Below are the Gifts available to the Homid Breed. As well as the Kitsune's Kojin, the Nagah's Balaram, and the Homid Gifts of other Fera (Bastet, Gurahl, Ratkin, etc.).
(For the 5th Edition version of these Gifts, see also Native Gifts)
(For Black Spiral Dancer Homid Gifts, see Black Spiral Dancer Gifts.)
List of Gifts[]
First Edition and GURPS Gifts[]
Level 1[]
- Persuasion: By spending a Gnosis point and successfully rolling Charisma + Subterfuge against a difficulty of 6, the Garou may reduce the difficulty of all Social rolls by one for the remainder of the Scene.[1]
- Smell of Man: Creatures of the wild have learned well that man is often a bringer of death. With this gift, the Garou greatly enhances the homid scent around him, causing animals to feel uneasy and nervous. All normal animals (not including Garou in Lupus form) will lose one die from their dice pool when within 20 feet of the Garou, and are likely to flee.[2]
Level 2[]
- Jam Technology: By spending a Gnosis point and rolling Manipulation + Repair, the Garou can cause technological devices within 50 feet to cease functioning for one turn per success, though the devices will be unharmed. The difficulty of the roll is based on the following chart: Example: Computer, Difficulty: 4; Example: Phone, Difficulty: 6; Example: Automobile, Difficulty: 8; Example: Knife, Difficulty: 10;[3]
- Staredown: By staring into the eyes of an animal or Garou in Hispo or Lupus form, the Garou can, on a successful roll of Charisma + Intimidation, cause the animal to flee in terror for one turn per level of success. On five or more successes, the animal flees for the duration of the Scene.[4]
Level 3[]
- Disquiet: The Garou causes the subject of this gift to feel inexplicably depressed and withdrawn. On a successful roll of Manipulation + Empathy against the Willpower of the opponent, that opponent will not be able to recover Rage for the duration of the scene. The Garou must spend a Gnosis point.[5]
- Reshape Object: The Garou can shape once-living material (but not undead!) into a variety of objects - thus trees may become shelter, buck antlers become spears, animal hides become armor and flowers becomes perfumes. This requires the expenditure of a number of Gnosis points equal to the difficulty and size of the task (as determined by the Storyteller) and a roll of Manipualtion + Repair against a variable difficulty (also determined by the Storyteller). The created object will last according to the number of successes gained in making it according to the following chart: Successes: One, Duration: One Turn; Successes: Two, Duration: 10 Minutes; Successes: Three, Duration: One Scene; Successes: Four, Duration: One Story; Successes: Five, Duration: Permanent;[6]
- Tongues: This Gift allows the possessor to read and write any language encountered, even obscure or long-forgotten tongues. Roll Intelligence + Linguistics and spend one Willpower point. The difficulty depends on the rarity of the language. Something as common as French would be a four, while ancient Sumerian would be a 10. This ability lasts for one scene, after which the language is forgotten.[7]
Level 4[]
- Body Shift: The Garou can use her shapeshifting to alter her physical Traits: a level of Dexterity can be shifted to Strength or Stamina, or a level of Stamina could be shifted to Dexterity - whatever combination the player desires. Roll Stamina + Primal-Urge (difficulty 9). For every two successes, one Trait level can be shifted. The effect lasts for one scene only. A Rage point cannot be spent to shift Traits instantly.[8]
- Cocoon: The Garou, by spending a Gnosis point, causes a thick, opaque epidermis to surround him. The Garou is immune to fire, starvation, gas et al. while in this cocoon, and attacks must do an amount of damage equal to the Garou's Stamina + Rituals to affect him at all.[9]
- Spirit Ward: The Garou must spend two Gnosis points and successfully roll Charisma + Rituals; however, for each success, spirits within 100 feet of the Garou have a -1 to their Dice Pool for all actions.[10]
Level 5[]
- Assimilation: The Garou is able to smoothly blend into any culture. By spending three Gnosis points and rolling Manipualtion + Empathy, the Garou is able to interact with any human, Garou or other culture. The Curse will not be in effect, and all Social roll difficulties are three less. This power lasts for one hour per success.[11]
- Reduce Delirium: The Garou may, by spending a Gnosis point and rolling Charisma + Empathy against the target's Wits +3, cause any homid under the effect of the Curse or the Delirium to forget about it and treat the Garou like normal.[12]
Second Edition and MET Gifts[]
Level 1[]
- Persuasion: This Gift allows a homid 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.[13]
- Smell of Man: Creatures of the wild have learned well that man is 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.[14]
Level 2[]
- Jam Technology: The Garou can cause technological devices to cease functioning, albeit temporarily. This Gift is taught by a Gremlin, a type of Wyld spirit that enjoys breaking things.[15]
- Staredown: By staring into the eyes of a human or animal, the Garou can cause the target to flee in terror. This Gift can be used against Garou, but the Garou will freeze in place rather than flee. This Gift is taught by a Ram-spirit or a Snake-spirit.[16]
Level 3[]
- Disquiet: The Garou causes the subject of this Gift to feel inexplicably depressed and withdrawn. The subject will find it hard to use his anger (Rage) or concentrate effectively on tasks. This Gift is taught by an Ancestor-spirit.[17]
- Reshape Object: The Garou can instantly shape once-living material (but not undead!) into a variety of objects - thus trees may become shelter, buck antlers become spears, animal hides become armor, and flowers become perfumes. The item will in some way resemble the object from which it was created (the spear is made of antler, not wood). This Gift is taught by a Weaver-spirit.[18]
- Tongues: This Gift allows the user to read or write any human language encountered, no matter how ancient or obscure. Galliards often use this Gift when translating ancient texts to revive old legends or compose new songs for moots. This Gift is taught by a Raven-spirit.[19]
Level 4[]
- Cocoon: The Garou causes a thick, opaque epidermis to surround him. The Garou is immune to fire, starvation, gas, et al. This Gift is taught by an Insect- or Weaver-spirit.[20]
- Spirit Ward: This Gift allows a Garou to protect himself from spirits by performing a quick warding rite. The Garou, by drawing an invisible pictogram into the air, scares and unnerves any nearby spirits (except the pack totem). This sign travels with the Garou wherever he goes for the duration of the Gift. This Gift is taught by an Ancestor-spirit.[21]
Level 5[]
- Assimilation: The Garou is able to blend smoothly into any culture, no matter how strange or alien the culture is. The Garou can slip in among Bedouin nomads as if he were one of them, or shop in a Chinese marker without anyone noticing he does not belong. This Gift will not hide racial differences, but the behaviors and mannerism of a native can be mimicked. This also allows the Garou to speak and understand the culture's language, although it will be forgotten when the Gift wears off. This Gift is taught by an Ancestor-spirit.[22]
- Part the Veil: The Garou may immunize any human from the Delirium for a scene. In this way, the human can interact with Garou without deleterious effects. However, the human will forget much of what he knows if the Delirium is induced in him at a later date (he sees a Crinos, etc.). This Gift is taught by an Ancestor-spirit.[23]
Basic/Intermediate[]
- Paralyzing Stare: The Garou may freeze an opponent in place with a piercing gaze. The Garou must make eye contact with the subject and win a Mental Challenge. If the attempt succeeds, the victim is stunned for five turns. A stunned person may not move, speak or initiate a challenge. If the subject is assaulted, he may only defend himself.
Werewolf: The Wild West and MET Gifts[]
Level 1[]
- Dead-Eye: Survival in the Savage West may depend on a single lucky bullet. With this Gift, a Garou makes her own luck. Even the most difficult shots can be accomplished with the assistance of this power. A Raven-spirit teaches this Gift.[24]
- Jam Gun: The Garou can cause any type of gun to jam or misfire with the use of this Gift. This Gift is taught by certain Wyld-spirits by way of revenging themselves on the invading Weaver forces.[25]
- Persuasion: This Gift allows a homid to become more persuasive and credible when dealing with others; others simply start seeing things "his way." This Gift is taught by an Ancestor-spirit.[26]
- Shape Smoke: When on the trail, sometimes it's better not to let anyone know where a body is camping. The tiniest wisps of smoke can give away a location and can bring no end of trouble. Using this Gift, the Garou can completely disperse or shape into patterns the smoke or steam from a small campfire to a train. This Gift is taught by an Air-spirit.[27]
Level 2[]
- Commanding Voice: The Garou's presence and tone of speech are so powerful that when he tells people what to do, they listen and take action. The Garou must speak loud enough to be heard by the target's This Gift is taught by an Ancestor-spirit.[28]
- Staredown: When in a Mexican stand-off, the first person to look away or flinch is usually the first to die. Using this Gift not only allows the Garou to cause the target to flinch, but usually causes the target to drop his gun and run away in terror. The Gift can be used against Garou, but a Garou will freeze in place rather than flee. This Gift is taught by a Ram-spirit or a Snake-spirit.[29]
Level 3[]
- Disquiet: The Garou fills her target with inexplicable depression and ennui. The subject will find it hard to use his anger (Rage) or concentrate effectively on tasks. This Gift is taught by an Ancestor-spirit.[30]
- Reshape Object: Through the understanding of the Weaver, the Garou can reshape once-living material (but not undead) into a variety of objects. Thus tree branches become bows and arrows, animal hides become armor, and fallen trees become shelters. The item will in some way resemble the object from which it was created (the armor is a buffalo hide chestplate, not metal). This Gift is taught by a Weaver-spirit.[31]
Level 4[]
- Gaia's Embrace: Known only to the Pure Ones, this Gift allows the Garou to become one with the land. If seriously wounded, the Garou may "crawl into" the earth to seek Gaia's aid. Once protected within Her womb, the wounded child is mended by the power of the Goddess. An Earth-spirit teaches this Gift.[32]
- Spirit Ward: This Gift allows a werewolf to protect himself from spirits by performing a quick warding rite. By drawing an invisible pictogram in the air, the Garou scares and unnerves nearby spirits. This sign travels with the werewolf wherever he goes for the duration of the Gift. This Gift is taught by an Ancestor-spirit.[33]
- Weave of Steel: The homid can mystically reinforce any manmade structure or material, giving planks the strength of steel and steel the toughness of diamond. This Gift is taught by a Weaver-spirit.[34]
Level 5[]
- Assimilation: The homid can blend smoothly into any culture, no matter how peculiar or unfamiliar the culture is. A European Garou can hunt and gather with Indian tribes, or a Pure One can slip into the European's towns without anyone noticing he doesn't belong. This Gift won' hide racial differences, but the behaviors and mannerisms of the natives are mimicked. This also allows the werewolf to speak and understand any language, although when the Gift wears off, he forgets any languages he doesn't normally know. This Gift is taught by an Ancestor-spirit.[35]
- Part the Veil: The Garou may prevent any human from being affected by the Delirium for a scene; a frail banker can play cards with Crinos werewolves without getting any more terrified than logic might dictate. If the subject is later struck by the Delirium, he will forget most of what he learned while under this Gift's influence. This Gift is taught by an Ancestor-spirit.[36]
Basic[]
- Smell of Man: See Laws of the Wild, pp. 92-93.
Intermediate[]
- Tongues: See Laws of the Wild, p. 93.
Werewolf: The Dark Ages and Dark Ages: Werewolf[]
Level 1[]
- Master of Fire: Whether humans remember or not, they once made pacts with the spirits of fire so that they could tame and use it for their own purposes. Homid Garou call upon these pacts to avoid the worst aspects of fire's destructive nature. An ancestor-spirit or fire elemental teaches this Gift.[37]
- Persuasion: This Gift allows the character to become more persuasive when dealing with others, in such a way that their words seem to hold more importance and credibility. This Gift is taught by an ancestor-spirit.[38]
- Smell of Man: Many wild creatures have learned over the years that where humans walk, death follows. This Gift allows the werewolf to enhance the human scent around him, causing wild animals to feel nervous and on edge. This effect typically causes domestic animals to recognize the werewolf as their master. This Gift is taught by an ancestor-spirit.[39]
Level 2[]
- Speech of the World: Those who wander can encounter a new human dialect in every valley. This Gift allows the Garou to speak any human language he encounters, although his speech is slightly accented un any tongue but his own. Unlike the Rank Three Gift: Tongues (a Warder Gift), this Gift does not convey literacy. This Gift is taught by an Owl-spirit.[40]
- Staredown: A werewolf's stare can strike fear into the hearts of mortals and animals, causing them to flee for their lives. When used against another werewolf, the target will freeze in place rather than run. A ram- or snake-spirit teaches this Gift.[41]
Level 3[]
- Calm the Savage Beast: Even the most callous and heartless of homids can sympathize with their fellow Garou during times of need. This Gift allows for the werewolf to "lend" a frenzying Garou the will to loose the hold that her Rage has on her. This Gift is taught by a unicorn-spirit.[42]
- Reshape Object: The Garou can shape once-living (though not undead) material into something else instantly. Stones become spearheads, trees become spear hafts, animal hides become armor, and flowers become perfume. The new object still resembles what it once was, though, so a bone that is turned into a chalice retains the texture and color of bone. A beaver-spirit teaches this Gift.[43]
Level 4[]
- Bury the Wolf: It is important to hide one's nature from time to time. A werewolf can temporarily "restrain" her inner wolf and appear to be a normal human for a short duration.[44]
- Spirit Ward: This Gift allows a werewolf to protect herself from spirits by preforming a quick warding rite. The werewolf traces a pictogram in the air that unnerves and repels any nearby spirits. An ancestor-spirit teaches this Gift.[45]
Level 5[]
- Assimilation: A werewolf with this Gift blends smoothly into any culture, no matter how strange or unfamiliar he might normally find it. The Gift doesn't hide racial differences, but it does allow the user to mimic the behaviors and mannerism of a native. It also grants the ability to speak and understand the culture's language, although this knowledge vanishes as the Gift ends. A chameleon-spirit teaches this Gift.[46]
- False Comfort: Humanity has done much to surround itself with comfort and safety. People have developed armor to protect themselves from their own weapons, locks to keep out their own brothers and walls to shelter them from the beasts at their doors. But the ancestor-spirits remember when these comforts were but dreams in the minds of clever humans, and they can teach the Garou ow to bypass them. A Garou using this Gift does not shred armor or smash through doors, he simply ignores them entirely.[47]
Revised Edition and MET Gifts[]
Level 1[]
- Climb Like an Ape: 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 doesn't change in the slightest, nor do they tire out more rapidly. This Gift doesn't make it any easier or less dangerous to climb in precarious circumstances - 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.[48]
- Master of Fire: Once humans tamed fire to keep them warm and to drive off the wild beasts, they were on their way to civilization. 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 a fire-spirit grants this Gift.[49]
- Persuasion: This Gift allows a homid to become more persuasive when dealing with others, in such a way that his statements and arguments are imbued with added meaning or credibility. An ancestor-spirit teaches this Gift.[50]
- Smell of Man: Creatures of the wild have learned well that where man goes, death follows. With this Gift, the werewolf enhances the human scent around him greatly, causing wild animals to feel uneasy and nervous. However, the scent also causes domestic animals to recognize the werewolf as their master. An ancestor-spirit teaches this Gift.[51]
- Stench and the City: Many city Garou use this Gift when facing off against just about anything with a particularly sensitive nose: this can include other Garou, Black Spiral Dancers, and a host of normal animals or Wyrm-creatures. The Gift incapacitates its target by overwhelming its sense of smell with the stink of the city: sweat, blood, human waste, rot, smoke and car exhaust.
Garou have been known to use this gift to pull one of their own out of the thrall of frenzy, or to incapacitate a crazed wolf without doing permanent injury. The Black Spiral Dancers are said to be quite familiar with Stench and the City as well, and are perfectly willing to use it on Garou of the other Thirteen Tribes.[52]
Level 2[]
- Divide: Perhaps more than any other species, humans are excellent at making tiny differences into massive gulfs. This can be seen in racism, sexism, homophobia and even in the quickly distancing term used to describe some criminals: Monsters. Garou, who are part human, have picked up neatly on these sorts of activities and even perhaps exceed humanity's capacity for them. This Gift, which raises up hatred and suspicion, is an example of that. It is taught by a dog-spirit.[53]
- Jam Technology: The werewolf can cause technological devices to cease functioning, albeit temporarily. Even the simplest of shaped objects will refuse to perform its function. A Gremlin - a type of Wyld-spirit that enjoys breaking things - teaches this Gift.[54]
- Rooftop Sprint: On occasion, a city Garou may find himself in a chase across the rooftops of his town. He may be pursuing a fleeing Wyrm spirit or Black Spiral Dancer, or he might be running for his life from similar foes. Rooftop Sprint makes such a chase much more survivable - and even winnable - for the Garou who uses it. He becomes able to leap up and down several stories, and easily spring across open alleyways. The primary restriction on the character's movement is that he cannot touch the ground, or the Gift's effect ends at once.[55]
- Staredown: By staring into the eyes of a human or animal, a werewolf can cause the target to flee in terror. This Gift can be used against other werewolves, but the target will freeze in place rather than flee. A ram- or snake-spirit teaches this Gift.[56]
Level 3[]
- Disquiet: This Gift makes its target feel inexplicably depressed and withdrawn. The subject finds it difficult to draw on his full emotion or to maintain any type of concentration. An ancestor-spirit teaches this Gift.[57]
- Gaia's Toolbox: Garou are half wolf, and so runners after prey. But they are also half human, and this toolmakers and tool users whose brains and hands enable them to control far more of the cosmos. This Gift enables the Garou to see how any tool or any task fits into the greater "toolmaker puzzle": the question of how humans can survive their own cleverness. A monkey-spirit teaches this gift.[58]
- Reshape Object: The werewolf can shape once-living material (but not undead!) into a variety of objects instantly. Trees may become shelter, buck antlers become spears, animal hides become armor, and flowers become perfumes. The item will resemble the object from which it was shaped (e.g., the aforementioned spear is made of antler, not wood). A Pattern Spider - one of the Weaver's spirits - teaches this Gift.[59]
- Tongues: The world grows ever smaller in the Last Days, and the Garou do their battle in further flung locations than ever before. While those who would seek to fight the Wyrm in foreign lands should still practice their Español (or whatever) for speaking, this Gift at least gives them a chance to blend in reasonably well without effort. Many Galliards also employ the Gift to decipher ancient texts that they may encounter.[60]
Level 4[]
- Cocoon: 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.[61]
- Spirit Ward: 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.[62]
Level 5[]
- Assimilation: A werewolf with this Gift blends smoothly into any culture, no matter how strange or unfamiliar he might normally find it. He could slip among Bedouin nomads as if he were one of them, or he could shop in a Chinese market without anyone noticing that he does not belong. The Gift doesn't hide racial differences, but it does allow the user to mimic the behaviors and mannerism of a native. It also grants the ability to speak and understand the culture's language, although this knowledge vanishes as the Gift ends. Ancestor-spirits teach this Gift.[63]
- Part the Veil: With this Gift, a werewolf may immunize any human from the Delirium for a scene. In this way, the human can interact with Garou without deleterious effects. however, the human will forget much of what he knows if the Delirium is induced in him at a later date. An ancestor-spirit teaches this Gift.[64]
- Übermensch: The Garou is human plus. Human plus strength, agility and health. Human plus devoted, assured spirituality and meaning. Human plus animal instinct and lightning reflexes. He is as man, but greater and more whole. Every Garou radiates this to some extent, causing humans to fear and avoid them instinctively. This Gift wraps this perception, turning the Garou from a figure to be avoided into a figure to be admired or adored.[65]
20th Anniversary Edition Gifts[]
Level 1[]
- Apecraft's Blessings: Though many of Gaia's 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.[66]
- City Running: Humans are creatures of the city, raising their steel and glass nests high into the sky. This Gift allows a homid to easily scale the concrete canyons and navigate the tangled back alleys and rooftops of the urban landscape. Some lupus derisively refer to this Gift as "Vlimb Like an Ape." It is taught by an ancestor-spirit or an urban city-spirit.[67]
- Wild West: Jam Gun: This simple trick lets the Garou render a gun unusable with a simple gesture. It is taught by certain Wyld-spirits.[68]
- Master of Fire: Fire-spirits were among the very first to make pacts with humanity, allowing men to warm themselves, drive off wild beasts, and clear the land. The cornerstones of civilization were laid in these simple acts, granting the spirits of flame much prestige. Homid Garou remember and continue to call upon these ancients pacts to protect themselves as the final fires of the Apocalypse loom. An ancestor-spirit or fire elemental teaches this Gift.[69]
- Persuasion: This Gift imbues a homid's words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart. An ancestor-spirit teaches this Gift.[70]
- Smell of Man: To creatures of the wild, man's scent is death. To creatures of the city, it is authority, comfort, easy meals. This Gift, taught by an ancestor-spirit, enhances a werewolf's human scent, infusing it with spiritual power.[71]
Level 2[]
- Global Citizen: Some homid Garou have a propensity for travel that has them able to fit in wherever they go. This Gift takes this principle a step further. The Garou blends into different cultures, and inherently understands minor cultural traditions, faux pas, and quirks. To the untrained observer, she appears part of the group. Her skin and facial structure doesn't change, but nobody seems to notice any difference in heritage. She does not become able to understand languages associated with the group; that's the purview of other Gifts such as the Homid Gift: Speech of the World and the Child of Gaia Gift: Speech of All Things. A chameleon-spirit teaches this Gift.[72]
- Jam Technology: With a slight gesture, the werewolf unbalances the Wyld and Weaver energies within technological devices, either suffusing them with destructive chaos or amplifying their inherent stasis until they refuse to do anything at all. Computers crash, guns jam, cars stall, and even the simplest of shaped objects refuse to function. A gremlin - a type of Wyld-spirit that enjoys breaking things - teaches this Gift.[73]
- Mark of the Wolf: The werewolf marks those she comes in contact with, leaving them to carry the same aura of the predator the Garou does. This subtle curse can wreak havoc in a target's private or professional life, and is a favorite of many homids looking to provoke discord in the ranks of the enemy. A Lune teaches this Gift.[74]
- Speech of the World: This Gift allows Gaia's warriors to read and wield the spirit of speech, bypassing the need to learn different languages and dialects. The Garou may speak and understand any human language she encounters, though she speaks with an obvious accent, marking her as an outsider. Speech of the World doesn't convey literacy, nor is it an encyclopedia of cultural information. An ancestor-spirit teaches this Gift.[75]
- Wild West: Spirit Brand: When horses react with fear toward werewolves, and are tracked easily enough by their enemies, it's usually a lot easier to get around by running in wolf form. Moving from town to town without horse nor railroad still raises questions, though. This Gift strikes a bond with an animal, usually a horse, to make it a more useful and sturdy companion. By touching the animal, the Garou can leave an invisible glyph on its skin that makes it not just friendly to the Garou, but harder to track and easier to feed. Horse, Unicorn or Pegasus-spirits teach this Gift.[76]
- Staredown: Rage burns in a werewolf's eyes, striking fear into the hears of mortals and animals, causing them to flee for their lives. Used against another werewolf, the target will freeze in place rather than run. A ram- or snake-spirit teaches this Gift.[77]
- Weaver's Eyes: Humanity has a knack for finding patterns everywhere, steeped as it is in the Weaver's influence. The homid can read the patterns in her enemies' behavior and the battlefield's dynamics to predict what will happen next. A Weaver-spirit teaches this Gift.[78]
Level 3[]
- Calm the Savage Beast: Even the most callous of homids can sympathize with the Rage that moves their fellow Garou in the final days. This Gift allows the werewolf to lend a frenzying Garou the will to escape the werewolf to lend a frenzying Garou the will to escape her Rage's hold over her. It is taught by an ancestor-spirit.[79]
- Cowing the Bullet: The spirits of tools recognize man as their master; as a result, they become reluctant to harm the homid. A Weaver-spirit teaches this Gift.[80]
- Disquiet: Pulling the mercurial tide of the target's emotions to their lowest ebb, this Gift makes its target feel inexplicably depressed and withdrawn. The subject finds his emotions muted and concentration difficulty. An ancestor-spirit teaches this Gift.[81]
- Rally the Troops: Being more than human, the homid can gather people quickly with a single command, bending them to a common task. She can rally a small army to hunt her enemies, preside over a heroic rescue effort during a crisis, or rouse a crowd to heckling a speaker. An ancestor-spirit teaches this Gift.[82]
- Reshape Object: The Garou can shape once-living (though not undead) material into something else instantly. Trees may become shelter, buck antlers spears, animal hides armor, and flowers sweet perfumes. The item will resemble the object from which it was created (e.g., the aforementioned spear will be made of antler, not wood). A Pattern Spider teaches this Gift.[83]
Level 4[]
- Body Shift: 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.[84]
- Bury the Wolf: 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.[85]
- Cocoon: The werewolf wraps himself in a thick, opaque, chitinous sarcophagus, immobilizing himself but also becoming nearly impervious to harm. The cocoon provides immunity to fire, starvation, gas, high pressure, cold, and similar environmental hazards. An insect- or Weaver-spirit teaches this Gift.[86]
- Spirit Ward: This Gift allows a werewolf to protect herself from spirits by performing a quick warding rite. The werewolf traces an invisible pictogram in the air that frightens and unnerves any nearby spirits, and which travels with the Garou for as long as it persists. An ancestor-spirit teaches this Gift.[87]
- Wild West: Weave of Steel: This Gift allows the werewolf to increase the tensile strength of any manmade structure of material with a touch. A denim work shirt can stop a bullet, a rotted trestle can support a train, and a steel chain can hold back a mountain. Weaver-spirits teach this Gift.[88]
- Web of Knowledge: 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.[89]
Level 5[]
- Assimilation: A werewolf with this Gift blends smoothly into any culture, no matter how strange or unfamiliar he might normally find it. He could slip among Bedouin nomads as if he were one of them, or he could shop in a Chinese market without anyone noticing that he does not belong. The Gift doesn't hide racial differences, but it does allow the werewolf to mimic the behaviors and mannerism of a native. It also grants the ability to speak and understand the culture's language, although this knowledge vanishes as the Gift ends. It is taught by Ancestor-spirits.[90]
- Beyond Human: The Garou is human plus - Human plus strength, agility and health. Human plus devoted, assured spirituality and meaning. Human plus animal instinct and lightning reflexes. Human plus righteous fury with which to meet the Apocalypse. He is as man, but greater. Every Garou radiates this to some extent, but this Gift wraps this perception, Changing the Garou from a figure to be avoided to one to be admired or adored. An ancestor-spirit teaches this Gift.[91]
- Part the Veil: This potent Gift immunizes a human from the Delirium for a scene. However, the human will forget much of what he knows if exposed to the Delirium at a later date. An ancestor-spirit teaches this Gift.[92]
Kojin[]
First Edition Gifts[]
Level 1[]
- Seduction: The Nine-Tail can cause humans to fall in love with him to varying degrees. In fact, many Nine-Tails often use this Jyu-hô unintentionally. The Storyteller may wish to create an interesting situation by arbitrarily rolling this Jyu-hô. Roll Charisma + Subterfuge, difficulty 6, versus the target's Willpower. The number of success is the degree to which a target is enamored of the Kitsune.[93]
Level 2[]
- Moon Dance: With this Jyu-hô, a Kitsune can become completely invisible at night as long as moonlight does not shine on her. If the Fox steps into moonlight, she can then be seen until she steps out of the sight of the moon again. The Kitsune spends one Gnosis point and the effect lasts for one night.[94]
- Silver Tongue: As the Fianna Gift: Glib Tongue. The Kitsune can use this Gift to outright lie, making the target believe he is telling the truth.[95]
Level 3[]
- Call of the Dead: By spending one Rage point and successfully rolling Manipualtion + Occult (difficulty 8), the Kitsune may cause a target to suffer an unfortunate "accident" that causes some sort of injury. # of Successes: 1, Accident: Light injury: pulled muscle, etc. Person can still function but is in pain.; # of Successes: 2, Accident: Heavy injury: sprained or broken ankle, etc. Target is Wounded on the health level chart.; # of Successes: 3, Accident: Crippling: surgery may be required, hospitalized for a month. Target is at Crippled.; # of Successes: 4, Accident: The target takes aggravated damage from the injury and is Wounded. At the Storyteller's discretion, a human target could be killed (hit by a truck, electrocuted, etc.); # of Successes: 5, Accident: The target is Crippled with aggravated damaged (gas main blows, engulfing the victim in flames, etc.);[96]
- Walking Between Worlds: This Jyu-hô allows the Kitsune to "step sideways" into the Umbra as the werewolves do. Without it, a Kitsune cannot enter the Umbra. However, once this power is learned, the Kitsune can do it anytime she pleases, just as Garou do.[97]
Level 4[]
- Forgetfulness: This power will erase one piece of information (an address, a fact, etc.) or one specific event (meeting the Kitsune) from a target's mind. Kitsune do not trigger the Delirium, and so must edit humans' memory to avoid the spread of knowledge of their existence. This requires the expenditure of both a Willpower and a Gnosis point and a Manipualtion + Subterfuge roll, difficulty 6. The target may make a resisted Willpower roll (the difficulty is equal to the number of tails the Kitsune has plus 3).[98]
Second Edition Gifts[]
Level 1[]
- Persuasion: As the Homid Gift.[99]
- Seduction: A Nine-Tails with this Gift holds a powerful attraction for mortals, and can cause humans to fall in love with her - not always intentionally. This Gift is taught by a Cloud- or Rain-spirit.[100]
- Smell of Man: As the Homid Gift. This Gift is particularly useful for Kojin new to the wilderness. Smell of Man can scare off wolves, bears, owls and other predators, and because it affects natural foxes as well, save the Kitsune the trouble of fighting over territory he passes through.[101]
Level 2[]
- Jam Technology: As the Homid Gift.[102]
- Silver Tongue: As the Fianna Gift: Glib Tongue.[103]
- Staredown: As the Homid Gift.[104]
Level 3[]
- Disquiet: As the Homid Gift.[105]
- Reshape Object: As the Homid Gift.[106]
- Tongues: The Fox can read and write any language encountered, even obscure or forgotten tongues and scripts. This Gift is taught by a Wind-spirit.[107]
Level 4[]
- Forgetfulness: Kitsune with this Gift can erase information or memories of an event from the target's mind. This tactic is sometimes the only way the Veilless ones can keep their secrets. Forgetfulness is taught by Fog- or Mist-spirits.[108]
- Spirit Ward: As the Homid Gift.[109]
Level 5[]
- Assimilation: As the Homid Gift.[110]
- Call to Allies: Asia is crisscrossed with supernatural allegiances and rivalries, old scores and old debts. Parts of this web on like "sides" can call on each other in times of danger or crisis. This Gift is the Kitsune's ultimate distress call. Her Batsu, Clan, and sentai will certainly hear and feel it, but it will also affect unknown allies and friendly neutrals in the area. (It's even possible for a Fox to Call to Allies and bring down a horde of Kuei-jin vampires upon the enemy, strange as that would seem to her Garou cousins). Local spirits, shen and tuned-in mortals sense the Fox's distress or pain and hear her voice, growl, scream (or death rattle) for an instant. The imperiled Fox's location is clear to them, and the beacon of her fear and Rage will become brighter the closer the rescuer approaches. What each entity receiving the call does it entirely up to them - spirits that are tied to a location may do what they can from where they are, neutrals who wish to remain so will, and hengeyokai who choose to ignore can. However, because the shen you rescue today may save you tomorrow, most who do hear will act. The situation must be very grave indeed for the Kitsune to make such a request; false alarms anger spirits and shen alike. This Gift is taught by an Ancestor-spirit.[111]
Revised Edition and MET Gifts[]
Level 1[]
- Persuasion: As the homid Gift.[112]
- Seduction: A Nine-tails with this Gift has a powerful allure for humans and can cause them to fall in love with her. A cloud or rain spirit teaches it.[113]
- Smell of Man: As the homid Gift. It is particularly useful to Kojin new to the wilderness to avoid unnecessary combat.[114]
Level 2[]
- Jam Technology: As the homid Gift.[115]
- Silver Tongue: As the Fianna Gift: Glib Tongue.[116]
- Staredown: As the homid Gift.[117]
Level 3[]
- Disquiet: As the homid Gift.[118]
- Reshape Object: As the homid Gift.[119]
- Tongues: The Fox may read and write any human language she encounters, including language and script. A wind-spirit teaches this Gift.[120]
Level 4[]
- Forgetfulness: Kitsune using this Gift can erase information or memories of a specific event from the target's mind. This is sometimes the only way that the Foxes, who do not invoke the Delirium, can keep their secrets. it is taught by fog or mist-spirits.[121]
- Spirit Ward: As the homid Gift.[122]
Level 5[]
- Assimilation: As the homid Gift.[123]
- Call to Allies: Rivalries, debts and friendships inform the Kitsune's network of acquaintances. They may call on them when needed. This Gift is the Fox's ultimate distress call. Her Batsu, clan, and sentai will hear it, but it also affects friendly neutrals and unknow allies in the area (which might call forces as diverse as a Hakken, a Kuei-jin and a number of other shen, strange as that might seem to Garou). Local spirits, shen and particularly sensitive mortals hear her growl, scream or cry of the Kitsune for a moment. The Fox's location becomes apparent, with her fear or rage acting as a locational beacon that brightens the closer rescuers approach. There is no compulsion to act, but because they may someday need the Kitsune in turn, most respond. The situation must be dire for the Kitsune to make the call as false alarms lead to the gave displeasure of those summoned for trivial reasons. The Gift is taught by an ancestor-spirit.[124]
20th Anniversary Edition Gifts[]
Level 1[]
- Persuasion: As the homid Gift.[125]
- Seduction: A Fox with this Gift can cause huumans to fall in love with her. A cloud- or rain-spirit teaches it.[126]
- Smell of Man: As the homid Gift.[127]
Level 2[]
- Jam Technology: As the homid Gift.[128]
- Silver Tongue: As the Fianna Gift: Glib Tongue.[129]
- Staredown: As the homid Gift.[130]
Level 3[]
- Disquiet: As the homid Gift.[131]
- Reshape Object: As the homid Gift.[132]
- Speech of the World: As the homid Gift.[133]
Level 4[]
- Forgetfulness: The Kitsune can erase an individual's memories of a specific event. Fog-spirits teach this Gift.[134]
- Spirit Ward: As the homid Gift.[135]
Level 5[]
- Assimilation: As the homid Gift.[136]
- Call to Allies: This Gift is the Kitsune's ultimate distress call. Her Batsu, clan, and sentai will hear it, along with all other friendly neutrals and unknown allies in the area, as well as local spirits and spiritually sensitive mortals. The Fox's fear or rage acts as a beacon unerringly guiding any that answer the cry to her. This Gift is taught by an ancestor-spirit.[137]
Homid (Bastet)[]
Second Edition Gifts[]
Level 1[]
- Cat Claws: By calling on her heritage, a Bastet in Homid or Sokto form can unsheathe her claws and attack as if she was in beat-form.[138]
- Sweet Hunter's Smile: With a charming look, the werecat wins his target over; if that look shifts into a snarl or a stare, the victim feels uneast and may back away, intimidated.[139]
Level 2[]
- Eavesdropper's Ear: By listening carefully, a Bastet may hear things outside the normal human range, or understand something spoken some distance away. This is said to be a Gift from Whispers.[140]
- Jam Technology: As the Garou Homid Gift of the same name. Garou sensing for the Wyrm at this time will notice a slight shimmer coming from the werecat who uses this Gift, as the Bastet version invokes the power of Cahlash.[141]
Level 3[]
- Babel's Cure: By flexing Rahjah's powers, a Bastet can translate any human language in her vicinity. Invoking the Unmaker will turn everything into gibberish.[142]
- Craft of the Maker: As the Garou Homid Gift: Reshape Object.[143]
Level 4[]
- Monkey's Uncle: With this Gift, a werecat can assume any human form in seconds. Changes can include physical prowess, attractiveness, racial features, gender and age. Legends credit this Gift to Coyote, although the Bubasti claim to have discovered it first.[144]
- What's the Password?: By communing with the odd spirits inside computers, a werecat can call up the passwords to files, accounts or encryptions. Although few nature-bound Bastet know this trick, many of their city cousins have at least heard of it. Most of those who do know it charge hefty favors for the teaching....[145]
Level 5[]
- Black Friday: This dreaded Gift, the bane of the Information Age, allows a Bastet to crash a computer network in seconds. By communing with Net Spiders (see "What's the Password?") and promising a few favors, a lucky werecat can wreak system havoc without even touching a keyboard. It's rarely done because of its tendency to backfire (wiping out one's own computer files!), but causes untold headaches for the programmers of Pentex.[146]
- Deny the Hungry: With a gesture or spray, a spiteful werecat can destroy crops and fertile land, spoil food or toxify drinking water. Legend lays this Gift at the feet of the Bubasti, who were said to punish disrespectful communities with famine and drought. Some Simba use it for the same reasons. Sadly, it's easier to destroy than to create; undoing this damage requires a different Gift altogether.[147]
Wild West MET Gifts[]
Basic[]
- Cat Claws: You are able to unsheathe your claws even in Homid or Sokto forms. Doing so costs one Physical Trait; the claws remain usable for the remainder of the scene, or until you sheathe them. In all respects, these claws are used normally, inflicting aggravated wounds. However, they are uncomfortable and look quite unusual in Homid and Sokto forms, and thus cause you to suffer the Negative Physical Trait: Painful.
- Eavesdropper's Eye: Your sensitive ears are privy to whispers and distant conversations. With the expenditure of a Mental Trait, you are able to listen in on distant or quiet conversations (cup your hand next to your ear to indicate use of this Gift). This Gift lasts for the duration of the scene, and may cause you problems if you soddenly find yourself exposed to loud noises.
- Jam Gun: This functions just like the Garou Gift if the same name in Laws of the Wyld West.
- Sweet Hunter's Smile: You can win people over to your side quickly with your cat-like charms. By expending a level of the Primal Urge Ability, you gain the additional Social Traits: Magnetic x2 or Intimidating x2 (your choice). These Traits can be used up just like any other Social Trait.
Intermediate[]
- Babel's Cure: You can translate any language into an understandable form or into unintelligible gibberish. You must expend a Social Trait to activate this Gift, which then works on any language (even written ones). Everyone within 50 feet (generally, within the same room) is affected; you can choose to cause everyone to be comprehensible or to make all communication worthless for one turn.
- Craft of the Maker: See the Gift: Reshape Object, in Laws of the Wild.
- Monkey's Uncle: The shifting nature of your forms allows you to alter your human appearance. You can change you Homid form to look like any sort of human. You must expend a Social Trait in order to use this Gift; you then assume any human appearance desired. You should wear a special card to indicate this change, and beings with supernatural senses may attempt to detect your change (though they cannot see your true form) by making a Mental Challenge against you.
Advanced[]
- Deny the Hungry: A simple gesture allows you to destroy food, drink and arable land. You render any comestibles completely toxic and spoiled. You must expend a permanent Rage Trait to invoke this Gift; you then completely destroy the value of a quantity of water up to the size of a small lake, the arability of a square mile of land, or the nutritional value of a full ton of food. Spoiled food is rendered rotten forever, but plagued water and land remain barren for a full year before returning to a clean and usable state (through the bounty of Gaia's renewal). Nite that Bastet using this Gift cannot reverse it, and they suffer the depredations of its effects; Bastet can be poisoned by spoiled supplies just like anyone else.
Revised Edition and MET Gifts[]
Level 1[]
- Cat Claws: By calling on her heritage, a Bastet in Homid or Sokto form can unsheathe her claws and attack as if she were in beast-form.[148]
- Sweet Hunter's Smile: As the Garou homid Gift: Persuasion.[149]
Level 2[]
- Jam Technology: As the Garou homid Gift.[150]
- Eavesdropper's Ear: By listening carefully, a Bastet may hear things outside the normal human range, or understand something spoken some distance away.[151]
Level 3[]
- Craft of the Maker: As the Garou homid Gift: Reshape Object.[152]
Level 4[]
- Monkey's Uncle: As the Glass Walker Gift: Doppelganger, although the Bastet can only take the forms of humans, great cats or Bastet.[153]
Level 5[]
- Madness: As the Garou metis Gift.[154]
Intermediate[]
- Babel's Cure: With this Gift, the Bastet can translate any language or turn all communication into unintelligible gibberish. By expending a Social Trait, the Bastet can affect all those within 50 feet (generally, within the same room) for one turn, making everyone understand or scrambling their words as she chooses. This Gift extends to written languages as well.
- What's the Password?: The Bastet may commune with Net-spirits, allowing her to learn all manner of digital secrets: passwords, accounts, system files, even encryption codes. This Gift requires access to a computer (though not necessarily one that normally has Net access), a Gnosis Trait and a Static Social Challenge. The difficulty of the Challenge depends on what the Bastet wishes to access: simple things like accounts or basic corporate records are three or four Traits, while cracking government systems or sensitive corporate systems would be eight or nine Traits. This exchange should also be roleplayed out with the Spirit Keeper if at all possible, since most Net-spirits are quite bizarre and may require some form of bribery.
Advanced[]
- Black Friday: A true terror in this Information Age, this Gift allows the Bastet to crash an entire computer network, thoroughly destroying any and all information it contained. It can be very risky, but the potential damage that can be done makes it an acceptable risk in the eyes of many monkeywrenchers. The Bastet need not actually operate a single computer terminal, but she does need some means of contacting the Net Spiders, be it a trip to the Penumbra, spirit-speaking Gifts or even a quick message typed into the target system. As with the Gift What's the Password?, this interaction should be roleplayed out if possible. In addition, the Bastet must win a Static Social Challenge against a difficulty determined by the Narrator. Once set in motion, however, the Spiders will destroy the data in the target system without fail; especially skillful technicians may be able to recover it eventually, but it's arduous work and will take a minimum of days, even weeks. Failing the Static Challenge requires the Bastet to immediately win or tie a Simple Test; failure on the Simple Test turns the Spiders on the Bastet's own files. Note also that this kind of interference immediately sets off any and all security measures the system has; keep one eye on the exit before using this Gift!
- Deny the Hungry: With but a small gesture of contempt, the Bastet may cause crops to fail, plants to wither and otherwise create a famine of impressive proportions. This Gift requires the expenditure of a permanent Rage Trait, as well as a Static Mental Challenge against seven Traits. If successful, waterholes or lakes are fouled, crops fail, and one ton of food or drink is ruined for up to a mile around per permanent Mental Trait the Bastet possesses. Only the Gift Redeem the Waste, a powerful Rite of Cleansing or similarly potent magic has any hope of undoing this damage; left on its own, the affected areas remain foul and useless for at least a year. Obviously, this power comes from Cahlash, and can be detected by appropriate Gifts.
20th Anniversary Edition Gifts[]
Level 1[]
- Cat Claws: By calling on her heritage, a Bastet in Homid or Sokto form can unsheathe her claws and attack as if she were in Crinos.[155]
- Sweet Hunter's Smile: As the homid Gift: Persuasion.[156]
- Urban Hunter: as the homid Gift: City Running.[157]
Level 2[]
- Eavesdropper's Ear: As the Shadow Lord Gift: Whisper Catching.[158]
- Jam Technology: As the homid Gift.[159]
Level 3[]
- Cowing the Bullet: As the homid Gift.[160]
- Craft of the Maker: As the homid Gift: Reshape Object.[161]
Level 4[]
- Monkey's Uncle: As the Glass Walker Gift: Doppelganger, although the Bastet can only take the forms of humans, great cats or Bastet.[162]
- Tech Speak: As the Glass Walker Gift.[163]
Level 5[]
- Madness: As the metis Gift.[164]
Homid (Gurahl)[]
Second Edition Gifts[]
Level 1[]
- Persuasion: As the Garou Homid Gift. Use of this Gift has enabled many Gurahl in Homid form to act as teaches and leaders among their human Kinfolk.[165]
- Ursa's Light: This Gift allows the Gurahl to draw down light from the stars to use as either a directional beacon or to provide illumination for an area. Although the constellations of the Great and Little Bear need not be visible in the sky for the Gift's effectiveness, their presence enhances the Gift's power.[166]
Level 2[]
- Climate Control: This Gift enables the Gurahl to alter the temperature in her immediate vicinity from five to 25 degrees in either direction, thus enabling her to make a circle of relative warmth or coolness around her that can encompass up to five human-sized individuals. In certain situations, the use of this Gift can mean the difference between survival or death from hypothermia or heatstroke.[167]
- Dolorous Countenance: Similar to the Garou Homid Gift: Staredown, this Gift allows the Gurahl to assume a facial expression baleful enough to cause opponents to back away in shame and submission, in some cases leaving the vicinity entirely.[168]
Level 3[]
- Sense Need: By opening her senses to the world around her and listening to the unvoiced sounds of suffering and despair, a Gurahl can focus on the often silent call of someone in need of rescuing or succor. The legends of many people (and of some Changing Breeds) contain stories in which the timely appearance of one of the bear-folk saved the life of a lost child, wounded warrior or stranded elder. Gurahl use this Gift in their role as protector of Gaia's children.[169]
- Shape Matter: As the Garou Homid Gift: Reshape Object. The Gurahl originally learned this power from Gaia and used it as the basis for teaching humans how to fashion tools (without the magic, of course). The werebears also taught this Gift to the Garou, who renamed it and claimed it for their own.[170]
Level 4[]
- Spirit Shield: Unlike the Garou Homid Gift: Spirit Ward, which causes spirits to feel uneasy and retreat from the Garou's presence, this Gift distinguishes between friendly (or neutral) and unfriendly spirits in its manifestation. By tracing a sigil in the air above her head, the Gurahl creates a mystical aura around her that acts as a "do not disturb" sign for friendly and non-malicious spirits. Bear-spirits may ignore the aura, though in most cases they do not willingly intrude upon the shielded Gurahl. In the presence of hostile spirits, such as Banes, the aura becomes more intimidating, actively discouraging malevolent spirits from attacking the Gurahl.[171]
- Ursa's Coat: Similar to the Garou Homid Gift: Cocoon, this Gift surrounds the Gurahl with a heavy coat of protective fur colored like a starry night. This glimmering armor provides the Gurahl with protection against fire and poisonous gases as well as rendering him extremely difficult to damage. Ursa Major teaches this Gift.[172]
Level 5[]
- Charismatic Presence: The Gurahl exudes a compelling aura of attraction to humans. In the first days, the werebears sometimes used this Gift to place themselves at the center of tribal bear-cults in Europe, Asia and North America. They were thus able to form strong ties between Gaia and their human Kinfolk.[173]
- Fearless Unveiling: Similar to the Garou Homid Gift: Part the Veil, this Gift allows the Gurahl to show himself in Crinos form to a specified human without invoking the Delirium. This makes it possible for a Crinos Gurahl to render assistance to or otherwise act with normal humans without driving them mad. In most cases, once the need for using the Gift passes, the Gurahl must perform the Rite of the Ban to insure that the affected human does not remember what she has seen. This does not prevent the human from experiencing the Delirium at a later date, if she sees a Crinos Gurahl (or any other werecreature) without the benefit of this Gift.[174]
Revised Edition and MET Gifts[]
Level 1[]
- Persuasion: As the Garou Homid Gift.[175]
- Ursa's Light: The Gurahl may draw down the light of the stars for illumination or a directional beacon.[176]
Level 2[]
- Climate Control: The Gurahl can alter the temperature around her by 5-25 degrees and can sometimes include additional creatures in the effect's area.[177]
- Dolorous Countenance: As the Garou homid Gift: Reshape Object.[178]
Level 3[]
- Sense Need: The Gurahl can open her senses to discover someone in need of rescue or succor.[179]
- Shape Matter: As the Garou homid Gift: Reshape Object.[180]
Level 4[]
- Spirit Shield: Similar to the Garou homid Gift: Spirit Ward, this Gift distinguishes between friendly or neutral and hostile spirits, simply causing the former to bypass the Gurahl while actively intimidating hostile spirits. Bear-spirits may ignore the aura if they wish.[181]
- Ursa's Coat: Similar to the Homid Gift: Cocoon; this Gift surrounds the Gurahl with a protective coat of night-sky colored fur.[182]
Level 5[]
- Fearless Unveiling: Similar to the Garou homid Gift: Part the Viel, this Gift enable the Gurahl to appear in Crinos form before a human without invoking the Delirium, thus enabling the werebear to tender assistance without harming the individual. The Garou usually performs the Rite of the Ban on the human afterwards.[183]
Advanced[]
- Charismatic Presence: This Gift bestows upon the Gurahl a compelling aura of attraction to humans. In ancient times, werebears often used this Gift to place themselves in positions of leadership or influence among early human tribes, sometimes serving as the spiritual center of bear cults. The Gurahl must win a Social Challenge (retest with Empathy) against the targets he wishes to affect (within 20 paces). Those who lose the challenge feel a great awe and respect for the Gurahl and willingly listen to and often follow his directions (though they do not become mindless slaves). Those who successfully resist may experience an active resentment against the Gurahl who tried to influence their minds. This Gift lasts for a single scene, although individuals affected by the Gift may retain some positive feelings toward the Gurahl depending on the strength of the werebear's arguments or the force of his natural personality. Hostile actions will negate the Gift's effects.
20th Anniversary Edition Gifts[]
Level 1[]
- Master of Fire: As the homid Gift.[184]
- Persuasion: As the homid Gift.[185]
- Ursa's Light: The Gurahl may draw down the light of the stars for illumination or a directional beacon. An ancestor-spirit teaches this Gift.[186]
Level 2[]
- Climate Control: The Gurahl can raise or lower the temperature around her. A migratory bird-spirit teaches this Gift.[187]
- Dolorous Countenance: As the homid Gift: Staredown.[188]
Level 3[]
- Sense Need: The Gurahl can open her senses to discover someone in need or rescue or succor. An ancestor-spirit teaches this Gift.[189]
- Shape Matter: As the homid Gift: Reshape Object.[190]
Level 4[]
Level 5[]
- Fearless Unveiling: As the homid Gift: Part the Veil.[193]
Homid (Ratkin)[]
Second Edition Gifts[]
Level 1[]
- Cooking: As the Bone Gnawer Gift.[194]
- Eau de Rat: The intoxicating scent of rat is not fully appreciated by all mammals. In fact, most humans find it downright foul, as do the Jagglngs and Gafflings of the Weaver.[195]
- Persuasion: The other breeds have a low opinion of humanity, but that's just because they don't know how to deal with people. You've got a talent for any social situation involving human beings. Of course, Ratkin also have a reputation for deception, since they have little regard for the human race. Remember: Bretray others before toy betray other wererats![196]
Level 2[]
- Instinct: Some little rodent beasties are known for their "impulse control problems." Homid Ratkin learn to contain these instincts as best they can. With a little spiritual acumen, they can even intensify these feelings in creatures around them. A victim overwhelmed by instinct will follow his basest impulse for a brief moment. (If this is a character, the roleplayer should name the first thing that comes to mind; if it isn't, the Storyteller should immediately improvise something foul). Reactions can be petty or brutal, depending on the victim's initial frame of mind.[197]
- Sticky Fingers: Humans have too much damn stuff for their own good; you only take what you need, but you don't care who it comes from. This Gift uses misdirection and distraction to boost stuff from humans with just the most casual contact. Bump in to them or talk to them, and you can take what you need. Just remember to use everything you take.[198]
Level 3[]
- Of Rat and Man: With a bit of practice, homid breed Ratkin can learn to assume a form between Homid and Crinos, rather like a Garou's Glabro form. Though the critter still appears very human, his "ratlike" features become exaggerated enough that anyone can notice them. Beady eyes, a sharp nose, gnarled hands and a stoop are the most commonly displayed traits. Humans find this unnerving; rats find it charming. While in this form, many of the aspects of misleading and betraying humans become much easier.[199]
- Reshape Object: As the homid Garou Gift, save that it's taught by a Wyld-spirit (interestingly enough).[200]
Level 4[]
- Attunement: As the Bone Gnawer Gift.[201]
- Body Wrack: As the Black Fury Gift.[202]
Level 5[]
- Ugly Truth: Like the homid Garou Gift: Part the Veil. The Ratkin must bite or claw a human victim to transmit this Gift. Moreover, his experience is "embellished" by visions similar to those granted by the Birthing Plague - usually torturous reminders of the dangers of human overpopulation. If the wererat wants to finish off the experience by punishing the guilty human, he can make the disease extremely toxic. At the end of the scene, the victim will then be ravaged by the last lingering effects of the infection.[203]
Revised Edition and MET Gifts[]
Level 1[]
- Eau de Rat: Punish foes with a supernaturally festering stench! This Gift works best on creatures downwind from a Ratkin, but with a bit of practice, the creature can waft the smell in a specific direction.[204]
- Persuasion: As the Garou homid Gift.[205]
Level 2[]
- Instinct: This Gift can force a victim to indulge in his basest impulses for one round. The Ratkin must provoke the victim's reaction in some way.[206]
Level 3[]
- Reshape Object: As the Garou homid Gift, but taught by a Wyld-spirit.[207]
Level 4[]
- Body Wrack: As the Black Fury Gift.[208]
Basic[]
- Cooking: As the Bone Gnawer Gift; see Laws of the Wild.
- Sticky Fingers: Thievery is often a favorite pastime of Ratkin, and with this Gift a Ratkin can make even the most skilled pickpocket seem like an amateur. Bumping into the target, a handshake, a tap on the shoulder; even the most casual of contact with suffice, allowing the Ratkin to lift whatever she needs without the victim even being aware. This requires a successful Static Physical Challenge (retest with Subterfuge), with a difficulty depending on the object's accessibility.
Note that even if the Ratkin fails, it doesn';t mean she was caught; it just means she has to try harder next time. Only through repeated failures in using this Gift will a subject notice anything untoward.
Difficulty: 6, Object's Accessibility: Sitting in plain sight;
Difficulty: 7, Object's Accessibility: Clutched in someone's hand;
Difficulty: 8, Object's Accessibility: In a pocket or on a wrist;
Difficulty: 9, Object's Accessibility: Around someone's neck or prominently worn;
Difficulty: 10, Object's Accessibility: Encased in something else (like a briefcase or a wallet);
Intermediate[]
- Attunement: As the Bone Gnawer Gift; see Laws of the Wild.
- Of Rat and Man: Most Ratkin have only three forms. However, with practice, homid Ratkin of at least the third Rank can develop a fourth form. This extra form combines some of the features of both their Homid and Crinos forms, not unlike what one might imagine a Ratkin Glabro from would look like. Looking mostly human, the Ratkin will take on exaggerated "rattish" features, such as beady eyes, gnarled hands or larger, feral-looking ears. Ratkin enjoy using this form when trying to be sneaky, both in word and deed, as they find it makes attempts at such tasks much easier. Taking this form requires the expenditure of one Rage Trait and one turn spent shifting. The Ratkin receives the bonus Physical Traits: Quick and Lithe, and the bonus Traits in all challenges related to Subterfuge and Stealth.
Advanced[]
- Ugly Truth: As the Homid Gift Part the Veil, except that it must be activated through a bite or claw attack against the human victim. The Ratkin must also make a Social Challenge against the victim (retest with Empathy) and spend a Gnosis Trait. The victim will also suffer from periodic visions similar in nature to those granted by the Birthing Plague for the duration of the Gift's effects. At the end of the Gift's effects, at the Ratkin's option, the victim will suffer an aggravated wound by way of punishment, or he may die of the disease now pouring through his system. The Gift is often used to show certain humans the error of their ways. See Laws of the Wild for further details.
20th Anniversary Edition Gifts[]
Level 1[]
- Cooking: As the Bone Gnawer Gift.[209]
- Eau de Rat: As the Bone Gnawer Gift: Odious Aroma.[210]
- Persuasion: As the homid Gift.[211]
Level 2[]
- Filch: The wererat becomes an expert at using misdirection to take what he wants, whenever he wants. Chipmunk-spirits teach this gift.[212]
- Instinct: This Gift forces its target to indulge his basest impulses for one turn. The Ratkin must provoke the victim's reaction in some way. Mouse-spirits teach this gift.[213]
Level 3[]
- Ratman: With a bit of practice, the wererat learns to assume a new form between Homid and Crinos, rather like a Garou's Glabro form. Though still mostly human, this new form gains exaggerated "ratlike" features: beady eyes, a long nose, gnarled hands, sharp incisors. A city Mother or City Father teaches this Gift.[214]
- Reshape Object: As the homid Gift.[215]
Level 4[]
Level 5[]
- Ugly Truth: As the homid Gift: Part the Veil. The Ratkin must bite a human to transmit this Gift.[218]
Balaram[]
Second Edition Gifts[]
Level 1[]
- Cold Blood: Nagah use this odd Gift to make their Balaram form cold-blooded. This has several effects: the Nagah doesn't show up on infrared scanners, he more readily passes for a vampire, and he's capable of functioning in unusually hot environments without suffering from hear stroke.[219]
- Persuasion: As the homid Gift.[220]
- Prehensile Body: This Gift allows the Nagah to grasp objects or with her tail (or catch them in her coils) about as easily as she could with her hands.[221]
- Self-Mastery: As all effective assassins must, the Nagah cultivate a profound degree of self-discipline. This Gift lets them use that discipline to defend against mental attacks.[222]
Level 2[]
- Master the Body: Before the yogi can master the world outside of himself, he must first master his own body. This Gift allows the Nagah to regulate bodily functions that are typically involuntary: heartbeat, metabolic rate, urine formation and others. In addition to allowing the Nagah to ignore wound penalties, this Gift also grants him the ability to enter a form of suspended animation. By taking control of his metabolic rate, for example, the wereserpent can survive without air several times longer than would otherwise be possible. By consciously controlling the rate of sweat and urine production, the Nagah can prevent himself from dehydrating if he doesn't have access to water.[223]
- Subtle Serpent: This Gift makes the Balaram's Voice beautiful, easy to listen to and strangely compelling, allowing her to be extremely convincing.[224]
- Unexpected Venom: Nagah generally don't have fangs or access to their venom in Balaram form, but this Gift allows the wereserpent both. Not only do the fangs give him a secret advantage, they also allow the Nagah to masquerade somewhat effectively as a vampire.[225]
Level 3[]
- Fluid Grace: As the lupus Gift: Catfeet.[226]
- Pierce Illusion: The first step in seeing through the Veil of Maya - the illusion of the world in which all creatures are trapped - is learning to discern the simpler illusions woven by mere mortals (or mere vampires, as the case may be). This Gift allows the Nagah to determine what is real and what is illusory, as well as what the illusion is hiding, if anything.[227]
- Sang Froid: Nagah aren't the most emotional individuals to begin with, but this Gift grants them an extra measure of discipline. While this Gift is in effect, the Nagah is practically immune to powers of emotional control or any form of mind control that works through the emotions.[228]
Level 4[]
- Being One: Members of a nest have extremely close ties to one another; they share their lives together. This Gift allows them to share everything, including thoughts, perceptions and physical abilities. It also allows two or three Nagah to share perceptions, thereby effectively functioning in multiple places at once. Balaram often use this Gift to establish perfect communication during a hunt.[229]
- Spirit Ward: As the homid Gift. Balaram learn this Gift from the Wani in order to help deter unwanted attention from outside spirits.[230]
Level 5[]
- Kundalini: The Tantric mystics of India allude to a serpent of energy called the Kundalini that resides at the bast of the spine. By raising the body's energy, the Kundalini rises through seven places of power in the body called chakras. By raising the Kundalini to a particular chakra, the Nagah may channel his body's energy is a variety of powerful ways.[231]
- There Is No Body: By seeing through the illusion of causality, the Balaram is able to free himself from its concomitant limitations. Specifically, this Gift renders the Nagah incorporeal. For the duration of this Gift, the body of the Balaram (and any dedicated items) is not affected by the physical world in any way he does not choose to be affected. Bullets, claws and fire pass right through him; likewise, his body passes through walls and other physical items as though they weren't there.[232]
Revised Edition and MET Gifts[]
Level 1[]
- Persuasion: As the homid Gift. The Nagah version of this discipline involves hyper-acute control of pheromones and body language.[233]
- Prehensile Body: In forms other than Balaram, the Nagah can grasp and manipulate objects with her tail ( or coils) as easily as she can with her hands in human form.[234]
Level 2[]
- Unexpected Venom: The balaram Nagah can easily use fangs in his human form.[235]
Level 3[]
- Fluid Grace: As the lupus Gift: Catfeet.[236]
Level 4[]
- Spirit Ward: As the homid Gift; it is learned from the Wani to deter the attention of unwanted spirits.[237]
Level 5[]
- There Is No Body: The balaram is capable of freeing himself from the limitations of flesh, becoming effectively incorporeal while remaining in the physical world. For the duration of the Gift, the Nagah is immune to any physical contact that he does not desire; fire, silver, walls, nothing save magic designed to affect the immaterial is proof against him.[238]
Basic[]
- Cold Blood: Using this Gift, a Nagah is able to make her Balaram form as cold-blooded as her other forms. This allows her to avoid showing up on infrared scanners, more easily pass as a vampire, and considerably reduces the risks associated with strenuous activity in hot environments. Activating this Gift requires the expenditure of a temporary Physical Trait. The effects last for one scene, during which time all attempts to detect the Nagah on infrared devices or similar technology are at a two-Trait penalty and any attempts to pass as one of the undead in a physical sense are up two Traits.
- Master of the Body: With this Gift, a Nagah can display such self mastery that she even gains control over bodily functions that are normally involuntary for her, such as heartbeat and metabolic rate. In addition to granting the Nagah the ability to ignore wound penalties short of Incapacitated, this Gift also allows her to enter a form of suspended animation, survive in an area without air for much longer than would be normally possible and prevent herself from dehydrating due to a lack of water. By spending a temporary Willpower Trait, this Gift lasts for a scene; if an additional temporary Gnosis Trait is spent, the effects last for twenty-four hours instead.
- Self-Mastery: Nagah are big on personal balance and intellectual self-discipline, things that are very apparent in this Nagah who possess this Gift. A Nagah with this Gift may spend Mental Traits as Willpower Traits for the purposes of defending against mental attacks or mind-influencing powers and Gifts. Additionally, by spending a Gnosis trait, the Nagah is considered to be up a number of Traits equal to her current Gnosis on all Mental tests to resist such powers for the remainder of the scene.
- Subtle Serpent: Nagah can be extremely persuasive and charismatic when it suits their purposes. By spending a Gnosis Trait and winning a Social test against the target's permanent Willpower rating, the Nagah's voice becomes almost hypnotic. If successful, she may ask her target simple, short requests that he must carry out for the remainder of the scene. Acceptable requests include "look over there," "take off your coat," or "step out of the car." Any action that would require more than a single turn to complete is unacceptable, as is any action that would obviously endanger the target's health or violate their Nature. Even the threat of danger will snap the target out of this trance, and he may spend Willpower Traits to negate requests on a one-for-one basis - requests negated this way cannot be repeated unless the Gift is activated again, although they do not break the trance itself. Victims will remember their actions during this time, though not why they felt so compelled to obey the Nagah.
Intermediate[]
- Being One: This Gift allows the members of a Nagah's nest to share almost everything, even such things as sensations, thoughts, and physical aptitudes. Activation requires the expenditure of a temporary Gnosis Trait. For the remainder of the scene, all Nagah in the nest can communicate telepathically regardless of the distance between them. What's more, any Nagah who is part of this "network" and possesses this Gift is able to lend one of the following to another member of the "network": a Physical Trait, Mental Trait, Willpower Trait, primarily knowledge-related Ability (Occult or Politics is fine, but Firearms or Drive is not) or an extra Healthy health level. Only one such Trait, Ability, or health level can be lent by a single Nagah, though two Nagah with this Gift could each lend a Physical Trait to a third nest member.
This Gift is not required to receive such Traits, only send them. These loans last until the end of the scene or until the lender desires them returned, though if they are lost by the recipient they return expended to the owner when the loan is over. Any such borrowed Traits are lost immediately if the lender is killed. Needless to say, the mechanics of these exchanges may require a Narrator or such devices as cell phones and walkie talkies to properly simulate, and players are reminded to keep strict track of such "loans." - Pierce Illusion: Nagah have long been enemies of illusion-weavers, going back to the great Vasana's purge of the Rakshasa prince Jatadaka. Without the ability to discern reality from illusion, it would be a great deal more difficult for them to be certain that their targets have truly been delivered their just rewards. By spending a Gnosis trait, the Nagah may make a Simple Test (win or tie) whenever in the presence of an illusion for the rest of the scene - success indicates she senses an illusion is somewhere nearby. By then defeating the illusion's creator in a Mental test (retest Investigation), the Nagah is able to not only determine the exact location of the illusion, but also see through it to know what it is hiding. Only one Simple Test is allowed per illusion.
- Sang Froid: No one could ever accuse a Nagah of being overly emotional in the first place, but those Nagah who possess this Gift are even further buffered from both such feelings and more importantly from Gifts and powers that prey upon a victim's emotions. Activating this Gift requires the expenditure of a temporary Gnosis Trait. For the remainder of the scene, the Nagah is considered five Traits up in any tests involving supernatural emotional manipulation or control, regardless of the source. This includes powers that incite frenzy of any kind. This extra measure of control also prevents her from regaining Rage by any means for the same length of time.
Advanced[]
- Kundalini: By spending a temporary Gnosis Trait and doing nothing but breathing exercises for a number of minutes, the Nagah is able to raise her body's energy through seven places of power called chakras. The number of breathing exercises required depends on what benefits the Nagah is wants; raising the Kundalini to the Muladhara requires only a single minute of controlled breathing, for example, while raising it to the Vishuddha requires a full five minutes.
The Muladhara, or root chakra, grants two additional Bruised Health Levels to the Nagah by raising her will to survive.
The Swadhishthana, or hara chakra, purges the Nagah's body of all diseases, possessing spirits, introduced poisons and other unwanted foreign matter, as well as simultaneously healing three Health Levels (even of aggravated damage) by raising her vitality.
The Manipura, or solar plexus chakra, grants the Nagah two extra temporary Rage Traits by controlling her raw emotional energy.
The Anahata, or heart chakra, causes the Nagah to radiate a strong sense of love and tranquility by controlling her love and compassion for humanity. Anyone coming in contract with the Nagah must make a Willpower or Conscience test against three Traits to act or even think in a hostile manner toward her. This effect is ended should the Nagah herself act in an obviously belligerent fashion.
The Vishuddha, or throat chakra, controls creativity and clairaudience. This allows the Nagah to "hear" the thoughts of any individual within three steps. By concentrating for a full turn on a single target and defeating him in a Mental test (retest Investigation), she may probe a target's mind to ask a single question that the target must answer truthfully. The effects of this aspect last for a scene, though the Ngah may choose to target several different individuals during this time, provided they come within range.
The Ajna, or brow chakra, grants the Nagah control over her intuition and clairvoyance. This grants her complete knowledge of everything that pertains to her and her nest within line of sight. Secrets are revealed, illusions fall away, enemies are revealed for who they are, and the true forms and natures of all around are made known to the Nagah. In game terms, this allows the Nagah to automatically see through any illusions, sense whether a being has hostile motives toward the Nagah or her nest with a win or a tie on a Simple Test or determine whether a being is a supernatural creature with a win or tie on a Simple Test (on a win, the exact type of creature is revealed). These Simple Tests can be retested with Empathy or Investigation.
Finally, the Sahasrara, or crown chakra, controls the super consciousness and spiritual will. This allows the Nagah to attain a brief state of cosmic awareness, granting her the capacity to test one curse of action for danger, as per the Silent Strider tribal Advantage (see Laws of the Wild), save that her sense is successful on either a win or a tie. Alternately, she may choose to gain a number of retests on Social tests with spirits or any knowledge-related Abilities equal to her Gnosis rating, as a manifestation of her newfound cosmic understanding. These retests may be used in addition to Ability retests on a Challenge.
Unless otherwise noted, the effects of this Gift last for one scene. The Gift may generally be activated no more than once per week; excessive use can lead to dangerous bodily imbalances. Only one chakra may be activated at a time.
20th Anniversary Edition Gifts[]
Level 1[]
- Cold Blood: The Nagah may make her Balaram form cold-blooded, rendering it invisible to infrared scanners, increasing the ease of passing as a vampire, and reducing the chance of heat stroke in unusually hot environments.[239]
- Persuasion: As the homid Gift.[240]
- Prehensile Body: In forms other than Balaram, the Nagah can grasp and manipulate objects with her tail (or coils) as easily and deftly as she can with her hands in human form.[241]
Level 2[]
- Subtle Serpent: The balaram's voice becomes beautiful, easy to listen to, and strangely compelling.[242]
- Unexpected Venom: The Nagah can easily use fangs in his human form.[243]
Level 3[]
- Fluid Grace: As the lupus Gift: Catfeet.[244]
- Pierce Illusion: The Nagah's keen eyes easily pierce the illusions of the world.[245]
Level 4[]
- Being One: The Nagah may become as one with one of her nestmates, sharing aptitudes and perceptions.[246]
- Spirit Ward: As the homid Gift.[247]
Level 5[]
- There Is No Body: The balaram can free himself from the limitations of flesh, becoming incorporeal while remaining in the physical world. For the duration of the Gift, the Nagah is immune to any undesired physical contact, even from sources such as fire and silver.[248]
Gallery[]
Climb Like An Ape from Book of the City. Art by Leif Jones.
Of Rat and Man from Ratkin (book). Also known as "Ratman" in 20th Anniversary. Art by Joe Corroney.
References[]
- WTA: Werewolf: The Apocalypse Rulebook, p. 172
- WTA: GURPS Werewolf: The Apocalypse, p. 114-115
- WTA: Werewolf Players Guide, p. 36
- WTA: Caerns: Places of Power, p. 153
- WTA/MET: The Apocalypse, p. 85
- WTA: Werewolf: The Apocalypse Second Edition, p. 114-115
- WTA: Rage Across the World Volume 1, p. C: POP: 153
- Rage CCG: Rage (Jam Technology, Persuasion, Staredown)
- Rage CCG: Umbra (World of Human)
- WTA: Bastet, p. 101-102
- WTA: Hengeyokai: Shapeshifters of the East, p. 163-164
- WTA/MET: Laws of the Wild, p. 92-94
- WTA: Gurahl, p. 90-91
- Rage CCG: Rage Across Las Vegas: Phase 1 (Glib Tongue, Spirit Ward)
- Rage CCG: Rage Across Las Vegas: Phase 2 (Binary Thinking, Disquiet)
- Rage CCG: Rage Across Las Vegas: Phase 3 (Streetwise)
- Rage CCG: Rage Across Las Vegas: Phase 4 (Body Shift, Regal Bearing, Staredown)
- Rage CCG: Rage Across Las Vegas: Phase 5 (Body Shift, Staredown)
- Rage CCG: Rage Across Las Vegas: Phase 6 (Body Shift, Commanding Voice, Staredown)
- Rage CCG: Rage Across Las Vegas: Equinox (Body Shift, Disquiet)
- WTWW: Werewolf: The Wild West Rulebook, p. 139-140
- WTA/MET: Hengeyokai: Way of the Beast Courts, p. 204-206
- WTA: Ratkin, p. 110-112
- WTWW: Frontier Secrets, p. 7
- WTWW: The Wild West Companion, p. 70-71
- WTWW/MET: Laws of the Wyld West, p. 143-144
- WTA: Werewolf Players Guide Second Edition, p. 35
- VTDA: Werewolf: The Dark Ages, p. 101
- WTA: Nagah, p. 76-79
- WTA: Croatan Song, p. 114 (Jam Technology doesn't exist, can be replaced with the Croatan Gift: Shell Games)
- WTA: Werewolf: The Apocalypse Revised Edition, p. 133-134
- MET: Mind's Eye Theatre Journal 6, p. 48
- DAW: Dark Ages: Werewolf Rulebook, p. 111-113
- WTA: Book of the City, p. 112-113
- WTA: Players Guide to the Changing Breeds, p. 68, 92-93, 104-105, 126-127, 145
- WTA/MET: MET Gift Deck
- WTA/MET: Laws of the Wild Revised Edition, p. 118-120
- WTA/MET: Laws of the Wild: Changing Breeds 1, p. 179-181
- WTWW/MET: Mind's Eye Theatre Journal 1, p. 31-32
- WTA/MET: Laws of the Wild: Changing Breeds 2, p. 76-78
- WTA/MET: Laws of the Wild: Changing Breeds 3, p. 169-171
- WTA: Players Guide to Garou, p. 184-185
- WTA/MET: Laws of the Wild: Changing Breeds 4, p. 69-73
- Rage CCG: War Council (Disquiet)
- W20: Werewolf: The Apocalypse 20th Anniversary Edition, p. 152-155
- W20: Werewolf 20th Anniversary Wyld West Expansion Pack, p. 29-30
- W20: Changing Breeds, p. 86, 116, 131, 160-161, 186-187
- W20: W20 Rage Across the World, p. 119
- W20/MET: Mind's Eye Theatre: Werewolf: The Apocalypse
- W20: Changing Ways, p. 150
^ Level One
^ Level Two
^ Level Three
^ Level Four
^ Level Five
Basic
Intermediate
Advanced