Difference between revisions of "Silver Fangs Tribe Gifts"
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==Level Four== | ==Level Four== | ||
+ | <font color=blue>'''Mastery'''</font><br> | ||
+ | |||
+ | '''Source:''' ''WW3801 - Werewolf: the Apocalypse Revised p. 152'' | ||
+ | |||
+ | '''Description:''' With the power of this Gift, the Fang can command other Garou, including Black Spiral Dancers, to do her bidding. A Falcon spirit teaches this Gift. | ||
+ | |||
+ | '''System:''' The player rolls Charisma + Leadership (difficulty of the target's Wits + 3). If the roll succeeds, the Garou can give the target one non-suicidal command, which he must obey for one turn per success. This Gift works only against other Garou. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | <font color=blue>'''Mindblock'''</font><br> | ||
+ | |||
+ | '''Source:''' ''WW3801 - Werewolf: the Apocalypse Revised p. 152'' | ||
+ | |||
+ | '''Description:''' Upon learning this Gift, the Garou's mental defenses are strengthened to the utmost. A Falcon spirit teaches this Gift. | ||
+ | |||
+ | '''System:''' The difficulties of any direct mental attacks or attempts to control the Garou's mind, as well as more insidious psychoc assaults (mind reading, mentally implanting illusions, or possession) are raised to 10. The effects of this Gift are permanent, but they do not apply to powers that sway emotion. | ||
+ | |||
+ | |||
+ | ---- | ||
==Level Five== | ==Level Five== | ||
+ | |||
+ | <font color=blue>'''Ignore Death Blow'''</font> | ||
+ | |||
+ | '''Source:''' ''WW3806 - Player's Guide to the Garou p. 195'' | ||
+ | |||
+ | '''Description:''' The Fangs claim they rule by divine right, and after seeing this Gift in action, few disagree. The Silver Fang simply ignores a blow that would otherwise kill him. Seeing a blade swung with perfect accuracy toward someone's neck and watching it fail to sever the head is something few Garou will forget - especially if they were swinging the sword. | ||
+ | |||
+ | '''System:''' Once per scene, the player may spend one Willpower point and ignore all damage of a single attack. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | <font color=blue>'''Luna's Avenger'''</font><br> | ||
+ | |||
+ | '''Source:''' ''WW3801 - Werewolf: the Apocalypse Revised p. 152'' | ||
+ | |||
+ | '''Description:''' The Garou's entire body, regardless of her current form, is changed to living silver. She becomes a nearly unstoppable warrior. A Lune teaches this Gift. | ||
+ | |||
+ | '''System:''' The Garou must concentrate for one full turn to activate this Gift. The player spends one Gnosis point. This Gift lasts for one scene, during which the Garou is immune to the effects of silver. Any attack she makes does aggravated, unsoakable damage to Garou. Furthermore, she gains two extra points of Stamina and one additional health level while the Gift lasts. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | <font color=blue>'''Paws of the Newborn Cub'''</font><br> | ||
+ | |||
+ | '''Source:''' ''WW3801 - Werewolf: the Apocalypse Revised p. 152'' | ||
+ | |||
+ | '''Description:''' With a glare and a snarl, the Silver Fang strips her foe of any supernatural power. Many servants of the Wyrm have tried to employ their putrescent magic against the Fangs, only to realize that they face a mighty foe with only mundane methods of defense. A Falcon spirit teaches this Gift. | ||
+ | |||
+ | '''System:''' The player spends a Gnosis point and rolls Gnosis (difficulty of the target's Willpower). Each success removes all special abilities (shapeshifting, Gifts, any sort of supernatural or magical powers) for one turn. | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | |||
+ | <font color=blue>'''The Secret of Gaia'''</font><br> | ||
+ | |||
+ | '''Source:''' ''WW3860 - Silver Fang Tribebook (revised) p. 67'' | ||
+ | |||
+ | '''Description:''' Some Silver Fang legends tell of a Great White Wolf who gave his own life to save Mother Gaia. He was the ancestory of the Silver Fangs, and of all the werewolves. Those werewolves who rise to the highest rank amongst the tribe sometimes learn the secret that Gaia imparted to the Great White Wolf after his sacrifice, one that deepens their connection to Her and allows them to be completely aware of their surroundings. | ||
+ | |||
+ | Everything about her environment suddenly becomes part of the werewolf's awareness. She can sense the lay of the land, the type and nature of the plants growing on it and what forms of animal life live there. She can sense what spirits are at work in the area's penumbra. The werewolf also gains some sense of the health of Gaia in that area. In an urban area, she might feel constricted or restrained, while in an area under attack by the Wyrm, she might feel itchy or in pain, depending on how successful the Wyrm minions are. | ||
+ | |||
+ | Any Silver Fang of sufficient rank may learn this Gift, but the majority of those who learn it are Theurges. For some reason, members of House Wise Heart receive this Gift more frequently than to those of any other House. It is technically possible for a Garou of another tribe to learn this Gift, but it has not happened in living memory, and no song records such an event occuring. Those werewolves who do learn this Gift are often changed as a result. Many choose to walk barefoot on the earth whenever they can, and show a greater than usual aversion to cities. None of them can actually articulate what the secret is, saying that it is either something you understand, or you don't. | ||
+ | |||
+ | '''System:''' Secret of Gaia is a more powerful version of the Theurge Gifts Spirit Speech, and Pulse of the Invisible, and works in a similar fashion. The player spends a point of Gnosis to activate the Gift and then rolls the character's permanent Gnosis (difficulty 7). The werewolf gains an uncanny awareness of her surroundings for a one-mile radius for every success achieved on this roll, almost integrating her awareness into the very landscape. She can automatically see into the Penumbra and may look at both the Penumbra and the material realm simultaneously if she wishes and can step sideways at -2 difficulty. Some Theurges have likened the experiences to what the world must have been like before matter and spirit seperated. All Perception rolls are at -2 difficulty while dealing with spirits. This same oneness grants the player an extra die in all rolls, save those involving combat, that occur while the character is in this state in addition to the other bonuses, | ||
+ | |||
+ | The Gift lasts for one hour for each point of permanent Gnosis the werewolf has. If the roll is a botch, the pain of Gaia overwhelms the character's senses and Harano cripples him for the duration of the scene. | ||
+ | |||
+ | |||
+ | ---- | ||
=Camp Gifts= | =Camp Gifts= |
Revision as of 22:09, 1 September 2019
Contents
Tribal Gifts
Level 1
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Level 2
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Level 3
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Level 4
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Level 5
|
Level One
Eye of the Falcon
Source: WW3860 - Silver Fang Tribebook (revised) p. 66
Description: Falcon is a great predator, with keen eyes and a sharp beak. As he soars in the sky, he can spot the tiny movement in the grass that betrays the location of his prey at great distances. He shares this Gift freely with his children so that they may spot their foes easily and lead the Garou into battle with confidence. Any of Falcon's brood may teach this Gift.
System: All visual-based Perception and Alertness rolls are at -1 difficult. The same applies to all long-range weapon attacks, such as a bow or gun. The Gift costs one Gnosis point to activate, and lasts for a scene.
Falcon's Grasp
Source: WW3801 - Werewolf: the Apocalypse Revised p. 152 / WW3860 - Silver Fang Tribebook (revised) p. 66
Description: A leader must keep a tight grip on his power, and this Gift allows the Garou to do so literally. The Garou's hands or jaws tighten in a mighty death-grip, making it nearly impossible to escape. A Falcon spirit teaches this Gift.
System: The player spends one point of Rage. For the remainder of the scene, the Garou's grip with either hands or jaws (or both, at a cost of two Rage) is much stronger. In game terms, the Garou's Strength is considered three points higher for the purposes of grappling or maneuvers such as the jaw lock. The Garou may not use this extra Strength to inflict damage.
Ice Dance
Source: WW3860 - Silver Fang Tribebook (revised) p. 66
Description: This Gift is a legacy of the tribe's deep roots in Russia and the frozen north. The Wyrm often chooses its battlegrounds with cunning, using Gaia's own snow and ice against Her defenders. This Gift allows the Fangs to face the Wyrm on equal terms, or even turn Gaia's own beauty to their advantage by moving freely across snow and ice, as if it was a flat plain of green grass. An Ice Elemental teaches this Gift.
System: The player spends a single Gnosis point to activate this Gift. Its effects then last until the next sunrise. All Dexterity-based rolls while on ice or snow are at -1 difficulty and the werewolf may move at normal speed across both deep snow and ice. As this is a Gift of balance, Philodox gain more from it than most: their Dexterity rolls on snow and ice are at -2 difficulty and they may double their normal running speed when they are on snow or ice.
Lambent Flame
Source: WW3801 - Werewolf: the Apocalypse Revised p. 152
Description: The Garou causes her body to ignite with silver light. A Lune teaches this Gift.
System: The player spends one Willpower point to ignite the light. The glare illuminates a 100-foot area. Any hand-to-hand attacks against the Garou take a +1 difficulty penalty, while missile attacks receive a -1 difficulty bonus.
Sense Wyrm
Source: WW3801 - Werewolf: the Apocalypse Revised p. 135
Description: The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using the Gift sometimes say things like, "This place stinks of the Wyrm" (with a few more colorful adjectives). Garou should remember that the Wyrm's taint can cling to relatively blameless souls. Werewolves may sense an innocent person who happens to work in a Wyrm controlled factory or who has eaten tainted food. This power requires active concentration. Any spirit of Gaia may teach this Gift.
System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm's influence. Sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 8. Vampires register as Wyrm tainted, save those with Humanity of 7 or higher.
Level Two
Empathy
Source: WW3801 - Werewolf: the Apocalypse Revised p. 152
Description: To be a leader among wolves is largely a matter of physical dominance, but a human leader must understand his charges and follow their will to a degree. With this Gift, a Silver Fang can understand those around him and live up to their expectations. A Falcon spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty 7). Success indicates that the Garou knows what the majority would like to see, be it attack, mediation, harsh punishment or clemency. The more successes the player rolls, the better the Garou understands the people's desires, even if the people would rather keep their desires secret. Note that this Gift by no means reveals the wisest or most rational decision, just the most popular one.
Luna's Armor
Source: WW3801 - Werewolf: the Apocalypse Revised p. 145
Description: The Child of Gaia may call for Luna's protection in battle. This Gift even allows limited resistance to silver. A Lune teaches this Gift.
System: The Garou concentrates for one full turn, and the player spends a Gnosis point and rolls base Stamina + Survival (difficulty 7). The player may add one die per success to the Garou's soak pool for the rest of the scene. These bonus dice may also be used to soak silver damage, but only these dice. For example, if the Garou's Stamina is 4 and the player rolls 3 successes, the Garou has 7 dice to soak non-silver damage, and 3 to soak silver.
Reason's Grasp
Source: WW3860 - Silver Fang Tribebook (revised) p. 67
Description: The Silver Fangs took up many burdens when they accepted the leadership role for the Garou Nation. One of the hardest of these to bear is the propensity towards Harano and the mental disabilities that beset the members of the tribe. However, the spirits took pity upon the tribe members who were suffering and failing at a time of need, so they sent a Firebird spirit to teach them this Gift. Reason's Grasp allows a Silver Fang to free herself temporarily from Harano or mental illness. It can also protect against a sanity-altering attack, be it from a spirit, Wyrm creature, vampire, mage, or demon.
System: The player spends a point of Gnosis and rolls Willpower (difficulty 7). The character can ignore the effects of all mental disabilities for a number of scenes equal to the number of successes rolled. Alternatively, each success may reduce by one the number of successes scored on a roll to affect the character's sanity made by an outside agency. Should the unfortunate player botch this roll at any point, the werewolf's dementia runs out of control, completely dominating the character's thought process for 24 hours.
Level Three
Claim of Authority
Source: WW3806 - Player's Guide to the Garou p. 195
Description: There are times when a Silver Fang cannot be present at important moots or meetings, and must send another Garou in her place. To make sure that any advantages to be gained aren't neglected, a Silver Fang with this Gift can grant her messenger some of her own natural authority. It is taught by an Ancestor spirit.
System: The Silver Fang spends one point of Gnosis and one point of Willpower before selecting a Garou as her representative. For a week thereafter, the representative is considered to possess the same level of Pure Breed as the Silver Fang, so long as she notes the name of the Silver Fang she speaks for. This Gift may not be used on an unwilling target
Dominance Blow
Source: WW3806 - Player's Guide to the Garou p. 195
Description: Smart Garou know to pay the Silver Fangs their due. Stupid ones openly challenge them, and force the Silver Fangs to assert their dominance. This Gift allows a Silver Fang to easily knock down would-be rebels by connection physical dominance with rightful leadership. When his Gift is working, might does make right. Lupus Silver Fangs are fond of this Gift, which resembles wolf understandings of alpha standing. A Wolf spirit teaches this Gift.
System: The player spends one point of Rage and rolls Charisma + Brawl (difficulty 7). If the roll succeeds, then every blow the Silver Fang strikes against a specific target grants the Silver Fang an additional die in all Social rolls against the target, allowing him to browbeat or intimidate the target more easily. The blow need not be full force to grant to bonus, which lasts for one day.
Silver Claws
Source: WW3801 - Werewolf: the Apocalypse Revised p. 142
Description: The Ahroun can establish her battlefield primacy against the other werebeasts by transforming her own claws into silver. A Lune teaches this Gift.
System: The player rolls Gnosis (difficulty 7) to activate the Gift. The transformation lasts for the scene or until the Ahroun decides to end the Gift. Silver claws still do aggravated damage to all targets, and they are naturally soakable to Garou and most other werebeasts. While the Ahroun manifests the claws, she suffers searing agonies. Each turn, she gains an automatic Rage point. Furthermore, all non-combat difficulties increase by one because of the distraction. When her rage points exceed her Willpower, she must check for Frenzy.
Talons of Falcon
Source: WW3860 - Silver Fang Tribebook (revised) p. 67
Description: Falcon's talons are sharp, allowing him to grasp and impale his prey before it even realizes that he has swooped. He grants these same talons to the most worthy of his children, so that they may impale their foes upon their claws. This Gift turns a werewolf's claws into wickedly sharp impaling weapons, able to slice through skin and muscle and deep into the entrails of the Fang's foe. A Falcon spirit of the Great Flock imparts the secret of this Gift.
System: The player spends a point of Gnosis and makes a Dexterity + Brawl roll to attack, as normal. The attack does Strength + 3 aggravated damage and any attempts to use supernatural healing of any description on the wound are at +1 difficulty. Garou using this Gift often screech like a falcon that has just won its prey as they attack, and many opponents have fallen into fox frenzy when confronted with such a fearsome strike.
Wrath of Gaia
Source: WW3801 - Werewolf: the Apocalypse Revised p. 152
Description: The Garou shows himself in full, terrible, glory as Gaia's chosen warrior. His splendor overwhelms minions of the Wyrm, driving them before him in terror unless they can master their instinctive fear of this predator. An avatar of Gaia herself teaches this Gift.
System: The player spends a Gnosis point and rolls Charisma + Intimidation. Any minions of the Wyrm who look upon the Garou for the next scene must roll Willpower (difficulty 7) and equal or exceed the players success. Otherwise, they flee in terror.
Level Four
Mastery
Source: WW3801 - Werewolf: the Apocalypse Revised p. 152
Description: With the power of this Gift, the Fang can command other Garou, including Black Spiral Dancers, to do her bidding. A Falcon spirit teaches this Gift.
System: The player rolls Charisma + Leadership (difficulty of the target's Wits + 3). If the roll succeeds, the Garou can give the target one non-suicidal command, which he must obey for one turn per success. This Gift works only against other Garou.
Mindblock
Source: WW3801 - Werewolf: the Apocalypse Revised p. 152
Description: Upon learning this Gift, the Garou's mental defenses are strengthened to the utmost. A Falcon spirit teaches this Gift.
System: The difficulties of any direct mental attacks or attempts to control the Garou's mind, as well as more insidious psychoc assaults (mind reading, mentally implanting illusions, or possession) are raised to 10. The effects of this Gift are permanent, but they do not apply to powers that sway emotion.
Level Five
Ignore Death Blow
Source: WW3806 - Player's Guide to the Garou p. 195
Description: The Fangs claim they rule by divine right, and after seeing this Gift in action, few disagree. The Silver Fang simply ignores a blow that would otherwise kill him. Seeing a blade swung with perfect accuracy toward someone's neck and watching it fail to sever the head is something few Garou will forget - especially if they were swinging the sword.
System: Once per scene, the player may spend one Willpower point and ignore all damage of a single attack.
Luna's Avenger
Source: WW3801 - Werewolf: the Apocalypse Revised p. 152
Description: The Garou's entire body, regardless of her current form, is changed to living silver. She becomes a nearly unstoppable warrior. A Lune teaches this Gift.
System: The Garou must concentrate for one full turn to activate this Gift. The player spends one Gnosis point. This Gift lasts for one scene, during which the Garou is immune to the effects of silver. Any attack she makes does aggravated, unsoakable damage to Garou. Furthermore, she gains two extra points of Stamina and one additional health level while the Gift lasts.
Paws of the Newborn Cub
Source: WW3801 - Werewolf: the Apocalypse Revised p. 152
Description: With a glare and a snarl, the Silver Fang strips her foe of any supernatural power. Many servants of the Wyrm have tried to employ their putrescent magic against the Fangs, only to realize that they face a mighty foe with only mundane methods of defense. A Falcon spirit teaches this Gift.
System: The player spends a Gnosis point and rolls Gnosis (difficulty of the target's Willpower). Each success removes all special abilities (shapeshifting, Gifts, any sort of supernatural or magical powers) for one turn.
The Secret of Gaia
Source: WW3860 - Silver Fang Tribebook (revised) p. 67
Description: Some Silver Fang legends tell of a Great White Wolf who gave his own life to save Mother Gaia. He was the ancestory of the Silver Fangs, and of all the werewolves. Those werewolves who rise to the highest rank amongst the tribe sometimes learn the secret that Gaia imparted to the Great White Wolf after his sacrifice, one that deepens their connection to Her and allows them to be completely aware of their surroundings.
Everything about her environment suddenly becomes part of the werewolf's awareness. She can sense the lay of the land, the type and nature of the plants growing on it and what forms of animal life live there. She can sense what spirits are at work in the area's penumbra. The werewolf also gains some sense of the health of Gaia in that area. In an urban area, she might feel constricted or restrained, while in an area under attack by the Wyrm, she might feel itchy or in pain, depending on how successful the Wyrm minions are.
Any Silver Fang of sufficient rank may learn this Gift, but the majority of those who learn it are Theurges. For some reason, members of House Wise Heart receive this Gift more frequently than to those of any other House. It is technically possible for a Garou of another tribe to learn this Gift, but it has not happened in living memory, and no song records such an event occuring. Those werewolves who do learn this Gift are often changed as a result. Many choose to walk barefoot on the earth whenever they can, and show a greater than usual aversion to cities. None of them can actually articulate what the secret is, saying that it is either something you understand, or you don't.
System: Secret of Gaia is a more powerful version of the Theurge Gifts Spirit Speech, and Pulse of the Invisible, and works in a similar fashion. The player spends a point of Gnosis to activate the Gift and then rolls the character's permanent Gnosis (difficulty 7). The werewolf gains an uncanny awareness of her surroundings for a one-mile radius for every success achieved on this roll, almost integrating her awareness into the very landscape. She can automatically see into the Penumbra and may look at both the Penumbra and the material realm simultaneously if she wishes and can step sideways at -2 difficulty. Some Theurges have likened the experiences to what the world must have been like before matter and spirit seperated. All Perception rolls are at -2 difficulty while dealing with spirits. This same oneness grants the player an extra die in all rolls, save those involving combat, that occur while the character is in this state in addition to the other bonuses,
The Gift lasts for one hour for each point of permanent Gnosis the werewolf has. If the roll is a botch, the pain of Gaia overwhelms the character's senses and Harano cripples him for the duration of the scene.
Camp Gifts
Level 1 |
Level 2 |
Level 3 |
Level 4 |
Level 5 |
Level One
Level Two
Level Three
Level Four
Level Five
Planetary Gifts
Zarok, The Crowned Ruler, Celestine of Jupiter
Favored Tribe: Silver Fangs
Favored Auspice: Philodox
Also known as: Zeus, Dagda, Frey, Gitchi Manitou, Divaa
Source: WW3110 Rage Across the Heavens, p. 71
Level 1
|
Level 2
|
Level 3
|
Level 4
|
Level 5
|
Level One
Aura of Leadership (Level One)
Source: WW3110 Rage Across the Heavens, p. 120
Description: Similar to the Level Two Silver Fang Gift: Awe, this Gift surrounds the Garou with an aura of authority that enables her to assume the matle of leadership for a brief period of time. Others react to the Garou as if she were their pack leader - including the pack leader herself. Of course, there may be repercussions after the effects of the Gift have passed.
System: The player rolls Charisma + Empathy (difficulty of the highest Willpower in the target group). If successful, the difficulties of all Social rolls against the target group are reduced by one. One success enables the character to affect a single target. Additional successes increases the number of individuals who fall under the effects of this Gift. The effects of the Gift last for one scene.
Level Two
Proclamation of Action (Level Two)
Source: WW3110 Rage Across the Heavens, p. 120
Description: This Gift enables the Garou to force an end to discussion and take the course of action the character thinks is best. The werewolf can literally command others to act as he bids, although only if they had been previously dithering over a course of action.
System: The player spends a Willpower point and rolls Charisma + Leadership to put a damper on discussions that have gone on too long. ("Enough talk. Let's do it!") One success allows the character to affect a single target. Each additional success increases the number of individuals affected by one. A failure means that the Gift has no effect, while a botch makes the targets turn a deaf ear to the character's suggestions for the rest of the scene. A character desiring to resist the effects of the Gift must make a Willpower roll (difficulty of the Gift-user's Willpower +1, up to a maximum of 10). This Gift lasts for one scene.
Level Three
Undisputed Ruler (Level Three)
Source: WW3110 Rage Across the Heavens, p. 121
Description: This Gift allows a Garou to take over the leadership of a small gathering of humans (whether a paramilitary group or town council) or a group of spirits for a period of up to six months. During this time, the targeted group accepts the Garou as their leader, rendering her the honor, respect and obedience due her position. The group demonstrates a high degree of loyalty, obeying the Garou's orders without question or hesitation (if the group is an army of some sort) or accepting the Garou's decisions as legal and binding (if the group consists of a town council, religious cult or other social organization). If the Garou uses this Gift in the Umbra, the targeted group of spirits will follow the Garou's commands as if she were a greater spirit such as an Incarna. This gift lasts anywhere from a week to six months.
System: The player spends a point of Gnosis and rolls Charisma + Leadership (difficulty of the highest Willpower in the target group). One success enables the character to exercise her authority over the group for a week. Two successes extends the period to a month, while three successes give the character leadership for two months. Four successes extends the period to four months, while five successes allows the character six months of undisputed rule. This Gift is only effective against mortals and spirits of no greater than Jaggling status, although "borderline" supernaturals such as Ghouls and Kin are susceptible. A failure means the Gift does not take effect. A botch turns the group against the character.
Level Four
Enthronement (Level Four)
Source: WW3110 Rage Across the Heavens, p. 121
Description: The Garou can create small or simple objects out of thin air - including mist, clouds or wind. By shaping the air around him with his hands, the Garou may form a solid block of matter to serve as a chair, create a bowl or a cup for holding liquid, or construct some other useful item. Alternately, the Garou can form small, stone sized balls of air to use as hurled weapons against his enemies. The items last until the Garou disperses them.
System: The player simply rolls Dexterity + Repair (difficulty 7). The character may form one small item of solidified air for each success, or use two or more successes to shape a larger item (such as a throne-like seat). "Air stones" used as weapons do the character's Strength +1 normal damage, and dissipate upon contact with their target (or any solid substance). In addition, the victim must make a Stamina roll (difficulty 8) to remain on her feet when the "air stone" discharges its mass. If she fails the Stamina roll, the victim is stunned for the remainder of the round and can take no action.
Level Five
Grand Gesture (Level Five)
Source: WW3110 Rage Across the Heavens, p. 122
Description: By bestowing appropriate gifts on an individual or group, the Garou increases her esteem and reputation in the eyes of the recipients of her largesse. The targets of this Gift tend to listen favorably to suggestions made by the Gift's user and to support her arguments or come to her aid in a battle of words or weapons. The Gift lasts an entire scene. When the effects of the Gift come to an end, the individuals affected may still continue to regard the Garou with some residual respect depending on their experiences while the Gift was active.
System: The player rolls Manipulation + Empathy (difficulty of the highest Willpower in the target group). Each success allows her to affect one individual. While the Gift is in effect, all Gifts or other Social rolls involving persuasion are automatically successful against the affected individuals. No successes indicates that the Gift has no effect while a botch makes the targeted person or group resent the character, who suffers a penalty of +1 to the difficulty of Social rolls for the remainder of the scene.