A leader must keep a tight grip on his power, and this Gift allows the Garou to do so literally. The Garou's hands or jaws tighten in a mighty death-grip, making it nearly impossible to escape. A falcon-spirit teaches this Gift.
System: The player spends one point of Rage. For the remainder of the scene, the Garou's grip with either hands or jaws (or both at a cost of two Rage) is much stronger. In game terms, the Garou's Strength is considered three points higher for purposes of grappling or maneuvers such as the jaw lock (see Special Maneuvers). The Garou may not use this extra Strength to inflict damage.
The Garou causes her body to ignite with silver light. A Lune teaches this Gift.
System: The player spends one Willpower point to ignite the light. The glare illuminates a 100-foot area. Any hand-to-hand attacks against the Garou take a +1 difficulty penalty, while missile attacks receive a -1 difficulty bonus.
The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using this Gift are likely to say, "This place stinks of the Wyrm". This power requires active concentration. Any spirit of Gaia can teach this Gift.
System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Worm's influence. Sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 8. Vampires register as Wyrm-tainted, save those with Humanity Traits of 7 or higher.
Eye of the Falcon
This Gift allows the Garou to see long distances with the acuity of a falcon. it is taught by any of Falcon's brood.
System: All visual perception, Alertness, and long range weapon rolls are at -1 difficulty. This Gift costs one Gnosis point per scene to use.
The werewolf can move on ice and snow with supernatural grace and speed.
System: The player spends a Gnosis point to activate this Gift for one day. This is a Gift of balance; Philodox are especially adept at this art. All Dexterity rolls are -1 difficulty while on ice or snow (-2 for Philodox), and a Garou can run at normal speeds through even the deepest snow and on the slickest ice. A Philodox running on ice can double his normal speed. An Ice Elemental teaches this Gift.
To be a leader among wolves is largely a matter of physical dominance, but a human leader must understand his charges and follow their will to a degree. With this Gift, a Silver Fang can understand those around him and live up to their expectations. A falcon-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty 7). Success indicates that the Garou knows what the majority would like to see, be it attack, mediation, harsh punishment or clemency. The more success the player rolls, the better the Garou understand the people's desires, even if the people would rather keep their desires secret. Note that this Gift by no means reveals the wisest or most rational decision, just the most popular one.
Call for Luna's protection in battle. This Gift even allows limited resistance to silver. A Lune teaches this Gift.
System: The Garou concentrates for one full turn, and the player spends a Gnosis point and rolls base Stamina + Survival (difficulty 7). The player may add one die per success to the Garou's soak pool for the rest of the scene. These bonus dice may also be used to soak silver damage, but only these dice. For example, if the Garou's Stamina is 4 and the players rolls three successes, the Garou has seven dice to soak non-silver damage and three to soak silver.
The Garou, simply by her bearing and speech, proves to others her mastery and right to rule the other tribes. This Gift is taught by a Falcon spirit.
System: The Garou rolls Appearance + Empathy (difficulty of the target's Willpower). If successful, the difficulties for all Social rolls made by the Garou against that target are reduced by one, and the target's difficulty to hit the Garou in combat is increased by one.
The Silver Fang who uses this Gift may temporarily free himself from Harano and Derangements. This Gift may also be used to partially defend against all sanity-endangering attacks, Examples of such attacks include the Galliard Gift: Headgames, the Malkavian Demantation Discipline and invasive uses of Mind Magick. A Firebird-spirit teaches this Gift.
System: The player must spend a Gnosis point and roll Willpower (difficulty 7). The Garou overcomes all mental dysfunction for a number of scenes equal to the number of successes rolled. All psychic attacks against the Garou's sanity are reduced by one die. If the player botches the roll. the character's dementia becomes painfully intense for the day.
Word of Honor
To a Silver Fang, honor is everything. This Gift imbues a Garou's words with his honorable bearing. As long as a the Silver Fang speaks the truth, others believe him. An Eagle-spirit teaches the Silver Fangs how to speak clear and true.
System: By spending a gnosis point, the Silver Fang can make every word he says bear the ring of truth. Anyone who listens hears that the Gift user speaks true. Listeners are not necessarily inclined to obey the Fang or follow his suggestions, but the facts are clear. The Silver Fang must speak the truth, as he knows it, or the Gift automatically backfires.
The Fang can establish her battlefield primacy against other werebeasts by transforming her own claws into silver. A Lune teaches this Gift.
System: The player rolls Gnosis (difficulty 7) to activate the Gift. The transformation lasts for the scene or until the Fang decides to end the Gift. Silver claws still do aggravated damage to all targets, and they are naturally unsoakable to Garou and most other werebeasts. While the Fang manifests the claws, she suffers searing agonies. Each turn,she gains an automatic Rage point. Furthermore, all on-combat difficulties increase by one because of the distraction. When her Rage points exceed her Willpower, she must check for frenzy.
Wrath of Gaia
The Garou shows himself in full, terrible, glory as Gaia's chosen warrior,. His splendor overwhelms minions of the Wyrm, driving them before him in terror unless they can master their instinctive fear of this predator. An avatar of Gaia Herself teaches this Gift.
System: The player spends a Gnosis point and rolls Charisma + Intimidation. Any minions of the Wyrm who look upon the Garou for the next scene must roll Willpower (difficulty 7) and equal or exceed the player's successes. Otherwise, they flee in terror.
Talons of Falcon
This deadly Gift turns the Garou's claws into impaling weapons, allowing her to cut muscle, bone and sinew as if it were paper. Combined with the Gift: Razor Claws, this is truly devastating attack. A falcon of the Great Flock teaches this Gift.
System: The player spends one Gnosis point and makes the usual Dexterity + Brawl roll to attack. The Garou makes a screeching sound like that of a bird of prey as she strikes. The attack does Strength + damage and all healing powers (such as mother's touch) are at +1 difficulty to treat the wound.
This Gift allows a Garou to temporarily raise her Rank. During this time, she is considered to be of that Rank, and thus can issue challenges and rulings appropriate to that Rank. However, she cannot learn the Gifts of the Rank. Roll Charisma + Leadership against a nine difficulty and spend one Willpower point and one Gnosis point. One success raises the Garou by one Rank level. For every two successes after that, another Rank level is gained. Thus, three successes will raise a Garou two Ranks while five successes will raise her three Ranks. The maximum number of Ranks obtainable this way is limited by the Garou's Leadership score. The effect lasts for one scene.
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.
System: The player rolls Charisma + Leadership (difficulty of the target's Wits + 3). If the roll succeeds, the Garou can give the target one non-suicidal command, which he must obey for one turn per success. This Gift only works against other Garou.
Upon learning this Gift, the Garou's mental defenses are strengthened to the utmost. A falcon-spirit teaches this Gift.
System: The difficulties of any direct mental attacks or attempt to control the Garou's mind, as well as more insidious psychic assaults (mind-reading, mentally implanting illusions or possession) are raised to 10). The effects of this Gift are permanent, but they do not apply to powers that sway emotion.
The Garou can choose to ignore damage during the scene this must be a wound from a single blow, but it does not matter how much damage was done. Once the wound is ignored, it is as though it never happened. This is a power gained from the Silver Fang's legendary secret about Death, and allows the Silver Fang to slip away from a devastating wound. The Garou must spend one Willpower point. This Gift may be used only once per scene.
Ignore Death Blow
Tales say that the first Silver Fang died and was reborn; since that time, the Fangs have passed down this Gift. A Fang with this Gift can choose to ignore what would be a killing blow. This Gift is taught by a Lion-spirit.
System: Once per scene, the Fang can spend a Willpower point and ignore all damage from a single attack. The damage simply does not occur; no special handicaps take effect, either.
Luna's Avenger — The Garou's entire body, regardless of her current form, is changed to living silver. She becomes a nearly unstoppable warrior. A Lune teaches this Gift.
System: The Garou must concentrate for one full turn to activate this Gift. The player spends one Gnosis point. This Gift lasts for one scene, during which the Garou is immune to the effects of silver. Any attack she makes does aggravated, unsoakable damage to Garou. Furthermore, she gains two extra points of Stamina and one additional health level while the Gift lasts.
Paws of the Newborn Cub
The Garou prevents a target from using any special or supernatural abilities. She is as a cub, with only mundanity at her disposal. Taught by a Falcon spirit.
System: The Garou spends one Gnosis point and rolls Gnosis (difficulty of the victim's Stamina + 3). Each success remvoes all special abilities of the opponent for one turn.