Hare's JumpBy invoking this Gift, the werewolf may leap incredible distances. Hare-, frog- and car-spirits usually teach this Gift. The lost Bunyip knew this Gift as Leap of the Kangaroo, however marsupial-spirits seem loath to aid werewolves these days. Today, many werewolves call this Gift "Leap of the Kangaroo" in their fallen cousins' honor.
System: The player rolls Stamina + Athletics (difficulty 7). If successful, she may double her normal jumping distance. (See Jumping, p. 197.)
Leap of the KangarooThis Gift was originally developed by the lost Bunyip tribe. By invoking this Gift, Garou may leap incredible distances. Despite its name, this Gift is taught by Hare- or Cat-spirits (marsupial-spirits seem loath to aid the Garou these days…).
System: The Garou rolls Stamina + Athletics (difficulty 7). If successful, she may double her normal jumping distance.
The werewolf with this Gift tunes in to the world around him, increasing his senses vastly. When In Homid or Glabro form, her senses become as sharp as those of a wolf, allowing him to hear sounds beyond his normal range, granting him superior night vision and making his sense of smell stronger than that of any dog. In wolf form, his senses become preternaturally potent, allowing him to perform feats that border on precognition. This Gift has drawbacks as well. If a fire alarm were to go off around a Garou using this Gift, it might render him helpless. Cities can barrage the werewolf with sensory overload. Wolf-spirits teach this Gift.
System: The player spends a Gnosis point. The effect last for one scene. In Homid or Glabro forms, the werewolf's Perception difficulties decrease by two, and he may roll Perception + Primal-Urge to perform sensory feats impossible for humans (such as tracking by scent). In Crinos, Hispo and Lupus forms, Perception difficulties decrease by three (which is not cumulative with the ordinary Lupus-form Perception bonuses), and the werewolf gains an extra die to Primal-Urge dice pools.
Werewolves used this ancient Gift during the hard winters to feed their packs. This Gift lets Garou locate enough prey to feed a pack. In the urban environment, this Gift guides the lupus to prey within the city, usually in parks, sewers, animal shelters and even zoos. The Gift will tell the werewolf the location of large numbers of prey within 50 miles in the wilds, and within the limits of a city and its suburbs. Humans do not register as prey animals, although some say that the Red Talons know a variant of this Gift that can find them. A wolf-spirit teach this Gift.
System: The hunter's player rolls Perception + Primal-Urge. The difficulty is 7 in wilderness environments and 9 in urban environments. Success indicates the location of enough prey to feed a large pack. In the case of multiple sources, the Gift guides the werewolf to the nearest source (although not necessarily the easiest or safest).
The Garou may sense Wyld energies or spirits in the nearby area. Any Gaian spirit can teach this Gift.
System: The Garou rolls Perception + Enigmas against a difficulty determined by the Storyteller, based on the strength of the presence.
Scent of Sight
The werewolf can compensate for her vision completely by using her sense of smell. She can attack invisible creatures normally or navigate roughly in absolute darkness. Wolf-spirits teach this GIft.
System: The player rolls Perception + Primal-Urge against a Storyteller-determined difficulty that depends on how powerful local smells are. The Storyteller should require rolls only when something could cause the Garou to lose his opponent's scent (such as if the opponent runs through water or into a reeking alley).
Sense the Unnatural
The werewolf can sense any unnatural presence and determine its approximate strength and type. Supernatural presences can indicate magic, spirits, the Wyrm, wraiths and vampires, although it won't pick them out specifically as such. The werewolf may sense a person plagued by hauntings as easily as a ghost. Any spirit servant of Gaia can teach this Gift.
System: The player rolls Perception + Enigmas. The more successes he rolls, the more information he gains. The sensory input is somewhat vague and subject to interpretation, though. For instant, a vampire might smell of old blood, of fear, of rotten flesh, of fresh meat or whatever else the Storyteller finds appropriate. Interpreting the information properly might require an Intelligence + Occult roll (Storyteller's option).
Eye of the Eagle
This gift allows the user to see long distances, over "two looks away". Roll Perception + Alertness against an 8 difficulty. The number of successes is the number of miles away one can see as normal. This gift will not work well in the city, as buildings tend to get in the way.
By spending a Gnosis point, the lupus can center herself in relation to Gaia, and always know which direction she is traveling in or facing, no matter where she may be in the Gaia realms. In addition, the lupus carries her "territory" around with her, in a mystical sense. Wolves will detect this, and concede her right to travel through their territories and hunt there. Even other lupus must make a Willpower roll not to recognize this right. Other animals will also recognize this, and not attack the intruder.
This Gift gives the werewolf the agility of a cat, making him immune to falls under 100 feet (he lands on his feet just right). He also has perfect balance even on the most slippery surfaces, and the difficulties of all combat actions involving body slams and grappling decrease by two. Cat-spirits teach this Gift.
System: This ability becomes innate to those who learn this Gift.
Name the Spirit
A werewolf with this Gift becomes familiar with the ways of the Umbra. He can sense the type and approximate Trait levels (Rage, Gnosis, Willpower) of spirits. A spirit servant of the Uktena totem teaches this Gift.
System: The player spends one Willpower point and rolls Perception + Occult (difficulty 8)
Although the lupus' tail retains the appearance of a regular wolf's tail, it gains far more agility and flexibility. Although incapable of fine manipulation, the tail can grasp objects, wrap around branches or allow the Garou to hand upside down. The tail can also attack from an unexpected direction. A Monkey-spirit must be persuaded to teach a Garou this Gift.
System: After learning the Gift, the Garou's tail automatically becomes prehensile whenever she likes. In order to manipulate the tail successfully, the player must make a Dexterity + Athletics roll (difficulty 6). The difficulty can increase for very delicate operations.
If the Garou's Strength exceeds her Stamina, she can use the tail to hang or swing. When attempting to lift objects with her tail, the Garou's Strength rating is halved. If used as an attack, the tail's damage is Strength -1.
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 the 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.
System: The player spends one Gnosis point and rolls Charisma + Animal Ken (difficulty 7). The character gains the ability to communicate with all animals automatically. One success can attract specific types of animals within a 10-mile radius, and those that can reach the werewolf in a reasonable amount of time will do so. Each additional success adds 10 miles (two successes indicate a 20-mile radius). All wild animals become friendly to the character. They follow any reasonable request the character makes, and many unreasonable ones as well. A character who uses this Gift to force an animal to sacrifice itself had best pay homage to its spirit or risk angering Gaia. The effect lasts for one scene, but the time may be extended by spending one Gnosis point per extra scene desired.
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-spirits teach this Gift.
System: The player spends one Willpower point and rolls Stamina + 4 against a variable difficulty (3 for wood, 6 for steel handcuffs, 9 for a train car coupling). The length of time it takes to gnaw through something depends on the number of successes. In addition, this Gift gives a character's bite two extra dice of damage for the duration of the scene.
A common trick of desert-dwelling Garou, the Gift allows the user to produce a noxious venom. The werewolf's bite 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.
A Rattlesnake-spirit teaches the Gift. Most Garou hesitate to make deals with snakes and serpents, but sometimes necessity outweighs prejudice.
System: After making a successful bite attack, the Garou must roll Stamina + Primal-Urge in a resisted roll against the target's Stamina + 4. For every additional success the attacker gets, the victim receives an additional nonsoakable, aggravated wound with whatever the bite caused. Each success also reduces the target's Stamina by one level until the victim loses consciousness. Additional poisonous bites can force the victim into a coma and eventually kill her.
The werewolf calls upon the primal force of Gaia Herself, thereby commanding the spirits of the elements to rise up, undulate forward and engulf foes. The Gist summons an elemental spirit, not merely the raw matter of the elements, but primal spirits possessing power enough to challenge even something as powerful as a Nexus Crawler. The elementals grant this Gift.
System: The player spends one Gnosis point and rolls Charisma + Occult (difficulty 7). If successful, he calls an elemental who grants him the ability to control a large volume of air, earth, water or fire (in any of their forms) that is approximately 20' by 20' per success. The effect lasts for one scene or until the elemental leaves or is destroyed.
Song of the Great Beast
The Garou must be in the deep wilderness to employ this Gift. If so, he can, by howling at the sky, call one of the Great Beaststhe ancient creatures that used to walk the Earth in ages pastto his aid. Examples of Beasts are the Sasquatch ( Bigfoot), the Willawau (giant owl), the Yeti, the great megalodon sharks that swam the seas eons ago, and other legendary creatures. Who knows—there are rumors of surviving dinosaurs in the deep Congo… This Gift is taught by a Nature-spirit.
System: The Garou spends one Gnosis point and rolls Charisma + Primal-Urge (difficulty 9). More successes improve the Beast's disposition.)
Boon of the Animal Fathers
By entreaty to a specific Animal Father, the Garou can gain that specific animal totem for one scene. If the Garou entreaties Father Moose, the Garou can gain Moose as his totem for that scene, gaining all the benefits as if she were allied to that totem. This does not give the special powers granted by the metis gift Totem Gift, only the regular benefits of a totem alliance. The Animal Fathers are believed to be different, more specific, aspects of the animal totems. This gift only works with totems that embody "real" animals; Unicorn or Pegasus cannot be entreated with this gift. The Garou must spend 2 Gnosis and make a successful Charisma + Primal-Urge roll. This gift may only be used once per scene.