Gifts WTA

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The document discusses different gifts that werewolves of various breeds and auspices receive based on their attributes.

Homids receive gifts like Apecraft's Blessings which allows them to master tools, and City Running which allows them to climb and traverse terrain with ease.

Metis receive gifts like Create Element which allows them to create small amounts of the basic elements, and Primal Anger which allows them to focus their anger to increase their Rage.

Homid

If your breed is Homid you get the following gifts:


Apecrafts Blessings-Though many of Gaias children use tools, none have mastered them so thoroughly
as humanity. The homid focuses this mastery into the tools she uses, causing their spirits to awaken and
lend her aid. An ancestor-spirit or spirit of a man-made object teaches this Gift.
System: The werewolf spends a turn concentrating, and then the player rolls Wits + Crafts (difficulty
7). Each success reduces the difficulty by one on the next roll she makes for her character to employ a
tool made by human hands. The purpose is irrelevantthis Gift is equally efficacious for attempts to
repair an engine, drive a car or fire a gun.
City Running- Garou with this Gift find that moving vertically is just as easy as moving horizontally;
whether they are walking along a sidewalk, climbing stairs, or scaling the side of a building, their pace
doesnt change in the slightest, nor do they tire out more rapidly. This Gift doesnt make it any easier
or less dangerous to climb in precarious circumstance a ten-story fall is still a ten-story fall, and a
sheer surface remains sheer but the Gift does make sure that the character can climb as quickly as
he walks.
System: The player spends a point of Rage. For the next scene the Garous movement rate is
unchanged whether he is climbing or walking; he moves at Dexterity +5 meters per turn, period. This
Gift does not decrease the difficulty for Athletics rolls used to coimb, but it does allow the Garou to
run, or make an Athletics roll to improve his speed, just as he could while moving across an empty
plain. This Gift is taught by a monkey-spirit.
Master of Fire- Werewolves with this Gift invoke humanity's ancient pact with the spirits of fire. The
spirits of flame agree to hold back their hunger when the werewolf touches them. An ancestor spirit or
fire spirit grants this Gift.
System: This Gift allows a werewolf to heal fire damage as if it were bashing. This requires the
expenditure of a Gnosis point; the effects last a scene
Persuasion- This Gift allows one to become more persuasive when dealing with others; his statements
and arguments are imbued with meaning or credibility. This Gift is taught by an Ancestor-spirit.
System: The Garou rolls Charisma + Subterfuge (difficulty 6). If successful, the difficulties of all Social
rolls are reduced by one for the remainder of the scene.
Smell of Man- Creatures of the wild have learned well that man if often a bringer of death. With this
Gift, the Garou greatly enhances the human scent around him, causing animals to feel uneasy and
nervous. This Gift is taught by an Ancestor-spirit.

System: All normal animals (not including supernatural creatures in animal form) lose one die from
their Dice Pools when within 20 feet of the Garou, and are likely to flee. The Garou may use this Gift at
will; she simply states when she is activating it or turning it off.

Metis
If your breed is Metis you get the following gifts:
Create Element- The metis has the power to create a small amount of one of the four basic elements
fire, air, earth or water. In this way, she can replenish the air supply in an airtight room, make a rock
to throw at someone, create a fire without matches or wood, or even fill a bathtub without any faucet
or pipes. The metis cannot create specialized forms of any element. Precious metals (especially silver),
lethal gases and acid are beyond his reach. This Gift creates only natural air, earth, fire and water.
System: The Garou spends one Gnosis point and rolls Gnosis (difficulty 6). One cubic foot of the desired
element is created per success, to a maximum weight of 100lbs. The element is now permanent until
used up (breathed in the case of air or burned up in the case of fire without any fuel to keep it going).
Primal Anger- The metis learns to focus the anger within her heart and use it to increase her Rage. The
anger takes a physical toll on the werewolf, and it is up to her to unleash it on her enemies. The spirits
of ancient metis teach this Gift. Few members of other breeds have suffered enough shame and
suffering to learn this Gift.
System: A character with this Gift may sacrifice a single health level, once per scene, and gain two
extra points of Rage in exchange (even if doing so takes her above her permanent Rage rating). The
health level is treated as aggravated.
RatheadThe Garou can squeeze her body through any opening no smaller than a quarter in diameter.
This Gift looks very disturbing to the unsuspecting onlookers.(Strangely this is a BSD gift, this shouldn't
be here, I checked the list and it isn't a Metis Gift.)
System: The Garou rolls Gnosis. If successful, she can squirm through any opening as long as it is no
smaller than a quarter in diameter. This gift takes a single turn, or as long as it takes for its user to be
entirely free of the restricted space.
Sense Wyrm- 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 the Gift
sometimes say things like, This place stinks of the Wyrm (with a few more colorful adjectives). Garou
should remember that the Wyrms taint can cling to relatively blameless souls. Werewolves may sense
an innocent person who happens to work in a Wyrm-controlled factory or who has eated tainted food.
This power requires active concentration.
System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the concentration
and strength of the Wyrm's influence (sensing a single formor in a room would have a difficulty of 6).
Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7.
Shed- The Garou knows the trick of shedding and growing fur at an alarming rate. This Gift makes the
Garou especially difficult to grapple successfully; opponents find themselves holding tufts of fur
instead of their target. The Garou can also slide through tight spaces using his shedding fur as natural

lubrication.
System: The Garou may use his slick outer coating to avoid being grappled. With a successful Dexterity
+ Primal Urge roll (difficulty 7); he can free himself from any successful grappling attack. The fur also
reduces by two the werewolf's difficulty whenever he squeezes through tight spaces or slips restraints,
such as handcuffs.

Galliard
If your Auspice is Gallilard you get the following gifts:
Beast Speech - The werewolf with this GIft may communicate with any animals from fish to mammals.
This Gift does not change their basic reactions; most animals are still afraid of predators such as
werewolves.
System: The Garou rolls Charisma + Animal Ken (difficulty 6). This roll must be made for each type of
animal and for each encounter.
Call of the Wyld- The werewolf may send her howl far beyond the normal range of hearing and imbue
it with great emotion, stirring the hearts of fellow Garou and chilling the bones of all others.
System: The Garou rolls Stamina + Empathy (difficulty 6). The number of successes determines how far
away the Call can be heard and how stirring it is to those who hear it. The actual effects are
determined by the Storyteller, but they should be linked to the type of howl made and the intent of
the Garou. Some examples are: every two successes gives those at a revel extra dice to their Pools;
Wyrm agents are distracted by the call and their difficulties are temporarily raised; all Garou in the
area do not hesitate to respond to the Garou's Call to Succor.
Heightened Senses - 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 forms, 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 a sensory overload.
System: The Garou spends a Gnosis point. The effects last for one scene. Homid and Glabro forms:
Perception difficulties are reduced by two; roll Perception + Primal-Urge (difficulty 6) to perform
sensory feats impossible to humans. Crinos, Hispo and Lupus forms: Perception difficulties are reduced
by three; +1 to Primal-Urge Dice Pools.
Mindspeak - By invoking the power of waking dreams, the Garou can place any chosen characters into
silent communion.
System: The Garou spends one Willpower point per sentient being chosen, and, if the being is
unwilling, makes a Manipulation + Expression roll (difficulty of the victim's Willpower). All those
included in the dream may interact normally through the Mindspeak, though they can inflict no damage
through it. Their real bodies can still act, though all Dice Pools are reduced by two. The Mindspeak
ends when all the participants want it to, or on the turn the Galliard fails the roll against an unwilling
member. The beings
affected must be within line of sight
Perfect Recall- As mentioned earlier in this chapter, Galliards often share one trait even before the
Change takes them. That trait is memory. Moon-Dancers often have good heads for detail; this Gift,

however, accentuates that capacity.


System: The player spends one Gnosis point. The Garou can then remember any one detail, no matter
how small, from her entire life. A name she only heard once, a scent that she only smelled faintly
whatever the memory, as long as she experienced it, she can call it to mind. Note that this Gift does
not provide context for the memory, but using it can lower the difficulty on related rolls (remembering
a conversation the character had with his father about cars might aid in fixing an engine, for example).
The Storyteller has final say over whether or not the character has ever experienced a given detail.

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