Level One
Call of the Wyld
You can charge your howls with a mystical force, rousing your fellow Garou and provoking them into action. This Gift is often used to inspire others in battle or while hunting, but it can also aid communications or fire up the sept during a revel. A wolf spirit teaches this Gift.
Cost: None
Test Pool: N/A
System:
Spend your simple action to call upon the Wyld, giving voice to it with a powerful howl. In Homid, Glabro, or Crinos forms, your call can be heard by anyone within range of your normal voice. If you are in Lupus or Hispo forms, your howl travels even further, up to one mile away for each dot you have in the Performance ability.
Each use of this Gift conveys a specific benefit selected by you, that can only be used by allies in challenges or situations related, at least tangentially, to the mission or goal described by your howl. You automatically benefit from this Gift, but others must respond with a howl in order to claim the same benefit. (Responding to a howl is not an action, but does require that the character be able to speak.)
Choose one of the following four benefits to convey:
- Catch and Collar: Garou using this benefit gain a +1 bonus to Physical test pools when using the Blinding Attack, Grapple, Knock Out, or Pierce the Heart combat maneuvers. Once per hour, the affected Garou can attempt a combat maneuver without spending the requisite 1 point of Willpower.
- Keep Your Kin: Those affected gain a +1 bonus on static challenges to resist damage from environmental conditions, such as Athletics challenges to spirit unharmed through a flaming house. It also applies to Physical test pools to resist damage-inflicting attacks that you intercept with the Assist Defender mass combat tactic. Once within the hour, the affected Garou can elect to spend 1 point of Gnosis to heal 1 level of bashing or Lethal damage. This healing does not require an action.
- Steady the Spirit: Affected Garou receive a +1 bonus to their test pools to resist emotion-manipulating powers, or powers that inflict madness or frenzy. Once within the hour, when an affected Garou is testing to resist such a power, they gain a Gift retest to resist such a power.
- Track and Traverse: Those affected gain a +1 bonus on challenges to find and identify enemies or prey, through both mystic and mundane means. Once within an hour, when an affected Garou spends an action on normal movement, she can elect to move an additional three steps.
You can only have a single application of this power in effect at a single time. If you choose to receive the benefits from a second application of this power, you immediately lose the benefits of the first.
Affinity:
You were born Lupus, and you know how to make your voice clearly heard however far you need. Your howls always have a range of your performance in miles, regardless of form.
Predator's Arsenal
One of the most unnerving aspects of the Homid shape is its lack of proper weapons. This Gift remedies that problem (while still retaining much of the Homid shape's ability to blend in with the human world), granting the Garou battle-ready claws and teeth in Homid form. It is taught by a wolf-spirit.
Cost: None
Test Pool: N/A
System:
Spend a full turn in concentration to activate this Gift. For the next hour, the effects of this Gift persist. While this Gift is active you gain access to claw and bite attacks as though you were in Crinos form. The damage from these attacks is Lethal, this allows for the use of any claw Gifts (such as razor claws) or benefit from Merits (such as natural weapons) while still in Homid form. So long as you do not open your mouth too wide, and keep your hands concealed (perhaps by clasping them behind your back, or hiding them under a shawl) you appear completely human as you normally would. You are even able to speak normally so long as you, again, do not open your mouth to wide, though your voice does sound a little distorted.
Affinity:
It can be beneficial to only bring what tools you need. When activating this Gift, you may choose to only gain either claws or a bite attack if you so wish. This leaves the unaffected part unchanged - allowing a clever lupus to keep talking with their prey while their clawed hands wait for the chance to strike, or for easy display of open hands with no weapons, while keeping the actual deadly weapon concealed behind innocent lips.
Sense the Balance
The world exists in a state of balance -- a pull between Weaver, Wyld, and Wyrm. With concentration, you can pierce the veil of reality to discern if a creature has a certain affinity for one aspect of the Triat over the others. If your perception is keen enough, you determine fine nuances of that balance, even to the extent of identifying whether that creature has recently associated with an aspect of the Triat. Most keen eyed spirits can teach this Gift, though most Garou find their instruction from an owl sprit.
Cost: 1 Gnosis
Test Pool: Wits + Empathy vs Target's Resolve + Willpower
System:
Spend a standard action to make an opposed challenge against your target using this Gift's test pool.
If you succeed, you can determine whether the creature is most associated with the Wyld, the Weaver, or the Wyrm. This Gift allows you to determine which type of supernatural creature your target is, if any, such as Garou, Vampire, Fae, Ghoul, Kinfolk, Bane, etc. If your target is possessed by a Bane, a Vampire, or another creature, this power reveals that information and determines the possessing creature's type.
If you have no experience, knowledge, or Scholar of related merit of the specific creature type, the Storyteller may simply describe facets of the creature rather than answering with detailed information. For example, she might say, "It seems to be a creature that drinks blood and only comes out at night."
Once you have taken your target's measure, you automatically learn of any taint she might have from the Triat, even if she isn't directly associated with a member of the Triat.
Exceptional Success:
You can also sense if your target has recently been to a place associated with the Weaver, Wyld, or Wyrm.
Affinity:
You may activate this power as a simple action rather than a standard action.
Vie for Dominance
Competition among wolves begins at an early age, as eager cubs wrestle and scrap to prove their mettle. Use of this Gift clearly demonstrates the social order, establishing your dominance over your opponent until she can show otherwise. A wolf spirit teaches this Gift.
Cost: None
Test Pool: Strength + Brawl, Strength + Melee, or Dex + Archery versus Target's Physical Defense Pool
System:
Expend your standard action to make a Physical attack against your opponent, assaulting her in an embarrassing or domineering manner. For example, this attack could be a kick to the shins, a backhand to the face, or an arrow shot through their hand. If you succeed, reduce the damage dealt from your attack by 2 (minimum 0). Then, for the next hour, your target suffers a -2 penalty on all non-defensive Social Challenges. If she succeeds in a Physical attack targeted at you while under the effects of your Vie for Dominance, the power's effect immediately ends.
Multiple uses of this power against a single target do not result in a cumulative penalty. Instead, apply the single greatest penalty. If a target has been affected by multiple uses of Vie for Dominance, succeeding in a Physical attack against one user of this power does not negate its effects from other users. if you become unconscious or your target can no longer see you, this power's effect immediately ends.
Exceptional Success:
The normal benefits of an exceptional success, such as additional damage, apply to a physical attack used to trigger Vie for Dominance. Additionally, the target receives a -3 penalty to her non-defensive Social Challenges for the duration of this Gift rather than -2.
Affinity:
You drive the humiliation home. The penalty suffered increased to -4, or -5 on an exceptional success.
Wolf Senses
You can extend your physical senses well beyond that of a human or even a typical wolf. Eyesight and hearing sharpen to twice mortal limits, while touch, smell, and taste become acute enough to discern even the smallest details with ease. Apt for the name, a Wolf Spirit teaches this Gift.
Cost: None, or 1 (see power)
Test Pool: Wits + Investigation verses target's Resolve + Willpower
System:
Once learned, Wolf Senses is always active. You have the ability to see clearly, even in total darkness, and to understand sounds too quiet for normal people to hear. Your olfactory senses are strong enough t identify familiar people or substances by scent alone. You gain the scent-tracking abilities of Lupus form, even when you are in other forms.
When a character with Wolf Senses comes within two steps of an individual hidden by supernatural concealment, such as Blur of the Milky Eye, the character with Wolf Senses automatically realizes that someone is nearby, although she does not know who or precisely where to find that someone. Wolf Senses provides only a vague warning that something or someone is near.
When something blinds you, your smell or hearing can provide adequate compensation or the loss of vision. Normally, characters that cannot see while in combat must use the Fighting Blind Combat Maneuver to attack an opponent. So long as your character's sense of hearing or smell is unimpaired, you can fight without needing the Fighting Blind Combat Maneuver.
If you spend 1 point of Gnosis and expend a standard action, your character sharpens her senses even further. You automatically notice any objects mundanely hidden within line of sight.
You may attempt to see any person or object hidden with supernatural power, to discern the true nature of illusory objects, or to recognize objects or people disguised by supernatural powers. To accomplish this goal, spend a standard action, and 1 point of Gnosis. You must succeed in an opposed challenge using this Gift's test pool, the target of this Gift may have a different defensive test pool given by their power. If you pierce a supernatural power in this way, for the next five minutes, you ignore the effects of that power, so long as they were generated by the target you defeated in the opposed challenge.
Exceptional Success:
If you score an exceptional success when seeing through supernatural concealment, you automatically pierce any supernatural concealment (or illusion) created by the same individual for the next hour.
Affinity:
You may sharpen your senses with only a simple action, rather than a standard action.