Rank 3 Gifts
190 Gifts Found
Showing 190A Thousand Eyes
Camp: Children of Bat
The Child of Bat melds his consciousness with that of a swarm of bats, and may see and hear all that they see and hear for the duration of the night. Using this Gift requires a swarm of at least a thousand bats (easily found in most temperate or tropical areas). It is taught by a bat-spirit.
Adaptation
The Garou takes no damage from poison or disease, and he may exist in any environment, regardless of pressure, temperature or atmospheric condition. This Gift does not protect the Garou from hazardous situations (like falling), only hazardous environments. A bear-spirit teaches this Gift.
Alberich's Claws
Alberich was a dwarven king who had his castle below the ground, carved out of the rock itself. Get of Fenris with this Gift could well have been amongst the builders of that palace, for their claws can slice directly through stone, steel or any other inanimate material as if it were butter. It is taught by a mole spirit or earth elemental.
Anahata
Awakening the Serpent Fire Gift: The Serpent Fire gifts must be learned in order, from 1 - 5.
Ancestral Recall
Camp: Earth Guides
By accustoming themselves to a particular area or tribal group, the Earth Guides can "recall" pertinent information about tribal practices or traditions that may have been lost over time. This might uncover hidden lore of the tribe or simply reveal everyday information not generally known by outsiders. The Gift is taught by an Uktena ancestor-spirit. Garou using this Gift need not have Background: Ancestors.
Bacchantes' Rage
When deep in the wilds, the Black Furies can use this Gift to inflict extra damage. Even the toughest Get have walked away with a battle scar due to the effects of this potent Gift -- and some couldn't walk away at all. This Gift is taught by a Wyld-spirit.
Banish Totem
By speaking words of forbiddance, the Uktena can bar pack or personal totems from giving their children aid. Doing so also disrupts the spiritual rapport between packmates, making it difficult for them to execute pack tactics or act in concert. An ancestor-spirit teaches this Gift.
Barring the Will
The Mother's will is impossible to compromise when she does not wish to yield. She can sacrifice her anger and spirit energies to replenish her strength of purpose. This Gift is taught by a Donkey-spirit.
Beg
Playing upon the compassion of others, Bone Gnawers can generate an amazing amount of pity. By exaggerating her miserable state, a clever Bone Gnawer can gain favor with people who have too much anyway. By groveling or telling her particular sob story, she might get a handout, a favor or at least a good meal. A pigeon-spirit teaches this Gift, which is one reason only Bone Gnawers ever learn it.
Bird Bones
Camp: Trance Runners
Trance Runners are known for being notoriously light. Their bodies, little more than bones and tightly-corded muscle, can move fast and flexible partly due to their legendary "hollow" bones. It allows them to run quickly over almost any surface.
Blood of the North
The Wendigo takes winter as his brother, infusing the spiritual essence of the howling cold into his very flesh and bones. A snow-spirit teaches this Gift.
Blooding Fury
The Fianna often wondered if the White Howlers were the masters of their Rage, or if Rage was the master of the White Howlers. This Gift only added to the Fianna’s trepidation. By wounding herself, the Garou is able to tap into a fresh reservoir of Rage, for good or for ill. This Gift is taught by a fire-spirit.
Bloody Feast
Great Wndigo, as a hungry cannibalistic spirit, can teach his favored children the ability to gain added strength from an enemy's flesh and blood. An avatar of Great Wendigo teaches this Gift.
Bonds that Tie Us
The Philodox is mediator and judge, but is also investigator. The Gift assists a Philodox with such matters by revealing any emotions and opinions that exist between two people. Many Garou detest this Gift, since it is indiscriminate, revealing any emotion that may exist. It is taught by an ant-spirit.
Burning Blade
Camp: Blood Red Crest
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 their flesh. A firebird spirit teaches this Gift.
Cairbre's Tongue
Camp: Songkeeper
This Gift was used by the ancient songmaster Galliard Cairbre to show his people the corruption of Breas the Beautiful. By speaking out harshly against or satirize someone who is Wyrm-tainted, the possessor of this Gift will cause the Wyrm-taint to appear as splotches on his target's face, lowering the target's Appearance. This Gift is taught by faeries and Fianna ancestor spirits.
Call Earth Spirit
This Gift is another of those that draws on the ancient alliance with Turtle, summoning an earth-spirit to rampage forth and crush things or people at the werewolf’s bidding. The Garou must have some earth at hand to invoke the earth-spirit, although a handful of earth or a smallish rock will suffice. This Gift is taught by an earth elemental.
Call the Rust
By whistling softly through his teeth, the werewolf can summon sudden and destructive rust onto any metal within his immediate vicinity. Guns corrode and jam, knives crumble, and cars become flaking hunks of junk. This Gift is taught by a water elemental.
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 her Rage’s hold over her. It is taught by an ancestor-spirit.
Castigate
The Theurge calls upon the spirits to revoke their favor from another Garou; she must verbally state the target's offenses against the spirit worlds, and the target must be present; if successful, the target loses both Renown and spiritual Gifts. A hyena-spirit teaches this Gift.
Catfeet / Possum's Feet
This Gift gives the werewolf the agility of a cat, making him immune to falls under 100 feet (he lands on his feet just right). He also has perfect balance even on the most slippery surfaces, and the difficulties of all combat actions involving body slams and grappling decrease by two. Cat-spirits teach this Gift. Possom-spirits teach the Bunyip version.
Chains of Mist
Silvery filaments spin out from the Garou’s claws, becoming streamers of mist that enwrap and confound nearby spirits, sapping their strength. A fog-spirit teaches this Gift.
Chameleon
Like the Gift’s reptilian namesake, the Garou can blend with her natural surroundings. Unlike the lizard, the werewolf shifts fluidly with changing backgrounds, thus allowing the Garou to move about and even attack. A chameleon- or octopus-spirit teaches this Gift.
Chant of Morpheus
The user of this Gift can induce a long, restful slumber in the target. Although the Gift will not stop a frenzied werewolf, it can ward off a frenzy before one takes place. The Gift disinclines any hostile activity after the peaceful rest. Also, the waking victim is able to think much more clearly. An opossum-spirit teaches this Gift to individuals with patience and a lot of time.
Chill of Early Frost
(Camp: Ymir's Sweat)
The werewolf calls down a mystical chill from Great Wendigo himself, freezing the surrounding lands and anyone in it. A spirit servant of Great Wendigo teaches this Gift.
Claim of Authority
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.
Clarity
This Gift grants the ability to see through fog, pitch darkness and even recognize illusions or invisibility. A wind-spirit teaches this Gift.
Combat Healing
The Ahroun are famous for their ability to fight -- it's their purpose in life. This Gift allows a Garou to heal wounds during combat without hesitation or even a moment's pause. While other Garou are licking their wounds, the Ahroun with this Gift keeps fighting. Wolverine-spirits teach this Gift, although they usually have to be bested in combat first.
Control Complex Machine
Similar to Control Simple Machine, the Garou may now converse with and command the spirits of electronic devices such as computers, video games, and cars. One learns (or steals) this Gift from a Net-Spider.
Conundrum
A Stargazer with this Gift can introduce an unsolvable problem into a victim's mind. Depending on the effectiveness, the target could be completely immobilized by her new, fascinating train of thought. The effect varies with every individual, but it usually derives from the target's personality: A computer-hacking Glass Walker might try to discover the last digit of pi, while a Bone Gnawer might try to reason why, indeed, did the chicken cross the road. An avatar of the Chimera teaches this Gift, but the Garou must first solve her instructor's puzzle.
Cooter's Revenge
Any Bone Gnawer who watches too much television knows about Cooter. He's got a tow truck parked down the street from the Dukes of Hazzard, and he always has the right tool for the right job. Followers of the tribe's automotive totem (described under "Totems") train extensively with automotive tools, and wouldn't be caught dead without them. This Gift not only makes proper repairs much easier, but can also save your life if you're caught unaware while changing a tire by the side of the freeway.
Coup de Grace
(Camp: Valkyria of Freya)
The Garou studies her foe, looking for the best place to strike. In doing so, she sets herself up to land this devastating attack. An owl-spirit teaches this Gift.
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.
Cunning Koan
The character can cut through any falsity, illusion or bullshit with a few choice words. The words cannot be profane and must come in the form of a short haiku poem or koan. This Gift is taught by a crow-spirit or a Chimerling.
Curse of Corruption
The Shadow Lords, never a tribe to play fair, designed this Gift to discredit their rivals. Victims of this curse find themselves doubted by even their staunchest allies. Despite a target's most noble exertions, no one believes anything he has to say until the curse fades. A jackal-spirit teaches this Gift.
Dark of Night
(Hakken)
A Hakken can cause an opponent to become temporarily blinded. Hakken reserve such underhanded tactics for use against minions of the Wyrm. This Gift comes from a raven-spirit.
Data Flow
The Glass Walkers originally developed this Gift as a "remote control" for new electronic devices. As the computer gained importance, this Gift gained a whole new utility. Glass Walkers now use this ability to take control of the data resources that are so important to the world's economy and to society in general. By focusing her attention on a single computer, a Glass Walker can take control of that machine from across the room. She can order it to erase its memory, alter security clearances, transmit false data or simply print a document. An electrical spirit or the even more complex computer spirits can teach this Gift.
Dazzle
The Garou can flood a target's mind with the glory and love of Gaia, rendering him harmless for a short while. A unicorn-spirit teaches this Gift.
Death Track
Sometimes someone's journey ends too soon, such as a man dying before he can tell the Silent Strider important information. Silent Striders with this Gift do not let the end of someone else's journey be the end of theirs. As long as the Silent Strider can find the body, they can then follow the trails of the spirit until they find the ghost. A servant of Owl teaches this Gift.
Death Trance
Sometimes, death is the only way out. But that doesn't mean you want to stay that way. With this Gift, the Uktena may appear dead, following the expected progression (lividity, rigor, etc.) well enough to fool a forensics team. While "dead," the Uktena is in a muted state, unable to move; his senses are still active but dulled and dreamlike. The danger is reviving, as the effort required to return to the living increases with time, and eventually the character is no longer feigning. An opossum-spirit teaches this Gift.
Death Whispers
The ancient Greeks associated the wolf with death. Hecate wore three wolf heads, while Charon wore wolf ears. Lupus with this Gift echo that connection. By standing entirely still near a recently dead body, the lupus can hear the final worlds of the deceased. These words are often rambling and incoherent, but can provide clues and understanding of what happened at the moment of their death, or of their most prominent thoughts at the moment of their demise.
Direct the Storm
Having a packmate who is prone to frenzy isn't safe for anyone. With this Gift, the Shadow Lord can direct the primal instincts of a frenzied Garou -- friend or foe -- causing him to attack targets of the Lord's choice. A Stormcrow teaches this Gift.
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.
Divided Heart
The heart of the werewolf is filled with rage, and quite often, this internal fire can overcome a werewolf's strength of will. With this Gift, taught by any tree spirit, a Philodox can briefly allow another to "hold back" the fury inside, lest a poorly made decision cause irreparable damage.
Dominance Blow
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 connecting physical dominance with rightful leadership. When this 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
Dumpster Diving
One of the less sanitary tribal totems, the Great Trash Heap, has dissipated its consciousness throughout the dumping grounds, landfills, and trash piles of the world. Bone Gnawers who follow this totem commune with the Incarna by defending, protecting and even obeying these festering heaps. When a Garou has reached this rank of renown, he may be called upon to travel between festering sacred sates to carry out the totem's demands.
Electroshock
The Glass Walkers are the tribe of glass, steel and electricity. This last element can be used to directly damage opponents that the Glass Walker can either touch, or who are touching a conductive material such as metal or water. An electricity-spirit teaches this Gift.
Elemental Favor / Yao's Commands
(Glass Walker)
By begging, threatening or cajoling an urban elemental, a Garou can convince the spirit to do her a favor by manipulating or even destroying her earthly shell. Thus, a glass sheet might explode at the Garou's foes; a door might refuse to open, even if unlocked, or a car's brakes might fail. An urban elemental teaches this Gift.
Elude the Posse
The Garou using this Gift is transported to another location — via the Umbra — no less than ten miles from her original location. However, she cannot necessarily control where she arrives. This Gift is taught by a Wyld-spirit.
Evocation of the Ceremony
Rituals are not used only to evoke supernatural effects; they also have an inherent value to Theurges in and of themselves. Using this Gift, the Garou evokes a sense of awe, reverence and holy mystery through ritualistic behavior -- anything from a Garou rite to a Catholic sacrament. Along with any normal mystical effect, the ceremony produces a sense of reaffirmation and cosmological belonging in everybody who participates. While Theurges usually use this effect to strengthen sincere spiritual devotions or build community among Garou, it's just as easily abused to keep participants in a rite in ignorant, dogmatic fear of the supernatural world -- the Theurge's intent, not the nature of the Gift, determines which is the case. An enigmatic spirit teaches this Gift.
Exorcism
This is the Gift of ejecting spirits from places or objects, whether they are there voluntarily or are bound there. Any Incarna avatar can teach this Gift.
Eye of the Cobra
With but a look, the Garou can attract anyone to his side. A snake-spirit teaches this Gift.
Eye of the Storm
The Garou may create a place of calmness even in the midst of a raging blizzard or any other severe weather phenomena. Up to ten people can take shelter within this quiet place, suffering no damage from the fury that surrounds them. This Gift is taught by an air-spirit.
Eyes of the Cat
The werewolf may see clearly in pitch darkness. His eyes glow a lambent green while this power is in effect. Any cat-spirit can teach this Gift, although werewolves who make enemies of the Bastet will have trouble finding teachers.
Faerie Kin
The Fianna can call upon ancient pacts between her people and the fae. By emitting a special howl, the Garou can call whatever fae are in the area to help. They will obey the Fianna, but not without question. A dream-spirit teaches this Gift, and the teaching normally involves a quest of some kind.
Firewater's Quench
Camp: Sacred Hoop
Myeengun's Lodge is a part of the Sacred Hoop dedicated to sharing the lore of wolves with the Wendigo tribe and their human Kinfolk and allies. Many homids and humans, out of poverty, misfortune, or boredom, fall into dangerous and destructive habits, habits that wolves regard as Man's peculiar weakness - huffing gasoline, drinking too much liquor, becoming dependent on drugs that poison his body and mind. Wolves rarely fall into these traps, and they have aided many within their camp with their lupine ways, helping them to drive the desire for these vile substances out of their blood and their spirit. Myeengun, an ancestor-spirit who was born a human but became a wolf, teaches this Gift to his followers.
Flames of Hestia
The Black Furies revere the holy Wyld places of the world; part of the tribe's set of tools is the Flames of Hestia Gift, which enables a Black Fury to purify a person, spirit, or object with searing white-hot spiritual flame. The fire coruscates around the Fury's hands, enabling her to apply the Gift to anything she can touch. This Gift is taught by an avatar of Hestia the teacher.
Flames of Hestia
By spending one Gnosis point and making a Gnosis roll against difficulty 8, the Fury produces white flames around her hands. These flames purify whatever they touch; cleansing tainted food or water. They will also reduce damage inflicted by radiation, poison, or disease by one level per success. The flames do one level per success in aggravated damage to Banes and fomorii if the Fury scores a successful hit while invoking the Gift during hand-to-hand combat.
Flow Like Water
As the river changes course to flow past the rock, so does the Philodox flow past his foe's attack to bring the pain. He learns to balance his offense and defense in perfect harmony. A water elemental teaches this Gift.
Fly Feet
Like an insect, the Garou can now cling to vertical surfaces. She can walk along walls or hang from a ceiling. The adhesive grip of the Garou can even assist her when catching falling objects or seizing handholds when she is falling! A fly-spirit, naturally, teaches this Gift.
Friend In Need
It takes a lot for a pack to accept a Bone Gnawer as an equal, but once they do, the Bone Gnawer's loyalty is unshakable. This Gift allows a Bone Gnawer to risk all, even his own life, to aid a packmate or tribemate. A dog-spirit teaches this Gift.
Frozen Form
Homids and lupus have no idea what it's like to grow up as a metis, never changing from Crinos form for years upon years. This Gift, taught by any aerial spirit, lets a metis give other a taste of what spending extended time in Crinos is really like.
Gaia's Toolbox
Garou are half wolf, and so runners after prey. But they are also half human, and thus toolmakers and tool users whose brains and hands enable them to control far more of the cosmos. This Gift allows the Garou to see how any tool fits into the greater “toolmaker puzzle”: the question of how humans can survive their own cleverness. A monkey-spirit teaches this Gift.
Gaze of the Hunter
The Garou stares into the eyes of an intended victim, and communicates to them the ancient bond between predator and prey -- beginning the sacred hunt. This Gift is taught by the spirit of any predatory mammal -- wolf, mountain lion, bear, etc.
Ghost Touched
Camp: Harbingers
Once a Garou steps into the Dark Umbra, he carries an aura of death and decay with him always. The aura is difficult to see, but it is there nonetheless -- the perceptive might smell a faint must in his fur, or catch strange reflections in the pupils of his eyes. This Gift harnesses that deathly aura, weaving it into a protective shield against the attacks or special abilities of ghosts. This Gift is taught by the denizens of the Dark Umbra, and is not easily come by.
Gift of Plenty
Fertility spirits beholden to the Corn Maiden teach this Gift, by which a single chosen object can be multiplied into many duplicate objects. In this way, a warrior can make several arrows from one prototype arrow or more bullets from a single bullet. Any object with spiritual power (such as a fetish) cannot be duplicated. Anything else, from $20 bills to food can be multiplied using this Gift.
Gift of the Skunk
With this Gift, the Garou can swell his musk glands, allowing him to spray musk like a skunk. It is, of course, taught by a skunk-spirit.
Gift of the Termite
The Bone Gnawer can cause wood and paper to rot with astonishing speed. Furniture falls apart, documents disintegrate, and even buildings collapse. Obviously, the best instructor of this Gift is a termite-spirit.
Good Faith
With this Gift, the Garou can cause all those in his presence to become filled with a sense of higher purpose. They all feel the work they must do together is more important than their differences. All other distractions are gone, and they feel inspired to take reasonable positions, rather than inflexible postures or exaggerated stands intended to be bargained away. Those who resist, and continue to bargain in bad faith, become loudly and uncontrollably flatulent each time they state their position. This Gift is taught by avatars of the New World Trinity totem.
Great Leap
The Strider with this Gift can jump truly astounding distances. A jackrabbit-spirit teaches this Gift.
Gremlins
The Ragabash can cause a technological device to malfunction merely by touching it. This Gift actually disrupts the spirit energy within the device that aids its function. If the Garou can frighten the spirit sufficiently, it will flee the device, causing it to malfunction permanently. A Gremlin teaches this Gift.
Guilt Trip
By unearthing buried guilt and remorse, the Child of Gaia can force another to perform an action against her own will. Even if little relation exists between the guilty conscience and the task at hand, the Gift can be effective. Better results occur when there is a direct link, however. The Gift works best when the target wants to perform the action, but pride or fear prevents her from doing so.
Half Moon Mnemonics
Camp: Moon Lodge (Waning Cycle)
This Gift allows a Garou to remember a moment with perfect clarity, fixing it forever within their mind. They may recall that moment at any time, and examine the memory from any angle they wish. The memory does not dim with age, and the recall is always perfect and total. A sea spirit teaches this Gift. The werewolf must seek an Umbral sea and meditate on the sound of its wave, until she can hear the sea spirit calling to her. She must then focus on those instructions while at the same time keeping total awareness of the moment to learn this Gift. Thus, she makes the wisdom and reflection of the Half Moon part of herself.
Half Moon's Diplomacy
Camp: Moon Lodge (Waxing Cycle)
Sometimes the first step to resolving a dispute is to prevent yourself saying anything to make the situation worse. This Gift allows a werewolf to try to calm an explosive moment by preventing everyone present from saying anything inflammatory, thus bringing them all the Half Moon's wisdom. To learn this Gift, the werewolf must follow a harrier-spirit for an hour, matching her flight path from the ground, until she tries and consents to share this Gift.
Heart Claw
The Fury breaks one of her claws off in a wound, imbuing it with all of her killing intent. The claw continues to burrow into her opponent’s flesh, and will not stop until it finds his heart. A wasp-spirit teaches this Gift.
Heart of Fury
The Garou can steel himself against anger, suppressing his Rage and creating a mental dam against the explosive frenzies of his kind. This anger will catch up with him eventually, though, so he must vent it before it breaks free. A boar-spirit teaches this Gift.
Herding the Infant Ape
Perhaps the most unpopular Gift in the entire tribe, this Gift is hidden by Whelp's Compromise, although a few Warders of the Land use it in more... experimental ways. It turns a human child of no older than ten years old into a creature of the wild, unable to set foot in a city. Some suggest this Gift is responsible for myths such as Romulus and Remus, or the tale of Mowgli. Whelp's Compromise camp members use this to show that humans themselves can exist in harmony with Gaia, it is the City that is evil and needs to be destroyed.
Home Turf
When an Ahroun claims an area for his pack, he makes a challenge to all comers, daring them to invade at their peril. In this place, no packmate fears outside dangers, while those dangers have every reason to fear the united Garou. A wolf-spirit teaches this Gift.
Honor Pact
Camp: Sun Lodge
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 his 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 anther's interests and hopefully allowing a conclusion to the negotiations that suits and benefits all.
Icicle-Hide
This Gift allows a character to transmute herself, and any clothing or unliving objects that she is touching, into a crystalline creature of thick, impenetrable ice. As the Wendigo's form grows suddenly transparent and metamorphoses into a rippling mobile statue, she truly takes on the essence of ice; as a result, she should avoid coming near any fire or source of heat, lest she find herself melting. Her body absorbs blows as solidly as any block of ice. The frozen Garou can still move, watch, listen, and use Gifts, but appears cold and unliving to standard and infrared observation. This Gift is taught by a polar bear-spirit.
Icy Chill of Despair
The Shadow Lord with this Gift can appear to grow larger and more imposing, becoming a terrible, shadowy version of herself. This change in aspect can severely intimidate any onlookers. A Stormcrow teaches this Gift.
Impunity
One of the Ragabash's jobs is to voice uncomfortable truths. Unfortunately, not all tolerate that role, and those who most need to hear the truth are often least willing to listen. No Moons must be quick on their feet to avoid a furious elder who's been called on the carpet by a subordinate. With this Gift, the Garou may tell a respected leader he screwed up without becoming the dead messenger. The Gift is taught by a cat-spirit.
Interrogator
Camp: Lords of the Summit & Judges of Doom
This Gift is used to terrify victims into confessing their crimes. It may be used only infrequently, but it is nonetheless a potent edge when used at moots and other gatherings of high-ranking Garou. This Gift is taught by a fear-spirit.
Intrusion
It's impossible to keep a cockroach out of a house, and it's equally impossible to keep a Glass Walker out, provided she has this Gift. Once this Gift is activated, the Glass Walker can easily break almost any barrier that is presented to her. Doors mysteriously unlock upon her approach; padlocks fall open with no explanation. The Gift has, however, a very short and specific time limit. A cockroach-spirit teaches the Gift.
Invisibility
The Garou can vanish from sight. When this Gift is in use, the Garou must concentrate on staying invisible. He cannot move faster than half normal walking speed, and he cannot draw attention to himself. A spirit servant of Uktena teaches this Gift.
Landspeak
The Aboriginal people of Australia are said to sing to the land; an explanation for such stories is the Bunyip’s ability to hear the speech of the Earth. This Gift is taught by servants of the Rainbow Serpent.
Laugh of the Hyena
Hyena follows no one; instead, he laughs and mocks anyone who tries to command him. In the same fashion, a Garou who can actually convince a Hyena-spirit to teach him such defiance can steal the spirit's mocking laughter. The Garou can learn to resist any attempt to command, cajole, force, or demand him to do something he doesn't want to do. This is never subtle. The Garou (and the player) must cackle like a hyena-spirit when calling upon this Gift.
Ley Lines
The wilds of Britain are a dangerous place, and even more so when crossing Fianna territory. By manipulating the spirits of nature and the Wyld, the Fianna may send her target in illogical directions and even create tracks impossible to follow. Many who have dared to tread the Fianna's land have found themselves circling while walking straight, rigidly keeping to paths that lead them, again and again, to the same landmarks. Then they starve, and their legend warns off other intruders. An earth-spirit teaches this Gift.
Liar's Craft
The Ragabash can tell the most outrageous of lies and have them accepted as truth — for a while, at least. This Gift is taught by a fox-spirit.
Loki's Touch
This Gift is rare among the Get of Fenris, but the Rotagar often find it necessary to cool the rages of their comrades. With just a touch, the Garou may cause a target to go into uncontrollable fits of laughter or simply to have a better sense of humor. This Gift is taught by any Trickster spirit (most often Ratatosk, the Squirrel).
Lonesome Voice of the Bunyip / Bunyip's Boon
This Gift was one of the last Bunyip Gifts to be developed, as it directly arose from the pain and loss of the War of Shame. It is taught by Bunyip ancestor-spirits. The Garou using this Gift emits the booming cry of Great Bunyip himself, a frightening and saddening roar-howl of fear and loneliness.
Long Running
Whether the Garou is on foot or in a vehicle, this Gift allows him to reduce the travel time on a lengthy journey. Striders use this Gift only when the need is dire; usually, they prefer to see the sights and take their time. A horse-spirit can teach this Gift.
Lover's Touch
The Garou can restore what another lacks: not only wounds healed, but also strength of will and even spiritual essence. Any spirit of love or avatar of Unicorn may teach this Gift.
Lucky Bastard
By performing an epic feat to please the spirits, you've found a way to overcome the curse of your jackal's blood. This Gift is taught by a jackal-spirit, usually as an act of forgiveness after an appropriate Umbral quest lasting at least one game session.
Mark of the Death-Wolf
The Silent Strider uses his claws to gouge an eerie sigil into a nearby surface, which fascinates and attracts the unquiet dead. An owl-spirit teaches this Gift.
Mark the Enemy
A specialized power developed by the Swords of Heimdall, this Gift marks the target with a mystical brand that only this Gift's users can see. The Swords use this brand to label their enemies so that all other Swords can see the threat. An avatar of Fenris himself teaches his children to identify their enemies thus.
Mental Speech
This Gift grants metnal communication, even over vast distances. The user must either knownthe target personally (although he does not have to be friends with tat person) or have something that belongs to that person, such as a lock of his hair. Bird spirits and spirits of intellect teach this Gift. Owl is a particularly sought-after teacher, and those who learn from him claim to have enhanced abilities at night.
Merciful Blow
The Garou can subdue a foe in combat without harming him. A mongoose-spirit teaches this Gift.
Might of Thor
The Garou can increase his strength tremendously, the better to slay his foes. A wolf-spirit teaches this Gift.
Monkey Tail
Although the lupus' tail retains the appearance of a regular wolf's tail, it gains far more agility and flexibility. Although incapable of fine manipulation, the tail can grasp objects, wrap around branches or allow the Garou to hang upside down. The tail can also attack from an unexpected direction. A monkey-spirit must be persuaded to teach a Garou this Gift.
Mother's Rage
A she-wolf is most dangerous when protecting her cubs, and will fight against enemies from which she would normally flee if her family is at stake. The Red Talon with this Gift is able to harness that Rage and use it in battle, although only when defending something of value. A bear- or wolf-spirit teaches this Gift.
Mouthpiece of the Successor
According to an old and almost forgotten Stargazer tradition, a dying Garou may ask for a "mouthpiece" to come sit by his side and listen to him. The mouthpiece would then go to the rest of the sept and deliver the departed Stargazer's secrets, stories, or last wishes during a funerary moot. Somewhere along the way, this Gift was concocted to aid in this tradition. With it, the mouthpiece may literally "record" the dying Garou's voice and "play" it back through her own mouth later. The recording is literal - it's the same exact voice, not the voice of the mouthpiece. Those who know the Gift now rarely use it for its original purpose, for it can be used to record anybody's voice, for any reason at all. This Gift can be taught by either a mockingbird spirit or an avatar of Raven.
Name the Spirit
A werewolf with this Gift becomes familiar with the ways of the Umbra. He can sense the type and approximate Trait levels (Rage, Gnosis, Willpower) of spirits. A spirit servant of the Uktena totem teaches this Gift.
Open Moon Bridge
The Garou has the ability to open a moon bridge, with or without the premission of the totem of that caern. A Lune teaches this Gift.
Pain Chain
A doctor who treats only the symptoms of a disease doesn’t cure it, but merely prolongs the patient’s suffering. The Children of Gaia likewise know that only attacking the pawns of the Wyrm merely prolongs the Apocalypse War, rather than ending it. This Gift helps them go after the Wyrm itself by sensing who’s pulling whose strings, and even understanding who’s pulling theirs in turn. It is taught by a dog-spirit.
Paralyzing Stare
The Shadow Lord directs a terrifying glare at a target, causing her to freeze in terror. A Stormcrow teaches this Gift.
Parting the Velvet Curtain
The Garou with this Gift may open the Gauntlet, physically transporting creatures other than shapeshifters into the Umbra. This Gift is taught by a turtle-spirit.
Patagia
Camp: Children of Bat
The Shadow Lord can extrude large flaps of skin under her arms, resembling a flying squirrel's membranes. When not in use, the flaps usually shrink into the Lord's arms and sides, where they are not detectable. This Gift is taught by a bat-spirit or a squirrel-spirit.
Pathfinder
The werewolf can strike implausible trails through pristine wilderness and the urban jungle alike, locating the fastest and shortest routes from one place to another. A crow-spirit teaches this Gift.
Pin the Eagle's Wing
Known as Lleu’s Spear by the Welsh Fianna (who claim to have discovered it), a Fianna with this Gift can throw a spear as far as an arrow and sink it deep into its target. Spirited Fianna can even pierce heavy doors or strike a foe on a high rooftop — or pierce a Leech’s putrid heart. Ancestor-spirits teach this Gift.
Prophetic Vision
This Gift enables the Garou to receive a vision of the future based on the study of the night sky. The vision usually reveals itself in astrological terms ("Lu-Bat's influence suggests an attitude of acceptance towards the events of the next several days" or "The intervention of Shantar indicates that changes may occur rapidly in the near future"). This Gift is taught by a star-spirit.
Pulse of the Invisible
Spirits fill the world around the Garou, and none knows this fact better than the Theurge. This Gift grants constant awareness of the spirit world. Even in the physical world, the Theurge with this Gift can interact with spirits in the Penumbra at will. While most spirit activity is barely worth watching, the Theurge will be aware of any dramatic changes. Any spirit can teach this Gift.
Purity of Spirit
Many Galliards relate stories describing the werewolves' weakness to silver as a kind of chiminage -- the price Luna extracts from her children for the gift of Rage. Using this Gift, the werewolf can, at great cost, briefly shield himself against silver's damaging power with his own spiritual energies. A Lune teaches this Gift.
Rage of the Underdog
Among the Garou, the metis are the ultimate underdogs, born to a stigma they never asked for. Reminders of this can fuel their Rage in battle. An ancestor-spirit teaches this Gift.
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.
Rant and Rave
Suffused with the pure energy of the Wyld, the user of this Gift rants and raves in a torrent of nonsensical language. Only others who are properly attuned to his magic silver-hammer disco ball dimension can penetrate his tinfoil hat. More precisely, any member of his pack or the Bone Gnawer tribe can decode whaterver nonsense he is saying. He can also project these thoughts at a distance to one listener; the ranting Garou chooses which individual receives his psychic transmission.
Raven's Wings
A lord with this gift is especially close to Raven, and may manifest a spirit avatar in the form of a raven to spy for him. The raven may see and hear, but may not affect the physical world or, in turn, be affected by attacks of any sort.
Recycle / Render Down / Rot Weavertech
Rank 4 in the 2nd edition Player's Guide, Rank 3 in 20th Anniversary. Different books gave this gift different names.
Redirect Pain
If a Fenrir is struck in battle, he may rely upon this Gift to retaliate. His enemy immediately experiences the pain from wounds received by the Fenrir. A cuckoo-spirit teaches this Gift.
Rending the Craft
The werewolf’s claws burn with mystic force, rending apart the delicate workings of magic. An ancestor-spirit teaches this Gift.
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.
Riddle
Taking their cue from numerous trickster legends, some Ragabash love to confuse their targets with unusual quizzes and mysterious puzzles. Those with this Gift add a little spiritual punch into the mix, slowly driving their targets mad with riddles. A spirit servant of Sphinx teaches this Gift.
Scale of Ma'at
The Halls of Ma'at are where the dead go to be judged; the liars, cheaters and murders are denied eternal life. The Silent Striders can invoke the judgement of Ma'at on the living, seeing through lies to find the ugly truth beneath. This Gift is taught by an ibis-spirit, the symbol of Thoth.
Scent of Distinction
This Gift enables the Galliard to mystically "sniff out" the general spirit nature of her surroundings (i.e., influenced by the Weaver, Wyld or Wyrm; under the domain of a powerful Incarna; etc.), as well as the area's history. For example, a werewolf who sniffed out a caern might learn about the totem and purview of the caern, when it was founded, important events that happened near it, etc. This Gift is taught by a wolf-spirit.
Scent of the Oathbreaker
Oaths sanctified before a Philodox are a serious matter indeed, so this Gift grants the judges of the Garou nation the ability to know when an oath has been broken and to track down the oathbreaker to correct him personally. A dog-spirit teaches this Gift.
Scrying
By staring into a mirror or other reflective surface, the Uktena can witness distant events or spy on rivals. She can follow a comrade's progress into a dangerous ambush or sneak a peek into the Tremere chantry house. Other supernaturals, especially ones with similar abilities, may have defenses against this Gift, which is taught by a fly-spirit.
Secrets
Uktena are said to possess more hidden knowledge than any other tribe. This Gift may be one reason it is so. With Secrets, an Uktena can have one specific question answered simply by touching somebody who knows the answer. The answer to any question -- such as "Where is the vampire's lair?" -- leaps into the Garou's mind if, in fact, the target knows the answer in the first place. A dream-spirit can teach this Gift after being caught.
Sense Balance
As the arbitrators of the Garou Nation, the Philodox have developed an attunement with the precarious forces that balance the world and the individual alike. This Gift allows the user to detect an overabundance of any of the prime forces of the universe, whether Wyrm, Wyld or Weaver. It can point out a Bane manifestation at an industrial plant or mental instability in a packmate. A cat-spirit teaches a friendly Garou this Gift in exchange for a warm fire and promise not to chase her kin.
Sense of the Deep
Up until the Fall, Lion’s tribe was convinced it was their duty to Gaia to hunt down Her enemies even beneath the surface of the earth. This Gift aided them in their endeavors to fight Wyrm-things in their own burrows. A werewolf with this Gift is at home in a subterranean environment, almost moreso than above ground.
Seven Mile Leap
Camp: Trance Runners
The name of this Gift is a bit of a misnomer, since it doesn't technically allow a Trance-Runner to leap seven miles up into the air. What it does do, however, is effectively increase the tautness and tension of her muscles, making her a light and powerful adversary. She can move quickly, jump to obscene heights, and land safely. This Gift is taught by any bird-spirit.
Shadow Cutting
One of the more cunning tactics of the Shadow Lords, this Gift allows a Lord to maim or kill her opponent by attacking the shadow he casts. This tactic makes her attacks difficult to dodge, and can provide a great advantage in situations where the shadow is a larger or more accessible target than the opponent himself. A night-spirit teaches this Gift
Shatter Bone
Victims with twisted arms or crushed legs are much easier prey. The Ahroun with this Gift can destroy bone with a single punch, regardless of the damage inflicted by the blow. A hyena-spirit teaches this Gift
Shattering Howl
Unleashing a deafening howl that resonates powerfully, the lupus smashes the paltry fruits of mankind's labor. Storm- and wind-spirits teach this Gift.
Shell
Consider the state of a metis cub. He is outcast from birth, knows this from the moment he can talk, and is trapped within a body that reacts powerfully to his slightest emotional twinge. Once you appreciate this state, it becomes easy to understand how this Gift was first learned. Shell places an emotional and instinctual barrier around the metis. A turtle-spirit teaches this Gift.
Silver Claws
The Ahroun can establish her battlefield primacy against other werebeasts by transforming her own claws into silver. A Lune teaches this Gift.
Sing Down the Rain
This Gift is used to bring rain from the heavens, either to nourish crops and cleanse the land, or to cause damage through mudslides and flooding. This Gift is common among Ghost Dancers. A frog-spirit teaches the Gift.
Sing the Spirits
The earliest incantations to the spirits were sung, and although the Theurges may be the auspice chosen to deal with them, the Galliards still know some songs with power in them. Such songs are many, but always have a similar construction. They begin by calling out the spirit's name, and ordering it to stay away, and finish with a threat issued against it if it doesn't. When done right, the spirit will be unable to approach the Galliard, or anyone she touches. The Gift is taught by a bird or fish-spirit.
Singing Dog's Cry
The New Guinea Singing Dog is known for its intense, loud vocalizations. Alone, they can express complex, very clear sounds over great distances. As a group, they harmonize into a full choir. With this Gift, the Garou reaches out with the power and intimacy of her voice, and can touch others with her song. As long as a subject can hear her voice, she's considered to be touching them. Singing Dog teaches this Gift.
Sky Running
The Garou gains the ability to run at 50mph (80kph) through the skies. The Garou must continually remain in motion, or he falls. The Garou leaves a track of fire in the sky as he runs. This Gift is taught by a spirit servant of Wendigo.
Snap Man's Chains
Camp: Warders of the Land
All Red Talons feel disgust at domesticated animals, both predator and prey. They hate prey animals that simply stand around waiting to be slaughtered, rather than being allowed to live their lives before being eaten. Domesticated predators incense the Talons, for obvious reasons. This Gift allows the werewolf to free domesticated animals from whatever enclosures hold them, physical or otherwise. Horses throw their riders, dogs turn on their masters, farm animals smash through their gates and run. While the Red Talons have known this Gift for centuries, few learned it after the rise of cities, since so few humans there kept animals. However, the Warders of the Land continue to learn the Gift occasionally. Any animal-spirit can teach this Gift.
Social Butterfly
Flitting from one conversation to another, the Galliard makes herself associate to many but friend to none. Once she's spent time schmoozing with the crowd, she and her pack can get information out of them as though they knew her form somewhere they can't quite place, but that has positive associations. An insect-spirit teaches this Gift.
Song of Heroes
Reciting a tale of ancient Garou heroism, the Galliard conjures up the spirit of fallen heroes and infuses those listening with some portion of their power. An ancestor-spirit teaches this Gift.
Song of Rage
This Gift unleashes the Beast in others, forcing werewolves, vampires and other such creatures into frenzy and turning humans into berserkers. A wolverine-spirit teaches this Gift.
Song of the Siren
The sound of the Garou's voice can entrance anyone who hears it. Typically, the Garou sings or howls while using this Gift, although some modern Glass Walkers have taken to poetry recital. This Gift can make an opponent pause before a fight but can rarely stop a heated combat already in progress. A songbird-spirit teaches this Gift.
Soothe the Savage Beast
By being the catalyst for any sort of soothing music (singing, turning on a radio, playing a CD, etc.) the Garou makes it more difficult to Rage. When Garou must fight one another, the Children of Gaia sometimes use this to their advantage, as many are more experienced at holding back their Rage. A nightingale-spirit teaches this Gift.
Speech of All Things
The Children of Gaia must communicate if they wish to accomplish their goals of unity and understanding. This Gift is a greater version of the Homid Gift: Speech of the World. The Garou can understand, read, write and speak any language as fluently as she physically can. She can emulate the roars of the Simba, but any member of that Breed would know the difference since she does not have the vocal capacity to make the correct sounds. Within those limits, she can speak the languages of various Changing Breeds, she knows the secret rune language of dead magi, and if she were so inclined, she could even understand the dread tongues of the Wyrm. This Gift does not protect the Garou mind from what she hears. A servant of Unicorn teaches this Gift.
Spirit Friend
A Child of Gaia's presence is generally more beatific than that of most werewolves, and although humans can't sense this aura of peace, spirits can. The Garou can use this Gift to aid in interactions with spirits. A unicorn-spirit teaches this Gift.
Spirit Path
The Umbra can often confuse the senses of even the most perceptive tracker. The Theurge who possesses this Gift can track a particular spirit anywhere in the spirit world. As long as the Garou knows the spirit's name, she can find that spirit no matter which Umbral realm it takes refuge in. A cockroach-spirit can teach this Gift.
Spirit Savage
In the spirit world, a warrior often finds himself dealing with hostile spirits much more often than he'd like. This Gift allows the Ahroun to brutally savage a spirit with a bite, impeding the spirit's ability to attack or defend itself. Spirits find this Gift horrifying, and are unwilling to aid any warrior who uses it unjustly (such as against any Gaian spirit). It's taught by wolverine-spirits, who care little for the opinion of their fellows.
Splintered Claw
This painful Gift causes the metis' claws to splinter as they pierce flesh. Tiny bits of claw imbed themselves deep in the victim's body, thus causing tremendous irritation. Healing such a wound without first removing the splinters is both painful and stupid. Unfortunately, the Gift's user loses her claws until she spends a round regenerating new ones. A tree-spirit teaches this Gift. Glass Walkers or Bone Gnawers can learn this Gift from spirits living in houses or other wooden constructs.
Steel Blowfish
Camp: Dies Ultimae
One of the stranger Dies Ultimae Gifts, this trick comes as an extension of the Steel Fur Gift. Like it, the Soldier's fur becomes metallic, however the metal is much harder with this version, and the Garou puffs up to three times his normal size! However, this also makes him so heavy that he becomes utterly immobile. But he makes excellent cover, and it is to this purpose that the Gift is usually employed. The Gift can only be taught by a Pattern Spider found in a car wreck in which at least one person died, and the airbag failed to deploy. Somewhat depressingly, the Gift is widely known.
Streets Tell Stories
You've got an ear to the sidewalk... literally. By touching a road, sidewalk, or path of some kind, you recieve a flash of impressions about what has transpired there during the last twenty-four hours. Urban spirits whisper words, waft scents, and even give a taste of events in the neighborhood. This Gift is bestowed by a City Mother or City Father Totem, usually as a reward for acting in defense of the city.
Strength of Gaia
The Goddess blesses the lupus with the fullness of his might when he wears the most natural of his skins. While wearing lupus form, the Garou enjoys the full might of Crinos. A wolf-spirit teaches this Gift.
Strength of Pine
This Gift allows a character to ground herself in the presence of Gaia, spiritually as well as physically. If the character is struck by lightning or electricity, she remains unharmed by it for that turn of combat; she also becomes resistant to physical attacks, regenerating herself as long as she does not uproot herself from the touch of Gaia. An earth-spirit and a lightning elemental jointly teach this Gift.
Strength of the Guardian
Camp: Bane Tenders
This Gift provides Bane Tenders with extra power when attempting to bind or destroy a Bane (or other troublesome spirit) or keep it locked within its bindings. This is usually used against a Bane that the Garou is responsible for overseeing. Occasionally, another Bane Tender will be overcome, and the Garou must use this to regain control of the newly loosed Bane. Even more rare are those instances when the Garou is asked to locate and bind a particular Bane. This Gift is never used simply to overcome a Bane met by chance. It is too costly. The power gained lasts for the duration of the battle or scene. The Gift is taught by a wolf-spirit.
Summon Stormcrow
If there is any one spirit that defines the Shadow Lord tribe, it is the Stormcrow. A frightening avatar of Grandfather Thunder, a Stormcrow comes to aid whoever beckons them with this Gift. They make excellent spies, messengers and, if need be, combatants of distractions. Some rumor that there are so many Stormcrows in the Umbral air of the Shadow Lord's homelands that every Shadow Lord can know all that happens in the land. Grandfather Thunder himself teaches this Gift.
Talons of Falcon
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.
Terrain Shift
Nature accepts the Ragabash as an ally, and views his pursuers as enemies. Earth and stone move aside to create tunnels or footholds to climb, foliage gathers behind him impassably, and rivers create dry spots for him to cross. A Glade Child or earth elemental teaches this Gift.
Territory / Predator's Many Eyes
(Red Talon)
Rank 4 in the Red Talon tribebook; rank 3 in the 20th Anniversary Edition
The Cleaving Hoof
Unicorn's powerful hoofblows often killed the humans that hunted him. This gift allows the Garou to focus inner strength into a single blow, ending a fight before further harm can take place. A Unicorn-spirit teaches this Gift.
The Usual Suspects
The wary Ragabash often wants to keep tabs on others, whether to know the location of a wandering cub or trail a suspicious government agent. The Usual Suspects allows the user to know the general whereabouts of several subjects at any time. Owl-spirits or urban spirits of Wisdom teach this Gift.
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.
Trackless Waste
Humans have no sense of direction, the Talons assert. With this Gift, the Garou can make certain that they don't. The Talon employing Trackless Waste must have some familiarity with the terrain in question. Upon using the Gift, humans become hopelessly lost. Compasses malfunction, maps are misleading, and landmarks seem to be out of place. A spirit of the wilderness teaches this Gift.
Uktena's Passage
This Gift allows the Garou to calm or agitate water, whether in the form of a river, stream or lake. She may calm rapids or endow a placid lake with waves to help speed along a canoe or wash a swimmer to shore. The power to shorten a trip or thwart enemy craft is yet another advantage of this Gift. The spirits of the river trout and salmon teach this Gift.
Umbral Camouflage
Although perfectly visible to all others, this Gift renders the werewolf undetectable to spirits. A wind-spirit teaches this Gift.
Umbral Sight
Although all Garou can Peek from the Penumbra into the Realm, the Theurge is capable of shifting his sight into the Penumbra from the physical world. This Gift is taught by an owl-spirit.
Umbral Tracking
Usually only the Garou who creates an Umbral tether can see it. If a Theurge has this Gift, that is no longer true. This Gift is taught by a fly spirit.
Under the Gun
The Shadow Lord lays a curse on her foe, ensuring certain death by bullets. While the curse is in effect, bullets (as well as arrows, hurled knives, and any other missile weapons) are strangely attracted to the target. Although this Gift is useful in battle, most Shadow Lords prefer to use it secretly on a chosen foe before a fight begins, ensuring an “unfortunate accident.” A raven-spirit teaches this Gift.
Universal Interface
Camp: Random Interrupts
Most Random Interrupts use two methods for dealing with computers. Some use mundane computers and techniques, others leap into the Umbra and deal with the technological spirits driving computers directly. This Gift allows a Random Interrupt to strike a balance between these two techniques, using the Umbra itself as a computer. He can simply type on air and visualize a screen in his own mind. A Pattern Spider teaches this Gift.
Venom Blood
The Garou may change her blood into a black, acidic bile that poisons anyone unlucky enough to come into contact with it. A snake- or spider-spirit teaches this Gift.
View the Battlefield
Moon Dancers are renowned for their ability to be everywhere at once during a fight. Some onlookers say that Galliards have a sort of innate sense of where they need to be during a fight, either to witness a blood feud consummated or simply to help an overwhelmed packmate. This Gift is part of the reason for these tales, and allows the Galliard to see the entire battlefield in her mind's eye. A hawk-spirit teaches this Gift.
Visceral Agony
The werewolf's claws change to barbed, wicked talons dripping with black venom. While wounds caused by these claws cause no extra damage, the pain alone they inflict is crippling. A pain-spirit teaches this Gift.
Waking the Dead
This gift creates a shadowy representation of a fallen individual (human, Kin, or Garou) and gives the werewolf the ability to ask it a few questions. The shade created is not a ghost, and possesses no knowledge that was not known to the individual before their death. This Gift can only be used once on any given corpse.
Walk the Web
The Stargzer can walk through Weaver realms without attracting attention. Pattern Spiders will ignore her and go about their business. The character must chant a mantra through sub-vocalization (mouthing it silently). This Gift is taught by various Enigmatics. However, if the Stargazer takes direct action against any Weaver minions, the effect of the Gift is canceled and the spiders will come.
Watchful Eyes
As a mouthpiece for the spirit world, the Theurge may invite its denizens to witness the wrongs of her enemies and render silent judgment. She appears mysterious and terrible as a force of nature to those who would stand against her, whether they are consciously aware of the spiritual audience at her side or not. Any feline spirit can teach this Gift.
Weak Arm
Philodox are masters of judgment, and this trait extends even into the field of battle. By watching an opponent's fighting style, the werewolf can evaluate his strengths and weaknesses. Snake- and wind-spirits teach this Gift.
Web Walker
The Garou may move across the Pattern Web through the Umbra, ignored and unmolested by any Weaver-spirits in the area. This Gift is taught by any Weaver-spirit.
Whispers on the Street
Camp: Wise Guys
The Glass Walkers' enemies have historically been non-werewolves for the most part, since even the Black Spiral Dancers used to avoid the city. It's no surprise that Gianluigi Lucci invented a Gift that allows communication exclusively between Garou. By picking up an object and whispering to the spirits surrounding it, the Garou can imbue it with a message that can be heard subconsciously by every werewolf picking it up. Sadly, this includes Black Spiral Dancers and, some argue, non-Wise Guy Glass Walkers. A Pattern Spider or insect spirit teaches this Gift.
Whiteout
This Gift allows a Garou to transform the area around her into a blinding whiteout, rendering it utterly featureless and dangerously disorienting. Any characters within the reach of the spell are enclosed within a frightening, snowy blizzard-filled dome, which deadens all scents, mutes all sounds with the roar of wind, and blinds all types of vision. The Gifted character's senses are untouched by these effects, although she remains within the whiteout. Similarly, other Wendigo are unaffected by the power of this Gift. A bear-spirit teaches this Gift.
Wind Claws
The Ahroun’s claws and fangs pass through the flimsy protections of their enemies as though they were but air and hope. An air elemental teaches this Gift.
Wind's Returning Favor
A Stargazer may use weapons, but most need none. This Gift allows a Stargazer to take an opponent's weapon upon their attack. This Gift is taught by a wind-spirit.
Winged Delivery
Camp: Sisterhood
While the Sisterhood has a large network of Kinfolk, contacts, smugglers and informants available, at times the most effective means to move an item is to give it to a friendly spirit and have that spriit make the delivery. Using this Gift and some concentration, the character pushes a small item into the Umbra and gives it to an Owl Jaggling, which will deliver the item to a well identified person or location as rapidly as it can travel.
Wings of Pegasus
The Fury can sprout majestic wings when in Hispo form, allowing her to fly at will. An avatar of Pegasus teaches this Gift.
Wisdom of the Ancient Ways
All werewolves have an innate connection to their ancestors, a form of racial unconscious accessible through intense meditation. The Philodox can tap into these deep memories to remember ancient facts and lore. An ancestor-spirit teaches this Gift.
Woadling
The ancient Celts would paint their skin with woad -- the components of which caused a frenzy-like state -- before marching off to battle. The Fianna carry on this tradition and take it even further. After painting the woad on their bodies, they can bring the paintings to life to harry an opponent. A stag-spirit can teach this Gift.
Words of the Alpha
The Children have often sought leadership in human societies as well as among Garou. This Gift allows a leader to seek the best course of action for a particular goal. Eagle teaches this Gift.
Wrath of Gaia
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.