Below are the Gifts available to the Galliard Auspice and the Gurahl's Kojubat Auspice.
(For Black Spiral Dancer Galliard Gifts, see Black Spiral Dancer Gifts.)
List of Gifts[]
First Edition and GURPS Gifts[]
Level 1[]
- Beast Speech: By spending one Gnosis point and making a roll of Charisma + Animal Ken against a difficulty of 6, the Garou may speak to animals for the duration of the scene. This does not change their basic reaction - a hungry tiger is still hungry, and may well attack.[1]
- Call of the Wyld: The Garou can summon others by howling, and Garou far beyond the range of hearing will sense the call and may come to aid. This howl can also be sounded in order to summon specific Garou for a moot. Finally, Call of the Wyd is often used at the start of revels and other events to invigorate the pack.[2]
- Mindspeak: Through the creation of waking dreams, the Garou can place any chosen characters into silent communication. The Garou must spend a Willpower point for each person chosen, and, if the person is unwilling, make an Appearance + Performance roll against the victim's Willpower. All those included in the dream may interact normally through the Mindspeak. though they can do each other 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 Appearance + Performance roll against an unwilling member. The beings affected must be within line of sight.[3]
Level 2[]
- Call of the Wyrm: This dangerous gift actually attracts creatures of the Wyrm to the Garou. Usually used to create an ambush or to flush prey from hiding, it requires the user to make a Manipulation + Performance roll against a difficulty of 8. If it succeeds, creatures of the Wyrm within hearing distance must make Willpower rolls against the Werewolf's Charisma + Expression, scoring as many successes as the Garou rolled initially, not to go to the caller.[4]
- Distractions: The Garou can make annoying yips, yelps and howls which divert the attention of his target. The Garou must make a Wits + Performance roll against a difficulty of the victim's Willpower. Every success subtracts one from the target's Dice Pools during the next turn,[5]
- Dreamspeak: The Garou enters the dreams of others, and can then affect the course of that dream. The Garou does not have to be anywhere near the target, but must know or have seen the dreamer. This requires a Wits + Empathy roll against a difficulty of 8. If the dreamer wakes while the Garou is still within the dream, then the Garou is thrown out of the dream world and loses a Gnosis point.[6]
Level 3[]
- Eye of the Cobra: With but a look, the Garou can attract anyone to his side. The Garou makes an Appearance + Enigmas roll against the target's Willpower +3. The Garou needs three successes to brin the target to his side, but less will at least start the victim moving in the right direction.[7]
- Scent of Distinction: Scent of Distinction allows a Galliard to sense the nature of her surroundings (influenced by the Wyrm, Weaver or Wyld) and the history of the area. It involves a general sniffing of the area followed by a short period of meditation. The Galliard must spend a Gnosis point and roll Intelligence + Streetwise (for cities) or Survival (for more natural areas). The difficulty is determined by the Storyteller. Scent of Distinction can be used over large or small areas, but information is more generalized for larger areas. A Galliard who used it on a caern would know when the caern was founded, the name of the caern totem, changes in leadership, the type of caern and other important pieces of history about the site.[8]
- Song of Rage: This gift unleashes the Beast in others, forcing Garou to transform into half-wolf form, sending Vampires into frenzy and turning humans into berserkers. It requires a Manipulation + leadership roll against a difficulty equal to the target's Gnosis (or Humanity). Every success equals one turn in which the target may not attempt to calm down.[9]
- Song of the Siren: The Garou can enchant another with her singing. Roll Charisma + Performance against the target's Willpower as a difficulty and spend one Gnosis. The Garou must sing uninterrupted. The victim will be unable to perform any action for a number of turns equal to the number of successes rolled.[10]
Level 4[]
- Bridge Walker: The Galliard has the ability to create minor Moon Bridges which she alone can travel on with the expenditure of a Gnosis point. These Moon Bridges last for only one passage unless the Garou spends a permanent Gnosis point during their creation, in which case they last until the next full moon. The Garou travels between the points of this Moon Bridge in one percent of the time it would take to normally travel that distance, allowing them to disappear from in front of a foe and reappear instantly behind her. Note that these Moon Bridges occasionally attract the interest of creatures on the spirit plane, and thes ebeings have been known to follow the Garou into the world.[11]
- Shadows by the Fire Light: The Garou creates interactive stories in which others take part, willingly or not. Usually this power is used at a Moot to tell old stories, as those who take part in the story actually enact what is going on. However, this gift can also be used on the unwilling to force them to take a part in a story.
In using this Gift on the unwilling, the Garou must spend a Gnosis point and score three successes on a Manipulation _ Performance roll against the target's Willpower. If successful, the player may tell a story and force the victim to perform exactly as that character did for every turn the Garou spends a Gnosis point.[12]
Level 5[]
- Fabric of the Mind: Garou with this gift can bring their imagination to life. With an extended Intelligence + Performance roll against a difficulty of 8, the Garou can create any form of life she can thing of, assigning it one point of Traits for every success gained on the roll. The Garou can take as long as she wants to form the creature, accumulating successes from turn to turn, but once she stops, the Dream Beast takes form, and requires the Garou to spend one Gnosis point per turn to keep it manifest. Botched rolls manifest an uncontrolled (and often hostile) Dream Beast.[13]
- Head Games: Other Werewolves always accuse Galliards of being manipulative and playing with their emotions, but those Garou with the gift of Head Games do it like nobody else. Every success on a Manipulation + Empathy roll against the target's Willpower allows the Garou to steer the emotions of whatever one person she is talking to. The more success, then the more quickly the emotions change and the more strongly they are felt. The Storyteller should give the Galliard extra die for roleplaying this Gift especially well.[14]
Second Edition and MET Gifts[]
Level 1[]
- Beast Speech: The Garou may speak to animals, from pigeons in the park to beavers at their dam or fish in the sea. This does not change their basic reactions - a hungry tiger is still hungry and may well attack. This Gift is taught by a Nature-spirit.[15]
- Call of the Wyld: The Garou can summon others by howling; Garou far beyond the range of hearing will sense the Call and may come to aid. This Gift can enhance the effect of any of the normal Garou howls. This howl can also be sounded to summon specific Garou for a moot. Finally, Call of the Wyld is often used at the beginning of revels and other events, to invigorate the Garou. This Gift is taught by a Wolf-spirit.[16]
- Mindspeak: Through the creation of waking dreams, the Garou can place any chosen characters into silent communion. This Gift is taught by a Chimerling.[17]
Level 2[]
- Call of the Wyrm: This dangerous Gift actually attracts creatures of the Wyrm. This Gift is usually used to create an ambush or to flush prey from hiding. This Gift is taught by any spirit servant of Gaia.[18]
- Distractions: The Garou can make annoying yips, yelps and howls to divert the attention of his target. This Gift is taught by a Coyote-spirit.[19]
- Dreamspeak: The Garou enters another's dream and can thereby affect the course of that dream. The Garou does not have to be anywhere near the target but most know or have seen the dreamer. This Gift is taught by a Chimerling.[20]
- Mimic: The Garou can alter her voice such that she can imitate any sound or voice she has heard, including sirens, gunshots, musical instruments or even specific quotations. The Gift does not allow the creation of new sounds, but new combinations can have interesting effects. Magpie-spirits know this Gift, but learning it from them can be an embarrassing and frustrating process.[21]
Level 3[]
- Eye of the Cobra: With but a look, the Garou can attract anyone to his side. This Gift is taught by a Snake-spirit.[22]
- Song of Rage: This Gift unleashes the Beast in others, forcing Garou to transform into Crinos form, sending vampires into frenzy and turning humans into berserkers. This Gift is taught by a Wolverine- or Wolf-spirit.[23]
Level 4[]
- Bridge Walker: 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, allowing her to disappear from in front of a foe and reappear instantly behind it. Note that these Moon Bridges are not protected by Lunes and occasionally attract the interest of spirit creatures; these beings have been known to follow the Garou into the physical world. This Gift is taught by a Lune.[24]
- Shadows by the Fire Light: The Garou creates interactive stories in which others take part, willingly or not. Usually this power is used at a moot when telling old stories, allowing those who take part in the story to enact the tales. however, this Gift can also be used on the unwilling, forcing them to participate in a story of the Garou's choosing. This Gift is taught by an Ancestor-spirit.[25]
- Song of the Siren: 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.[26]
Level 5[]
- Fabric of the Mind: Garou with this Gift can bring their imaginations to life, creating a Dream Being from the fabric of their thoughts. This Gift is taught by a Chimerling.[27]
- Head Games: Other werewolves always accuse Galliards of being manipulative and playing with their emotions, but those Garou with the Gift of Head Games do it like nobody else. The Galliard can change and control the emotions of those to whom she speaks. She could cause someone to fall in love with her (this won't last, and the victim's love may turn into justified resentment) or cause another to befriend her (again, this won't last, but a genuine friendship could still develop). This Gift is taught by a Coyote-spirit.[28]
Level 6[]
- Break the Bonds: This Gift allows a Garou to break any bonds holding her, whether mental or physical. This includes all manner of mind control, whether by a mage Sphere or vampiric Blood Bond. The Garou can use this Gift to break the bond even though her master may demand her not to. However, she may not seek out a spirit to teach this Gift if she is commanded otherwise. Thus, this Gift is most often awarded to a Garou as a return for service to an Incarna or equally powerful spirit who is well aware of the Garou's unnatural servitude.[29]
Basic[]
- Beast Life: As per the Lupus Gift.
Werewolf: The Wild West and MET Gifts[]
Level 1[]
- Beast Speech: The werewolf may speak with his animal brethren, whether docile, domesticated sheep, furious catamounts or cold-blooded rattlers. This doesn't change the critter's basic reactions - an enrage buffalo isn't likely to spend time in conversation, and will probably attack regardless. This Gift is taught by a Nature-spirit.[30]
- Call of the Wyld: The Galliard can summon aid by howling; werewolves even beyond the range of heating sense the call and may answer. This Gift can enhance the effect of any of the normal Garou howls; it can also be sounded to summon specific Garou for a moot. Finally, Call of the Wyld is often used at the beginning of revels and other events, to invigorate the participants. This Gift is taught by a Wolf-spirit.[31]
- Dreamchaser: The Galliard can tap into the unconscious of a sleeping person and follow the course of his dreams. Although she cannot participate, she recalls all of the dream and can view it objectively. A Dream-spirit teaches this Gift.[32]
- Mindspeak: The Galliard can call a waking dream into existence, sharing it with selected characters and thereby allowing them to silently communicate. This Gift is taught by a Chimerling.[33]
- Primal Song: The Galliard ingratiates himself with strangers by seeming to know all of their songs and dances. Having heard only a few hummed bars or having glimpsed at just a movement or two, the Garou can sing along or lead the dance. Skilled musicians can create new songs appropriate to the style of the culture in question. A songbird-spirit teaches this Gift.[34]
Level 2[]
- Call of the Wyrm: This frightening cry acts as a siren song to Wyrm-creatures, drawing them to the howler. Galliards use this Gift to create ambushes or to flush prey from hiding. This Gift is taught by any spirit servant of Gaia.[35]
- Coyote Howl: Throughout the long, lonely night, the Galliard howls without rest. This Gift alters the sound of her howl to resemble that of a coyote. The Coyote Howl disturbs the sleep of all those who hear it, making them edgy the next day. A Coyote-spirit teaches this Gift.[36]
- Distractions: The Garou can make annoying yips, yelps and howls to divert the attention of his target. This Gift is taught by a Coyote-spirit.[37]
- Dreamspeak: The Galliard enters another's dream and can thereby affect the course of that dream. The werewolf need not be close to the target; a;; she needs is to know or have seen the dreamer. This Gift is taught by a Chimerling.[38]
Level 3[]
- Come Hither: The Galliard can draw anyone to his side with a mere glance. This Gift is taught by a Snake-spirit.[39]
- Song of Rage: The werewolf's cry lets out the animal in the target's heart, whipping him into a killing mood. This Gift forces shapechangers to take the war-form, sends vampires into frenzy and drives humans absolutely loco. This Gift is taught by a Wolverine- or Wolf-spirit.[40]
Level 4[]
- Bridge Walker: The Galliard can create minor Moon Bridges through which he alone can travel. This allows him to cover short distances in one hundredth of normal travel time, even letting him vanish from a foe's sight to immediately reappear behind the lockless victim. These are never the safest of routes (particularly as Lunes don't guard these temporary bridges); the denizens of the Storm Umbra sometimes follow the Galliard's trail and spill out into the physical world. This Gift is taught by a Lune.[41]
- Shadows by the Fire Light: The Galliard can spin a tale and draw others into it, whether they're interested or not. This Gift is usually used at moots when telling old stories, allowing the participants to reenact the tales themselves. However. this Gift can also be used on the unwilling, forcing them to participate in a story of the Garou's choosing. This Gift is taught by an Ancestor-spirit.[42]
Level 5[]
- Heart Twister: The Galliard with this Gift becomes the ultimate manipulator, capable of playing a person's heartstrings like a fiddle just by talking to him. He could cause someone to fall in love with him (which won't last, and the victim's love may turn into justified resentment) or drive another to hate a target of his choosing (again, this won't last, but might develop into a full-scale feud). This Gift is taught by a Coyote-spirit.[43]
- Song of the Storm: The Galliard can tap the very fabric of the Storm Umbra with her song, drawing forth a chaotic flurry of Wyld-energies to work a change on her environment r this caught within it. This Gift is taught by a powerful Wyld-spirit.[44]
Intermediate[]
- Fighting Words: See the Gift: Song of Rage, in Laws of the Wild, p. 104.
Werewolf: The Dark Ages and Dark Ages: Werewolf[]
Level 1[]
- Beast Speech: This Gift allows a werewolf to speak with animals, from fish and amphibians to birds and mammals. This Gift does not influence the animals' reaction, which might well be terror in the presence of a predator. Any animal spirit can teach this Gift.[45]
- Call of the Wyld: This Gift allows the Garou to send her howl beyond the normal range of hearing and imbues that howl with great emotion, stirring the souls of werewolves and sending a chill through all others. The Garou might use this gift to signal the beginning of the revel, to rally their fellows for battle or to send a potent call for help. A wolf-spirit teaches this Gift.[46]
- Waking Dream: The Garou reaches into the realm of dreams and pulls back enough dream stuff to forge a connection among individuals through which they can communicate. A Chimerling teaches this Gift.[47]
Level 2[]
- Call of the Wyrm: This dangerous Gift spurs the minions of the Wyrm into action, driving them toward the Garou who voiced the Call. This brave soul is the bait in an ambush or the one beating the bushes to drive the enemy into the open. Any spirit servant of Gaia can teach this Gift.[48]
- Distractions: The Garou harries his foes with annoying yips, yelps and howls, diverting the attention of his target. A wolf-spirit teaches this Gift.[49]
Level 3[]
- Eye of the Asp: With a piercing look, the Garou can lure her enemy to within striking distance. A venomous snake-spirit teaches this Gift.[50]
- Song of Rage: To invoke this Gift, the Garou howls a note of pure fury. If his target is capable of frenzy (werewolves, vampires and other such creatures), it does no immediately. Humans turn into berserkers, flying into a blind rage much like a frenzy (though they gain none of the benefits). A wolverine-spirit teaches this Gift.[51]
Level 4[]
- Shadows by the Firelight: The Garou invokes shadows and dreams to set the stage for a play in which other werewolves play a part. The Galliard narrates the tale, and the actors are swept along in the story - willingly or not. This Gift is often used at moots, since it allows many to participate in the retelling of legends. It is also used as an object lesson for the wayward and stubborn. An ancestor-spirit teaches this Gift.[52]
- Song of Mockery: This Gift allows the Galliard to learn her rival's deepest, darkest secrets. Perhaps unfortunately, it requires her to sing of those secrets before a crowd. This Gift is taught by a mockingbird-spirit.[53]
Level 5[]
- Call for Vengeance: When a crime against Gaia is too great to go unpunished, the character uses this Gift to bring the fury of the Garou down on the offender. He howls the name of the criminal and the crime to the heavens, and both worlds echo the Call. An ancestor-spirit teaches this Gift.[54]
- Dream Golem: The masters of emotion and imagination can bring the creature of dreams - or nightmares - to life. Chimerlings teach this Gift.[55]
Revised Edition and MET Gifts[]
Level 1[]
- 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. Any spirit of nature can teach this Gift.[56]
- Call of the Wyld: This Gift augments the Galliard's natural task of communication through howls. The Galliard can howl a cry that stirs and invigorates other werewolves, even those far beyond the normal range of hearing. This Gift is most commonly used at the beginning of revels or other events to charge up the sept, or to call for aid in times of peril. A wolf-spirit teaches this Gift.[57]
- Memory Circle: The Galliards are the Garou's historians, charged with committing the legends and tales of their people to memory, perfect memory. Not all of them are particularly good at it. Thankfully, this Gift gives those Galliards a chance to make up for their weaknesses by planting Umbral "reminders" on their person. This Gift is taught by an elephant-spirit.[58]
- Mindspeak: By invoking the power of waking dreams, the Garou can place any chosen characters into silent communion. A Chimerling teaches this Gift.[59]
- Perfect Recall: 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. Any Weaver-spirit can teach this Gift, which is one reason it isn't more common.[60]
Level 2[]
- Call of the Wyrm: This dangerous Gift actually attracts creatures of the Wyrm. Galliards typically use the Call to bait an ambush or to flush prey from hiding. Any spirit servant of Gaia can teach this Gift.[61]
- Distractions: The Garou can make annoying yips, yelps and howls to divert the attention of his target. A coyote-spirit teaches this Gift.[62]
- Dreamspeak: The Galliard can enter another's dream and thereby affect the course of that dream. The werewolf does not have to be anywhere near the target, but she must know or have seen the dreamer. A chimerling teaches this Gift.[63]
- Mimic: A very widely used Gift, this allows the Galliard to perfectly replicate any noise she has ever heard with her voice alone. This includes animal calls, artificial noises (like a gunshot), musical instruments, other people's voices or even a specific conversation. Galliards have been known to use this ability to fool enemies, enhance their storytelling, or even act as a werewolf audio recorder. It is taught by a magpie or mynah-spirit, which typically makes its charges suffer for the learning.[64]
- Unified Force: The Galliard can bond the pack into a truly unified force, striking as one. As long as no one in the pack succumbs to frenzy, each member strikes at the same instant, and few foes can stand up to such an attack for long. A wolf-spirit teaches this Gift.[65]
Level 3[]
- Eye of the Cobra: With but a look, the Garou can attract anyone to his side. A snake-spirit teaches this Gift.[66]
- Scent of Distinction: This Gift enables the Galliard to mystically "sniff out" the general spirit nature of her surroundings (i.e., influenced by the Weaver, Wyld or Wyrm; under the domain of a powerful Incarna; etc.), as well as the area's history. For example, a werewolf who sniffed out a caern might learn about the totem and purview of the caern, when it was founded, important events that happened near it, etc. This Gift is taught by a wolf-spirit.[67]
- Sing the Spirits: The earliest incantations to spirits were sung, and although the Theurges may be the auspice chosen to deal with them, the Galliards still know some songs with power in them. Such songs are many, but always have a similar construction. They begin by calling out the spirit's name, and ordering it to stay away, and finish with a threat issued against it if it doesn't. When done right, the spirit will be unable to approach the Galliard, or anyone she touches. The Gift is taught by a bird or fish-spirit.[68]
- Song of Rage: This Gift unleashes the Beast in others, forcing werewolves, vampires and other such creatures into frenzy and turning humans into berserkers. A wolverine-spirit teaches this Gift.[69]
- View the Battlefield: Moon Dancers are renowned for their ability to be everywhere at once during a fight. Some onlookers say that Galliards have a sort of innate sense of where they need to be during a fight, either to witness a blood feud consummated or simply to help an overwhelmed packmate. This Gift is part of the reason for these tales, and allows the Galliard to see the entire battlefield in her mind's eye. A hawk-spirit teaches this Gift.[70]
Level 4[]
- Book of Years: 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.[71]
- Bridge Walker: 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, allowing 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 beings have even been known to follow the Garou into the physical world. A lune teaches this Gift.[72]
- Shadows by the Firelight: By invoking the power of shadows and dreams, the Galliard may create interactive stories in which others 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 the unwilling, forcing them to participate in a story of the Garou's choosing. An ancestor-spirit teaches this Gift.[73]
Level 5[]
- Fabric of the Mind: The highest-ranked Galliards can bring the products of their imagination to very solid life, crafting creatures from the spiritual essence of dreams. Chimerlings teach this Gift.[74]
- Head Games: This Gift embodies the Galliard's ability to manipulate emotion in its purest form. The Galliard can change a target's emotions as she pleases, from hate to love and back again. Coyote-spirits teach this Gift.[75]
- Legend's Insight: While any Garou with a spiritual connection to her ancestor-spirits may borrow an ancestor's wisdom from time to time, the Galliards have, unsurprisingly, perfected the process. The character may call upon her illustrious predecessors for skill or knowledge and become, for a moment, the best she can possibly be. An ancestor-spirit teaches this Gift.[76]
Level 6[]
- Storyteller: Rather than simply telling and retelling the stories of old, or even waiting until the events of the day become the new stories, the Galliard can change the events of the ongoing drama unfolding around her. She may add new "characters," alter chains of events, and even change the motivations of the major participants. However, as this Gift can literally have world-altering ramifications, the handful of Garou in history that have known it have been loath to actually use it. Rumor has it that the defeat of the Storm-Eater was due to use of this Gift - but likewise, rumor also states that the horrific events in Russia during the past century stem from a Child of Gaia Galliard who thought she knew the way the story would end. No one knows that sort of spirit teaches this Gift; presumably an avatar of Gaia, but since so few Garou even know of the Gift's existence, no one can say for certain.[77]
20th Anniversary Edition Gifts[]
Level 1[]
- Beast Speech: The werewolf may instinctively understand and communicate with any natural animals, from fish to mammals. She need only speak normally to be understood by animals, along with a touch of appropriate body language - there is no need to bark like a dog. This Gift doesn't change animals' basic reactions or dispositions; most are still afraid of predators such as werewolves. Any animal spirit can teach this Gift.[78]
- 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. A wolf-spirit teaches this Gift.[79]
- Canine Call: Ever since the Impergium and the War of Rage, everything else on the planet has lived in awe and terror of the sound of wolves howling. Pitching her voice just so, the Galliard produces a call that only canines can hear (including homid werewolves). Humans and other creatures automatically ignore the sound, feeling safe in their ignorance. City Garou and those infiltrating enemy bases find this particularly useful. A wolf-spirit teaches this Gift.[80]
- Heightened Senses: As the lupus Gift.[81]
- Mindspeak: Invoking the power of a waking dream, the Garou can place any chosen characters into silent communication. A Chimerling teaches this Gift.[82]
- Perfect Recall: The werewolf is able to remember and relive any memory with perfect clarity. An elephant-spirit teaches this Gift.[83]
Level 2[]
- Battle Cry: Imbuing her battle cry with a sharp and rousing edge, the Galliard readies her packmates for a fight, stirring their blood and warning them of danger. A lion- or wolf-spirit teaches this Gift.[84]
- Call of the Wyrm: This dangerous Gift attracts creatures of the Wyrm, luring them into traps and ambushes or flushing them from hiding. Any spirit servant of Gaia can teach this Gift.[85]
- Command the Gathering: As the Philodox Gift.[86]
- Distractions: The werewolf can make distracting yip, yelps, and howls to divert the attention of his target. A coyote-spirit teaches this Gift.[87]
- Dreamspeak: The Galliard can walk among another's dreams and thereby affect their course. The werewolf doesn't have to be anywhere near the target, but she must know or have seen the dreamer. A Chimerling teaches this Gift.[88]
- Howls in the Night: The werewolf sends a full-throated howl shivering into the night sky, evoking primal terror in Gaia's enemies. Creatures of the Wyrm who hear the howl find themselves troubled and unable to rest easily while their enemies are on the prowl. A wolf-spirit teaches this Gift.[89]
- Ritual Tuning: The Galliard sets the stage for a rite, performing a prelude before it begins that helps to catch the attention of the spirit world and put the attending Garou in the right frame of mind for the ritual. Any kind of performance can accompany this Gift, including dance, music, and song, howling, a rousing story of the recitation of a grand epic. Any others who wish to join in may do so; in fact, multiple Galliards using this Gift together can boost the rite even further.[90]
Level 3[]
- Eye of the Cobra: With an unearthly stare, the werewolf can draw anyone to within striking distance. A snake-spirit teaches this Gift.[91]
- Social Butterfly: Flitting from one conversation to another, the Galliard makes herself associate to many but friend to none. Once she's spent time schmoozing with the crowd, she and her pack can get information out of them as though they knew her from somewhere they can't quite place, but that has positive associations. An insect-spirit teaches this Gift.[92]
- Song of Heroes: Reciting a tale of ancient Garou heroism, the Galliard conjures up the spirit of fallen heroes and infuses those listening with some portion of their power. An ancestor-spirit teaches this Gift.[93]
- Song of Rage: This Gift unleashes the beast in others, forcing werewolves, vampires, and other such creatures into frenzy and turning humans into berserkers. A wolverine-spirit teaches this Gift.[94]
- Song of the Siren: The Garou's song or howl can entrance anyone who hears it. A songbird-spirit teaches this Gift.[95]
Level 4[]
- Bridge Walker: The Galliard may create minor moon bridges through which she alone can travel. Such travel takes one percent of the time the journey would take normally, allowing the werewolf to disappear from in front of a foe and reappear behind it instantly. These moon bridges are not protected by Lunes, and may attract the interest of spirits. A lune teaches this Gift.[96]
- Gift of Dreams: The Galliard crafts a dream, then breathes it into a sleeping individual. A Lune teaches this Gift.[97]
- Shadows by the Firelight: The Galliard invokes shadows and dreams to set the stage for a play in which other werewolves play a part. The Galliard narrates the tale, and the actors are swept along in the narrative, willing or no. The Gift is often used at moots, since it allows many to participate in the retelling of legends. It is also used as an object lesson for the wayward and stubborn. An ancestor-spirit teaches this Gift.[98]
- Words Like Wind: 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.[99]
Level 5[]
- Fabric of the Mind: The greatest Galliards can bring the products of their imagination to life, crafting creatures from the essence of dreams. Chimerlings teach this Gift.[100]
- Head Games: Emotions become a palette with which the Galliard may paint whatever picture takes her fancy. She may change the target's emotions as she pleases, from love to hate and back again. A coyote-spirit teaches this Gift.[101]
- Wyld West: Storm-Eater: Song of the Storm: The Galliard draws on the energy of the Storm Umbra, singing forth Wyld energy to work dramatic change on his environment or targets within it. This Gift is taught by any powerful Wyld-spirit.[102]
Level 6[]
- Break the Bonds: As the Philodox Gift.[103]
5th Edition Gifts[]
In 5th edition, Gift requirements are based on the Garou's total Renown, rather than rank:
Total Renown 2[]
- Animal Magnetism: Exude an aura that attracts humans. Taught by a peacock-spirit.[104]
- Howl of Assembly: Project one's howl across a great distance and embolden those who heed the call. Taught by a song-spirit or the spirit of an animal known for its unique call.[105]
- Song of Rage: Sing of the wrongs inflicted upon Gaia to stoke one's pack's Rage. Taught by an ancestor-spirit.[106]
- Song of Serenity: Soothe the rage of one's packmates. Taught by an ancestor-spirit.[107]
Total Renown 5[]
- Call the Ridden: Compel possessed creatures to approach. Taught by a spirit capable of possession.[108]
- Eyes of the Cobra: Hypnotically draw a target towards oneself. Taught by a snake-spirit.[109]
- Song of Inspiration: Sing a song celebrating the use of a particular skill, encouraging others to perform that skill. Taught by an ancestor-spirit.[110]
- Song of Valor: Sing of the heroic deeds of ancient Garou to bolster one's packmates' most passionate actions. Taught by an ancestor-spirit.[111]
Total Renown 8[]
- Against The Odds: Embolden one's pack when on the brink of defeat. Taught by a warthog- or badger-spirit.[112]
- Break the Shackles: Break supernatural mind control. Taught by winged spirits and servants of Gorgon.[113]
- Defy Death: Automatically regenerate when on the brink of death without the need for Rage. Taught by a wolf- or bear-spirit.[114]
- Dreamwalk: Send a spirit to invade the dreams of another. Taught by a dream-spirit.[115]
Additional Gifts[]
The following Gifts have been shown to be available to Galliards, but do not as of present have mechanical representation in the Werewolf: The Apocalypse RPG itself.
- Song of the Moonpath: Travel safely through physical and mystical obstructions. Taught by a goose-spirit or an avatar of Whippoorwill, in the latter case only to wolf-born werewolves.[1]
Kojubat Gifts[]
The stage of a Gurahl's life that corresponds with the Gibbous Moon.
Second Edition Gifts[]
Level 1[]
- Beast Speech: As the Garou Galliard Gift.[116]
- Stonesight: The Gurahl can examine a stone or large rock, seeing "through" it to determine its use, composition or potential. Of particular use to werebears who work with stone (as sculptors or builders), this Gift also gives the viewer information such as whether or not a stone contains specific minerals or fossils. An Earth-spirit teaches this Gift.[117]
Level 2[]
- Eyes of the Soul: By concentrating on her inner vision, a Gurahl may look beyond the outward facade of an individual and determine that person or creature's true form. Similar to the Garou Philodox Gift: Scent of the True Form, this Gift allows the Gurahl to see the precise nature of the targeted individual. In this fashion, a Gurahl may identify members of other Changing Breeds, vampires, faeries, mages or persons possessed by wraiths or spirits. A Falcon-spirit teaches this Gift.[118]
- Song of Terra: By touching the earth and concentrating on the sensations, a Gurahl may "hear" something of the recent history of a particular place. Depending on how hard he listens, the werebear may discover what has transpired in the immediate vicinity within the past 24 hours (or longer, in some cases). Use of this Gift enables a Gurahl to uncover evidence of significant occurrences, such as acts of violence, conversations or the passage of creatures across the chosen piece of ground. An Earth-spirit teaches this Gift.[119]
Level 3[]
- Mind Sight: This Gift enables the Gurahl to read the surface thoughts of an individual creature possessing an intelligence greater than that of an animal. The Gurahl may not probe the target's mind or uncover knowledge that the target wishes to keep hidden. A Chimerling teaches this Gift.[120]
- Mind to Mind: Similar to the Garou Galliard Gift: Mindspeak, this Gift differs in that it does not require a dreamlike state for its effect. The Gurahl simply makes a mental call to those individuals he wishes to contact and, if they are willing, establishes a connection with their mind. An Ant-spirit teaches this Gift.[121]
Level 4[]
- Probe Thoughts: More intrusive than the Gift: mind Sight, this Gift enable the Gurahl to uncover hidden information in the target's mind. The belief by many tribal people that bears have the ability to read minds may come from witnessing or experiencing the use of this Gift. A Snake-spirit teaches this Gift.[122]
- Shadows by the Fire Light: As the Garou Galliard Gift.[123]
Level 5[]
- Aversion Therapy: Gurahl use this Gift to rehabilitate wrongdoers or force those who cause great harm to stop performing certain actions. In essence, the werebear taps into the individual's emotions and links one or more of them with the thought of performing the forbidden deed. For example, an arsonist might have his thoughts of setting fires linked with uncontrollable sadness. So long as he even considers burning something, he is rendered helpless by wracking sobs and inexplicable feelings of loss. Such a linkage, once established, lasts for a year and a day.[124]
- Prophetic Vision: Gurahl lorekeepers credit this Gift for providing the earliest warning of the War of Rage, even though many werebears ignored or misinterpreted the omens drawn from its use. By entering a deep trance, a Gurahl may send his mind beyond the barriers of time and catch a glimpse of what the future holds. Words as well as visions come to the werebear, warning or alerting him to things that have yet to transpire. Unfortunately, these images, while vivid and often dramatic, require interpretation. Many who use this Gift fail to understand what they have seen and heard. Gurahl believe that the disturbing images and phrases that seem to penetrate current uses of this Gift herald the impending Apocalypse. Phoenix teaches this Gift.[125]
Revised Edition and MET Gifts[]
Level 1[]
- Beast Speech: As the Galliard Gift.[126]
- Stonesight: The Gurahl may look through a piece of stone or rock to see its potential or composition.[127]
Level 2[]
- Eyes of the Soul: As the Philodox Gift: Scent of the True Form.[128]
- Song of Terra: The Gurahl may touch the earth and hear what occurred in that spot in the recent past.[129]
Level 3[]
- Mind Sight: The Gurahl may read the surface thoughts of an individual creature of greater than animal intelligence.[130]
- Mind to Mind: Similar to the Garou Galliard Gift: Mindpseak, this does not require a dream-state but merely requires the Gurahl to send out a mental call.[131]
Level 4[]
- Probe Thoughts: This Gift enable the Gurahl to acquire hidden thoughts of an individual.[132]
Level 5[]
- Aversion Therapy: This Gift allows the Gurahl to rehabilitate wrongdoers by attaching negative emotions to a particular desire. A thief, for example, may be double over by intense fear every time he considers robbing someone. This effect lasts for a year and a day.[133]
Intermediate[]
- Shadows by the Fire Light: As the Galliard Gift; see Laws of the Wild.
Advanced[]
- Prophetic Vision: Lorekeepers of the Gurahl claim that this Gift once gave them early warning of the War of Rage. This Gift allows a Gurahl to enter a deep trancelike state to cross the barriers between present and future, this receiving warnings or images of what lies ahead. These images, while often vivid and cinematic, need interpretation, since they frequently employ dream imagery. Many Gurahl who use this Gift do not always understand what they have seen or heard until the events have come to pass. Lately, this Gift has presented Gurahl with very disturbing images which lorekeepers believe portend the imminence of the Apocalypse. To activate this Gift, the player must spend 15 minutes out of game as her Gurahl character enters a meditative state. After the time has elapsed, the Gurahl must spend a Gnosis Trait and win a Static Mental Challenge (retest with Enigmas) against nine Traits. Spending additional Gnosis Traits adds depth and detail to the vision. A Storyteller or Spirit Keeper should describe the vision the Gurahl receives, making use of symbols, dreamscapes and other cryptic images. If a Gurahl wishes to interpret the vision, she must engage the Storyteller in a Static Mental Challenge against seven Traits (retest with Enigmas or Occult).
20th Anniversary Edition Gifts[]
Level 1[]
- Beast Speech: As the Galliard Gift.[134]
- Stonesight: The Gurahl may look through a piece of stone or rock to see its potential or composition. Aside from the obvious benefits for sculptors and builders, the Gift is also useful for uncovering hidden minerals or fossils, as well as identifying stones of mystic significance. An earth elemental teaches this Gift.[135]
Level 2[]
- Eyes of the Soul: As the Philodox Gift: Scent of the True Form.[136]
- Song of Terra: The Gurahl may touch the earth and hear what occurred in that spot in the recent past. A hare-spirit teaches this Gift.[137]
Level 3[]
- Mind Sight: The Gurahl may read surfaces thoughts of a sentient being. Air-spirits teach this Gift.[138]
- Mind to Mind: As the Galliard Gift: Mindspeak.[139]
Level 4[]
- Probe Thoughts: This Gift enables the Gurahl to acquire hidden thoughts from an individual. A snake-spirit teaches this Gift.[140]
- Shadows by the Firelight: As the Galliard Gift.[141]
Level 5[]
- Aversion Therapy: The Gurahl may attack negative emotions to a particular desire, as a form of mental conditioning. A thief, for example, may experience terror when he contemplates theft. The effect lasts for a year and a day. A servant of Coyote teaches this Gift.[142]
Gallery[]
Call of the Wyld from Dark Ages: Werewolf Rulebook. Art by Steve Eidson.
References[]
- WTA: Werewolf: The Apocalypse Rulebook, p. 177-178
- WTA: GURPS Werewolf: The Apocalypse, p. 122-125
- WTA: Werewolf Players Guide, p. 38
- WTA/MET: The Apocalypse, p. 91-92
- WTA: Umbra: The Velvet Shadow, p. 137
- WTA: Caerns: Places of Power, p. 13
- WTA: Werewolf: The Apocalypse Second Edition, p. 122-123
- WTA: Rage Across the World Volume 1, p. C:POP: 13
- WTA: Werewolf Storytellers Handbook, p. 121
- Rage CCG: Rage (Battle Song, Distractions, Eye of the Cobra, Mindspeak, Song of Rage)
- Rage CCG: Umbra (Moon Bridge Assault, Scent of Distinction)
- Rage CCG: Legacy of the Tribes (Aegis, Call of the Wyrm)
- Rage CCG: Rage Across Las Vegas: Phase 1 (Burrow, Song of Rage)
- Rage CCG: Rage Across Las Vegas: Phase 2 (Call of the Wyld)
- Rage CCG: Rage Across Las Vegas: Phase 4 (Bridge Walker, Caterwaul, Distractions, Spirits' Aide, Totem Gift, Umbral Song, Voice of Passion)
- Rage CCG: Rage Across Las Vegas: Phase 6 (Call of the Wyrm)
- WTA: Gurahl, p. 96-99
- WTA/MET: Laws of the Wild, p. 103-105
- WTWW: Werewolf: The Wild West Rulebook, p. 148-149
- WTWW: The Wild West Companion, p. 72-73
- WTWW/MET: Laws of the Wyld West, p. 149-150
- WTA: Werewolf Players Guide Second Edition, p. 37
- VTDA: Werewolf: The Dark Ages, p. 102-103
- MET: Mind's Eye Theatre Journal 6, p. 48
- WTA: Croatan Song, p. 114 (Eye of the Cobra is Lure of the Serpent and Head Games is changed to Heart Twister.)
- WTA: Werewolf: The Apocalypse Revised Edition, p. 140-142
- WTA: Umbra Revised, p. 134
- WTA: Book of Auspices, p. 101-102
- DAW: Dark Ages: Werewolf Rulebook, p. 124-126
- WTA/MET: MET Gift Deck
- WTA/MET: Laws of the Wild Revised Edition, p. 129-132
- WTA/MET: Laws of the Wild: Changing Breeds 2, p. 83-85
- WTA: Players Guide to the Changing Breeds, p. 94
- WTA: Players Guide to Garou, p. 187-188
- Rage CCG: Periphery (Dreamspeak)
- Rage CCG: Gauntlet (Chant of Morpheus, Phantasm)
- Rage CCG: Rage's Least Wanted Set (Eye of the Cobra)
- W20: Werewolf: The Apocalypse 20th Anniversary Edition, p. 169-170
- W20: Werewolf 20th Anniversary Wyld West Expansion Pack, p. 30, 34-35 (Eye of the Cobra – Come Hither, Fabric of the Mind – Manifest the Vision, Head Games – Heart Twister)
- W20/MET: Mind's Eye Theatre: Werewolf: The Apocalypse
- W20: Changing Breeds, p. 117-118
- W20: Changing Ways, p. 154-155
- W20: Auspice Gift Cards (Beast Speech, Call of the Wyld, Mindspeak, Perfect Recall, Call of the Wyrm, Command the Gathering, Distractions, Dreamspeak, Howls in the Night, Eye of the Cobra, Song of Heroes, Song of Rage, Song of the Siren, Bridge Walker, Gift of Dreams, Shadows by the Firelight, Fabric of the Mind, Head Games, Break the Bonds)
- W5: 5th Edition Core Book, p. 158-161
^ Level One
^ Level Two
^ Level Three
^ Level Four
^ Level Five
^ Level Six
Break the Bonds | Werewolf Storytellers Handbook | p. 121 |
Break the Bonds | Werewolf: The Apocalypse 20th Anniversary Edition | p. 170 |
Storyteller | Book of Auspices | p. 102 |
^ Total Renown 2
Animal Magnetism | Werewolf: The Apocalypse 5th Edition | p. 158 |
Howl of Assembly | Werewolf: The Apocalypse 5th Edition | p. 159 |
Song of Rage | Werewolf: The Apocalypse 5th Edition | p. 159 |
Song of Serenity | Werewolf: The Apocalypse 5th Edition | p. 159 |
^ Total Renown 5
Call the Ridden | Werewolf: The Apocalypse 5th Edition | p. 159 |
Eyes of the Cobra | Werewolf: The Apocalypse 5th Edition | p. 159-160 |
Song of Inspiration | Werewolf: The Apocalypse 5th Edition | p. 160 |
Song of Valor | Werewolf: The Apocalypse 5th Edition | p. 160 |
^ Total Renown 8
Against the Odds | Werewolf: The Apocalypse 5th Edition | p. 160 |
Break the Shackles | Werewolf: The Apocalypse 5th Edition | p. 160 |
Defy Death | Werewolf: The Apocalypse 5th Edition | p. 160 |
Dreamwalk | Werewolf: The Apocalypse 5th Edition | p. 160-161 |
Basic
Beast Life | The Apocalypse | p. 91 |
Beast Speech | Laws of the Wild | p. 103 |
Beast Speech | Laws of the Wyld West | p. 149 |
Beast Speech | Laws of the Wild Revised Edition | p. 129 |
Gurahl: Beast Speech | Laws of the Wild: Changing Breeds 2 | p. 83 |
Call of the Wyld | Laws of the Wild | p. 103-104 |
Call of the Wyld | Laws of the Wyld West | p. 149 |
Call of the Wyld | Laws of the Wild Revised Edition | p. 130 |
Call of the Wyrm | Laws of the Wild Revised Edition | p. 130 |
Distractions | Laws of the Wild | p. 104 |
Distractions | Laws of the Wyld West | p. 149 |
Distractions | Laws of the Wild Revised Edition | p. 130 |
Dreamspeak | Laws of the Wild Revised Edition | p. 130 |
Gurahl: Eyes of the Soul | Laws of the Wild: Changing Breeds 2 | p. 84 |
Mindspeak | The Apocalypse | p. 91 |
Mindspeak | Laws of the Wild | p. 104 |
Mindspeak | Laws of the Wyld West | p. 149 |
Mindspeak | Laws of the Wild Revised Edition | p. 130 |
Gurahl: Song of Terra | Laws of the Wild: Changing Breeds 2 | p. 84 |
Gurahl: Stonesight | Laws of the Wild: Changing Breeds 2 | p. 84 |
Intermediate
Bridge Walker | Laws of the Wild Revised Edition | p. 130-131 |
Call of the Wyrm | The Apocalypse | p. 91 |
Call of the Wyrm | Laws of the Wild | p. 104 |
Call of the wyrm | Laws of the Wyld West | p. 149 |
Come Hither | Laws of the Wyld West | p. 149 |
Distractions | The Apocalypse | p. 91 |
Dreamspeak | Laws of the Wild | p. 104 |
Dreamspeak | Laws of the Wyld West | p. 149 |
Eyes of the Cobra | The Apocalypse | p. 91 |
Eyes of the Cobra | Laws of the Wild | p. 104 |
Eyes of the Cobra | Laws of the Wild Revised Edition | p. 131 |
Fighting Words | Laws of the Wyld West | p. 149 |
Gurahl: Mind to Mind | Laws of the Wild: Changing Breeds 2 | p. 84 |
Gurahl: Mind Sight | Laws of the Wild: Changing Breeds 2 | p. 84 |
Gurahl: Probe Thoughts | Laws of the Wild: Changing Breeds 2 | p. 84-85 |
Shadows by the Firelight | Laws of the Wild Revised Edition | p. 131 |
Gurahl: Shadows by the Fire Light | Laws of the Wild: Changing Breeds 2 | p. 85 |
Song of Rage | The Apocalypse | p. 91 |
Song of Rage | Laws of the Wild | p. 104 |
Song of Rage | Laws of the Wild Revised Edition | p. 131 |
Song of the Siren | The Apocalypse | p. 91 |
Advanced
Gurahl: Advanced Therapy | Laws of the Wild: Changing Breeds 2 | p. 85 |
Bridge Walker | The Apocalypse | p. 91 |
Bridge Walker | Laws of the Wild | p. 104-105 |
Bridge Walker | Laws of the Wyld West | p. 150 |
Call of Vengeance | Mind's Eye Theatre Journal 6 | p. 48 |
Fabric of the Mind | Laws of the Wild Revised Edition | p. 131 |
Head Games | The Apocalypse | p. 91-92 |
Head Games | Laws of the Wild | p. 105 |
Head Games | Laws of the Wild Revised Edition | p. 131-132 |
Heart Twister | Laws of the Wyld West | p. 150 |
Gurahl: Prophetic Vision | Laws of the Wild: Changing Breeds 2 | p. 85 |
Song of the Siren | Laws of the Wild | p. 105 |
Song of the Storm | Laws of the Wyld West | p. 150 |