology will activate, though no message will be imparted. If no technology whatsoever is present near the receiver, the Gift fails. A Pattern Spider teaches this Gift.
Survival at any cost and victory at any price; these are the tenets that keep the Garou fighting in the face of overwhelming adversity, and the metis understands them well. He can pour his Rage into the single-minded pursuit of his goal, keeping himself going when many others would have fallen. Spirits of fury or servants of Boar teach this Gift.
Wolves haunt the ancestral nightmares of humanity, and of those monsters that were once human. The werewolf lets out a fierce snarl that triggers primordial terror in opponents and drowns them in the Delirium. A wolf-spirit teaches this Gift.
This Gift takes its name from an ancient Stargazer tradition. It's believe that those who are not shapechangers cannot enter the Mirror Lands of the Umbra because they are impure. They do not have a kernel of the celestial substance of cosmos within them, as the Garou and the other Fera do. But many Stargazers still wished to show mortals (or others unable to access the Umbra) the hidden truths and puzzles found only in the Mirror Lands. Once, Stargazers could purify others with a silken cloth, rubbing them with it, so that they may enter the Umbra together. Now, that ability has been made into a Gift. This Gift lets a Stargazer bring one other human (or otherwise Umbra-banned individual) with her when she Steps Sideways. This Gift is taught by an Engling.
Camp: Eaters of the Dead
The Garou can inflict visions of death upon an unsuspecting opponent. Worse, these visions are highly personal premonitions of the opponent's untimely demise, as if someone "had walked over his grave." The fear this creates is paralyzing; in the worst cases, the victim falls catatonic and cannot be revived for days. On recovery, the stricken individual cannot remember details of what so terrified him, simply that involved his death. Victims who survive the encounter with the Eater of the Dead are forever marked with a white lock or patch of hair. This Gift is taught by a death-spirit.
Using this Gift, an Ahroun can channel a portion of her Rage to another, be the beneficiary Garou, human or animal. In the former case, the effect is fairly mundane, lending an ally strength in combat; in the latter, it grants an awesome and destructive quality to beings that do not normally possess such.
The Garou can transport non-dedicated objects with her to the Umbra when she steps sideways. She may not take living creatures, only objects. This Gift is taught by Weaver spirits.
Once each game session, a Bone Gnawer with this Gift can tell an outrageous lie so well that ordinary humans accept it as truth. The story must at least be vaguely possible and end with the words, "Trust me." What the human does with this knowledge is entirely a matter of roleplaying. Munchmausen Ratkin teach this Gift.
Paranoia is a wonderful weapon. It keeps enemies from resting, from thinking properly, and, done right, from ever attacking you. And if you can't be everywhere at once, at least you can appear to be. The Shadow Lord can curse an enemy with paranoia, giving the victim an unflinching suspicion that the Garou is watching her, even when that belief would otherwise be entirely illogical. Shadow or night-spirits teach this Gift.
The Ragabash finds that the best way to deal with an enemy is to send him far away — perhaps to a place where he’ll learn the folly of his ways. She may tear open a hole in the Gauntlet while dodging an enemy’s attack, sending them to the land of spirits. A trapdoor spider-spirit teaches this Gift.
Camp: Wise Guys
A "motorcade murder" was the Mafia equivalent of a drive-by killing. The idea was to be gone the moment after the deed was done. Gianluigi Lucci always felt this never went far enough, and came up with the trick of never being there in the first place. This Gift allows the Wise Guy to shoot a victim in the physical world from the Umbra. A rat spirit teaches this Gift, a fact that made the Gift unpopular in some quarters.
This Gift grants Unicorn's perfect speed to the Garou, allowing her to outrun virtually any pursuer. An avatar of Unicorn reaches this Gift.
Since Turtle went into his coma-like sleep, many secrets of earth powers once known are now forgotten — such as the Umbral tunnels beneath the Umbrascape. The Croatan did not always rely on Luna’s moon paths when traveling the Umbra. This Gift allowed them to use the secret tunnels under the earth, known to many earth-burrowing spirits and totems, such as Mole, Badger and Groundhog (who taught them the Gift). In such a way, the Croatan could travel long distances in the safety of the Umbral underground.
A Garou with this Gift never loses her poise and rarely loses her temper. Even in the nastiest arguments or the bloodiest combats, Children of Gaia can maintain their cool with this blessing. An avatar of Unicorn teaches her followers this Gift.
A common trick of desert-dwelling Garou, this Gift allows the user to produce a noxious venom. The werewolf's bile can incapacitate or even kill a victim. The Garou herself is immune to her own poison, but she can be incapacitated by another Garou's Venom attack.
This Gift enables a Garou to transport himself into the CyberRealm's Computer Web (Umbra page 61) from any part of the Pattern Web. Any spirit affiliated with computers can teach this Gift.
This frightening curse derived from the White Howlers’ unusual practices of bonding with the ghosts of slain animals. By marking a person with his spit, blood or other bodily fluids, the werewolf can curse his victim to be haunted with visions of any animal or individual killed by his actions (or inaction), Even animals can be driven to distraction by visions of prey animals that are always within view, but cannot be touched. This Gift is of course of little use against the innocent, but against the soldiers, shapeshifters and vampires that werewolves most commonly face, it has terrible power.
Awakening the Serpent Fire Gift: The Serpent Fire gifts must be learned in order, from 1 - 5.
Many tales of Cuchulain state he would glow in combat, radiating a great heat. At the end of a battle, women would dump water over his body to cool him down. This Gift causes the user to radiate a tremendous heat, igniting nearby flammable items and melting metal. The aura only works while the Fianna is in a berserk frenzy. At the end of the frenzy, the Fianna cools off. This Gift is taught by Fianna ancestor spirits.
The Fury with this talent can fire her claws from her hand like darts. She is incapable of using claw attacks with that hand until her claws regenerate, however. A wasp-spirit teaches this Gift.
In the Digital Age of humanity, tiny spirits of information and knowledge spring into being every second, flitting between objects of curiosity and carrying with them the answers to all manner of questions. The homid can attune herself to these streams of consciousness, circumventing the need for books or special training during an investigation. A Pattern Spider teaches this Gift.
With this Gift a Garou may deliver a devastating curse upon a foe's body, causing it to weaken or palsy. Many consider the use of this power on a foe to be a declaration of unending war. Either a pain-spirit or a spirit of disease teaches this Gift.
With a snarl and an angry gaze, the werewolf forces a target's arm or leg to twist, desiccate and wither, making it useless. Creatures with regenerative abilities will restore the limb to full function after one scene; otherwise, the effects are permanent. Snake-spirits, spider-spirits and other venomous spirits teach this Gift. Some werewolves even invoke spirits of disease to learn this Gift.
Music, poetry and catchphrases are contagious, sweeping across cultures and communities like a breeze through trees. The Galliard knows how to take advantage of this habit of social creatures, sending her messages across the world one ear at a time. Wind-spirits and Net-Spiders can teach this Gift.
The Wendigo with this Gift can loose any arrow from her bow and unerringly hit her target, no matter where she stands, as long as there is a path through the air. The Gift sends the arrow traveling like a bird through any available space, diving over or under obstacles and around corners to reach its mark. However, Wsitiplaju's Bow does not enchant the arrow used, and the arrow cannot pass through any barrier that a normal arrow could not pierce. The spirit of an ancestor with great skill at Archery teaches this Gift.