Silver Fangs Tribe Gifts

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Tribal Gifts

Level 1

  • Eye of the Falcon
  • Falcon's Grasp
  • Ice Dance
  • Lambent Flame
  • Sense Wyrm

Level 2

  • Empathy
  • Luna's Armor
  • Reason's Grasp

Level 3

  • Claim of Authority
  • Dominance Blow
  • Silver Claws
  • Talons of Falcon
  • Wrath of Gaia

Level 4

  • Mastery
  • Mindblock

Level 5

  • Ignore Death Blow
  • Luna's Avenger
  • Paws of the Newborn Cub
  • The Secret of Gaia

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

  • Harrier's View
  • Osprey's Eye
  • Osprey's Flight
  • Wind of Buzzard's Wings

Level 2

  • Austere Mind
  • Deep Roots
  • Eagle's Beak
  • Hand Blade
  • Hidden Meaning
  • Locate Spirit Tutor
  • Merlin's Call

Level 3

  • Burning Blade

Level 4

  • Leshii's Boon

Austere Howl

Osprey's Eye (Level One)

Source: WW3860 - Silver Fang Tribebook (revised) p. 68

Description: Osprey can spot his prey in the water from high in the air above, despite the distorting effect of the water itself. She gives her children the same ability, so they may hunt the enemies of Gaia as easily in the water as in the air. This Gift is taught by an Osprey spirit, or by her ally Salmon.

System: The player spends a point of her Gnosis. For the rest of the scene, the character can see into water as if there was no distortion at work. In addition, if the character is submerged in the water, he is at -2 difficulty to any vision-based Perception roll.



Osprey's Flight (Level Two)

Source: WW3860 - Silver Fang Tribebook (revised) p. 68

Description: When Osprey hunts, she can hover over the water. She wishes her children to hunt over rivers just as easily, so she teaches this Gift to those who prove themselves worthy enough.

System: The player spends a point of Gnosis. For the rest of the scene, the character may move over the surface of a river or lake as if it were solid ground. However, for the character to do anything other than just run across the water, the player must make a reflexive Dexterity + Athletics roll (difficulty 8). Failure sends the unfortunate werewolf into a humiliating bath. This Gift only applies to rivers and other freshwater bodies. It cannot be used on the sea or on saltwater estuaries.




Austere Mind (Level Two)

Source: WW3860 - Silver Fang Tribebook (revised) p. 69

Description: The Silver Fangs of House Austere Howl have always valued self-control. To this end, they successfully petitioned a stone elemental to teach them this Gift that grants them the emotional stoicism of a rock.

System: The player spends one Gnosis; the difficulty to enter Frenzy is raised by 3, and the character may add two dice to any roll to escape frenzy. This Gift's effects last until the next sundown.



Blood Red Crest

Merlin's Call (Level Two)

Source: WW3860 - Silver Fang Tribebook (revised) p. 69

Description: This Gift allows the alpha of a pack to call out to her fellows, letting them know exactly where she is and allowing them to rally around her. Even in complete darkness or other situations in which the werewolves are effectively blinded, like heavy fog or intervening walls. However, the sound that the alpha makes cannot be used by other creatures to locate the Garou. A Merlin spirit teaches this Gift.

System: The player spends one Gnosis and rolls Charisma + Expression (difficulty 7). Any other member of the character's pack knows exactly where she is, relative to his own position, for a number of turns equal to the successes rolled; any creature within earshot who is not a member of the pack hears nothing.




Burning Blade (Level Three)

Source: WW3860 - Silver Fang Tribebook (revised) p. 69

Description: This Gift causes a Garou's weapon, be it a sword, klaive or axe, to burn with a deadly fire that burns her enemy even as it bites into her flesh. A Firebird spirit teaches this Gift.

System: The player rolls Gnosis (difficulty 7) to activate the Gift. The weapon now does two extra dice of fire damage (which is to say, aggravated). Flammable objects will catch fire if struck by the blade. The fire burns for a number of turns equal to the number of successes rolled.



Crescent Moon

Wind of Buzzard's Wings (Level One)

Source: WW3860 - Silver Fang Tribebook (revised) p. 69

Description: The Garou calls up a strong (20 mpg), cold breeze and directs it at whim. This breeze chills anyone not prepared for it, and it disperses (or redirects) clouds of vapor (including tear gas or airborne toxins) or swarms of insects. A wind-spirit teaches this Gift.

System: The Garou simply whistles to call the breeze. Anyone caught in it loses one die from Perception rolls as long as the breeze lasts.




Leshii's Boon (Level Four)

Source: WW3860 - Silver Fang Tribebook (revised) p. 69

Description: This Gift allows the Fang to turn the very plants and trees of the forest against her enemies. Tree branches lash against them and roots trip them up, animals nip at their heels and insects swarm around them. A Leshii spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Intelligence + Occult (difficulty 6). Every enemy of the werewolf within a radius of the number of successes scored in meters loses two dice from every non-reflexive roll for the duration of the scene. In addition, should they be foolish enough to try to eat anything they find in the forest, it will do the number of successes rolled in levels of lethal damage.



Unbreakable Hearth

Harrier's View (Level One)

Source: WW3860 - Silver Fang Tribebook (revised) p. 70

Description: The Gift allows a pack alpha to have a perfect sense of where his packmates are, relative to his own position. This allows him to howl or shout orders more effectively and plan the tactics of the group better. A Harrier spirit teaches this Gift.

System: The player spends one Gnosis to activate the Gift. For the remainder of the scene, he has an uncanny sense of his packmates' location. All Leadership rolls involving packmates are at a -2 difficulty and all participants in any pack tactic gain an extra die on their rolls to complete the tactic.




Hidden Meaning (Level Two)

Source: WW3860 - Silver Fang Tribebook (revised) p. 70

Description: Sometimes what someone doesn't say is just as revealing as what they do say. This Gift allows a listener a sense of exactly what a speaker is concealing or avoiding saying. A Heron spirit teaches this Gift.

System: The player rolls Perception + Empathy. If the roll succeeds, the character gains an idea of what worries the speaker most, even if they haven't alluded to it in any way during their speech. The more successes achieved, the more information the Storyteller should provide.



Wise Heart

Locate Spirit Tutor (Level Two)

Source: WW3860 - Silver Fang Tribebook (revised) p. 71

Description: The werewolves of House Wise Heart are renowned for their skill as tutors and mentors. However, they know that the spirits themselves are the best tutors for Gifts. This Gift allows a Silver Fang in the Umbra to locate the nearest spirit that can teach a particular Gift that he wishes his spirit to learn. From that point onward, it is all up to the student and the spirit. A Peregrine Falcon spirit teaches this Gift.

System: The player spends a Willpower point and rolls Charisma + Leadership (difficulty 7). The more successes scored the better sense the character has of where an appropriate spirit resides.




Deep Roots (Level Two)

Source: WW3860 - Silver Fang Tribebook (revised) p. 71

Description: This Gift allows the steadfast member of House Wise Heart to stand their ground against their foes. Nothing can move a werewolf rooted with this Gift, although he is as vulnerable to other forms of attack as ever. Any forest dwelling spirit can teach this Gift.

System: The player rolls Gnosis (difficulty 7). The character becomes rooted to that spot for a number of turns equal to the number of successes on the roll. Any attempt to push, pull, drag or lift the Garou automatically fauls to move the character, although it can still do damage.



Wyrmfoe

Eagle's Beak (Level Two)

Source: WW3860 - Silver Fang Tribebook (revised) p. 71

Description: The eagle's beak as a sharp, tearing weapon that can tear its prey apart in seconds. An Eagle spirit can teach a Silver Fang the secret of eviscerating his enemy swiftly through this Gift.

System: The player spends a Rage point and spends a turn screeching his defiance at his enemy. For the remainder of the scene all bite attacks do two extra dice of damage.




Hand Blade (Level Two)

Source: WW3860 - Silver Fang Tribebook (revised) p. 71

Description: Many Silver Fangs specialize in klaive dueling and swordplay. On occasions, they are disarmed or attacked when they are unarmed. This Gift allows them to rely on their skill in swordplay by turning their arm into a razor sharp blade that slices and cuts like the best forged sword. An Ancestor spirit, usually a former klaive dueling master, teaches this Gift.

System: The player spends a point of Rage and rolls Gnosis to transform his hand. For the rest of the scene, he may use his arm like a sword, by rolling Dexterity + Melee (difficulty 6), doing Strength + 2 aggravated damage, as his claws are part of the blade. However, each parry or other blade-to-blade maneuver the wolf attempts costs him one level of lethal damage. More than three un-regenerated levels of damage inflicted this way render the arm useless.



Lodge Gifts

Level 1

Level 2

  • Truce of Helios

Level 3

  • Honor Pact

Level 4

Level 5

Sun Lodge

Truce of Helios (Level Two)

Source: WW3860 - Silver Fang Tribebook (revised) p. 72

Description: Helios brings reason and tact to the werewolves who honor him. He teaches the Garou to temper their instinct and Rage with thought and logic. Thus, those who follow him often become skilled diplomats and negotiators. Often the biggest problem in achieving a truce, treaty or alliance is getting the other side to listen to the argument that the character is putting forward. This Gift forces them to listen to what the Silver Fang has to say. However, Helios values truth and justice. He does not force the listener to accept what is said. Neither does he allow his followers to use this Gift to gain a combat advantage of another by using it to delay the listener while an ambush or attack is organized. Any werewolf using the Gift in that way will find that it doesn't work, and may find it never working for them again. Helios sends a Child of Karnak or a Firebird spirit to teach this Gift to those he finds worthy.

System: To enforce a truce, the player spends a point of Gnosis and rolls Charisma + Etiquette (difficulty 7). If the roll succeeds, the negotiation proceeds under the force of a spiritually imposed peace. All those involved in the debate must make a Willpower roll (difficulty 9, minimum of two successes needed) to attack the speaker, ignore him, or otherwise disrupt the proceedings. The truce endures for one hour per success rolled. However, should the Silver Fang calling upon this Gift break the truce, its effects immediately end and will never be effective against the same target again. Doing this is a terrible insult to Helios and results in the loss of three points of temporary Honor, and may lead to the character's expulsion from the Sun Lodge.



Honor Pact (Level Three)

Source: WW3860 - Silver Fang Tribebook (revised) p. 72

Description: This is another of Helios' Gifts that allows diplomacy between even the most intransigent of opponents. For the Gift to work, though, all parties involved in the negotiation must agree to its use willingly, even if they consider their position fixed and room for debate to be minimal. Participants must show their willingness by spilling their own blood and mingling it with that of the other participants, usually by slicing open their palms and shaking hands. Helios does not consider those creatures without blood or with toxic or damaging blood worthy of this Gift and they cannot participate. Each participant then swears an oath to both Falcon and Helios to work with her fellow participants to find a solution. This forges spiritual bonds between all involved, preventing them from acting against one another's interests and hopefully allowing a conclusion to the negotiations that suits and benefits all.

On occasions, a pack with a Sun Lodge member will use this Gift to prevent minions of the Defiler Wyrm turning one packmate against another. Helios allows a Child of Karnak to teach this Gift.

System: Each participant must spend three Gnosis, while the player of the user of the Gift spends four Gnosis. All players (and the Storyteller, if a Storyteller character is participating) may a Charisma + Rituals roll (difficulty 7). If the rolls succeed, all Social rolls between the group are at -2 difficulty. The players should also roleplay the lack of antagonism and care for each others' interests with the guidance of the Storyteller, who has the final say on what this entails.

The effects of the Gift are permanent, unless one of those participants breaks faith. Servants of Falcon and Helios immediately set upon the character that does so, burning and tearing at her for five health levels of aggravated damage. If the character survives, she is marked as an oath breaker, as per the Stone of Scorn rite. Repeated arguments or petty fights between the participants will erode the Gift's effects over time, at the Storyteller's discretion. The only way to strengthen an eroded Pact is to perform the whole process again.

Any servant of the Defiler Wyrm who tries to corrupt or turn those under the Honor Pact is at a +3 difficulty to any roll related to the action.



Moon Lodge

Osprey's Eye (Level One)

Source: WW3860 - Silver Fang Tribebook (revised) p. 68

Description: Osprey can spot his prey in the water from high in the air above, despite the distorting effect of the water itself. She gives her children the same ability, so they may hunt the enemies of Gaia as easily in the water as in the air. This Gift is taught by an Osprey spirit, or by her ally Salmon.

System: The player spends a point of her Gnosis. For the rest of the scene, the character can see into water as if there was no distortion at work. In addition, if the character is sumberged in the water, he is at -2 difficulty to any vision-based Perception roll.



Osprey's Flight (Level Two)

Source: WW3860 - Silver Fang Tribebook (revised) p. 68

Description: When Osprey hunts, she can hover over the water. She wishes her children to hunt over rivers just as easily, so she teaches this Gift to those who prove themselves worthy enough.

System: The player spends a point of Gnosis. For the rest of the scene, the character may move over the surface of a river or lake as if it were solid ground. However, for the character to do anything other than just run across the water, the player must make a reflecive Dexterity+athletics roll (difficulty 8). Failure sends the unfortunate werewolf into a humiliating bath. This Gift only applies to rivers and other freshwater bodies. It cannot be used on the sea or on saltwater estuaries.



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

  • Aura of Leadership

Level 2

  • Proclamation of Action

Level 3

  • Undisputed Ruler

Level 4

  • Enthronement

Level 5

  • Grand Gesture


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.