WORLD OF DARKNESS HERO

WEREWOLF: THE APOCALYPSE HERO

I) CHARACTER CONSTRUCTION

Basic Abilities

A) Rage—The measure of the reserves of one's Beast. This END Reserve is used to fuel a number of powers, to provide the werewolf with extra phases/Turn, and to change one's form. Werewolves can purchase the Rage END Reserve up to 100 END, but the starting value of the Reserve depends on the werewolf's auspice.

Auspice Beginning Rage END
Ragabash (New Moon) 10
Theurge (Waning Moon) 20
Philodox (Half Moon) 30
Galliard (Waxing Moon) 40
Ahroun (Full Moon) 50

The REC occurs at a rate of 10 END/phase, but only occurs under the following conditions

Condition Amount END Recovered
Seeing the moon for the first time:
New Moon 10
Waning Moon 20
Half/Waxing Moon 30
Full Moon 40
Moon phase is the same as one's auspice All END recovered
Stressful situations (failing badly at tasks) 10
Humiliation 10
Confrontation 10

Rage—END Reserve, up to 100 END, 10 REC, REC only functions in particular situations (upon first seeing the moon, when humiliated, when in tense, stressful situations, -1/4), Rage END cannot be spent in the same phase as Gnosis END (-1/4)
Active Cost: 1/10 END + 10
Real Cost: 0.8/10 END + 8

B) Gnosis—A measure of a werewolf's connection to Gaia. It determines the ability of a Garou to Step Sideways, and also powers some of his Gifts.

Breed Beginning Gnosis END
Homid 10
Metis 20
Lupus 30
Conditions Amount END Recovered
Meditation EGO roll, 10 points recovered/hour/point by which roll is made
Sacred Hunt Ritual All END recovered

END Reserve, up to 100 END, 10 REC, REC only functions in particular situations (once/week meditation, after a Sacred Hunt, -1/2), 10 to 20 points of Gnosis END not available for use if Garou is carrying silver (-1/4), Gnosis END cannot be used in the same phase as Rage END (-1/4)
Active Cost: 1/10 END + 10
Real Cost: 0.66/10 END + 7

C) The Many Forms—This is the ability of the Garou to change shape. Multiform is used to represent this ability, with the different forms having the abilities listed for each below (in addition to the abilities of the base form). The Garou can instantly assume the form of choice if he spends Rage END, or he can assume form by making a Power Skill: Primal-Urge roll (CON-based skill) at --1 per form between his current form and the one he wants. Assuming one's breed form with the latter method is at +10 to the Primal-Urge roll. The powers for each form given below assume a homid breed. For the lupus breed, switch Werewolf Toughness and Regeneration in the Lupus form with Rapid Healing in the Homid form. Metis breeds have Werewolf Toughness and Regeneration in every form.

The Many Forms—Multiform, Variable Limitation (Requires Power Skill: Primal-Urge roll, or Costs Rage END, -1/4), Reversion (to breed form if STUN and BODY reduced below 0 and not healed by "Remaining Active" power, -1/4 for weaker breed form, +1/4 for stronger breed form), Must follow Homid -> Glabro -> Crinos -> Hispo -> Lupus progression (-1/2), Multiform affects body only (clothes are shredded or lost if change involves significant changes in size, -1/2)

1) Homid

Abilities Cost
Rapid Healing: 2d6 BODY Healing, Regeneration (2 BODY/day), Reduced END (0; +1/2), Persistent (+1/2); Self only (-1/2), Not versus aggravated damage (-3/4), Increased Time Interval (1 day, -1 1/2 Active: 40
Real: 11

2) Glabro

Abilities Cost
Extra Characteristics: +6 STR, +6 CON, +3 BODY, -4 COM 22
Werewolf Toughness: 50% Resistant Physical and Energy Damage Reduction; Not versus silver weapons (-1/4), Not versus AVLD, NND, or Drain attacks (-1/2) Active: 60
Real: 34
Regeneration: 2d6 BODY Healing, Regeneration (2 BODY/Turn), Reduced END (0; +1/2), Persistent (+1/2); Self only (-1/2), Requires CON roll (unmodified) during combat (Activation roll value -1, minimum of -1/4),Rate drops to 2 BODY/5 hr when BODY is below 0, or 2 BODY/day with rest against aggravated damage (-1/2) Active: 40
Real: Variable

3) Crinos

Abilities Cost
Extra Characteristics: +17 STR, +7 BODY, +8 CON, +3 DEX, +15 PRE 71
Claws: 1d6 HKA (claws, 2d6 with STR), Reduced Penetration (-1/4) Active: 15
Real: 12
Bite: 1d6 HKA (bite, 2d6 with STR), Reduced Penetration (-1/4) Active: 15
Real: 12
Enhanced Senses: +1 Hearing and Smell PER rolls, Ultrasonic Hearing, Tracking Scent, Nightvision 17
Speed: +2" Running 4
Predator's Combat Instincts: +2 combat Skill Levels with HTH combat 10
Tough Hide: 2 PD/2 ED Damage Resistance 2
The Delirium: (i) 11d6 Mind Control (standard effect—33 points), Area Effect (1 hex, nonselective, +1/4), MegaScale (1 hex = 1 km, +1/4), Reduced END (0; +1/2), Persistent (+1/2), Fear only (-1), Only versus nonsupernatural mortals (-1/2), (ii) 1d6 Major Transform vs EGO (mortal to mortal with altered memories about Garou, reversible upon repeated exposure to Garou) , Invisible Power Effects (Sight and Hearing, +3/4), Reduced END (0; +1/2), Persistent (+1/2), Continous (+1), Uncontrolled (+1/2), Area Effect (1 hex, nonselective, +1/4), MegaScale (1 hex = 1 km, +1/4) Limitations in common: Targets must look at Garou (-1/4), Always on (-1/2) Active: (a) 137, (b) 71
Real: (a) 42, (b) 41
Werewolf Toughness: 50% Resistant Physical and Energy Damage Reduction; Not versus silver weapons (-1/4), Not versus AVLD, NND, or Drain attacks (-1/2) Active: 60
Real: 34
Regeneration: 2d6 BODY Healing, Regeneration (2 BODY/Turn), Reduced END (0; +1/2), Persistent (+1/2); Self only (-1/2), Requires CON roll (unmodified) during combat (Activation roll value -1, minimum of -1/4), Rate drops to 2 BODY/5 hr when BODY is below 0, or 2 BODY/day with rest against aggravated damage (-1/2) Active: 40
Real: Variable

4) Hispo

Abilities Cost
Extra Characteristics: +12 STR, +6 BODY, +8 CON, +6 DEX, +10 PRE 68
Claws: 1/2 d6 HKA (claws, 1d6+1 with STR), Reduced Penetration (-1/4) Active: 10
Real: 8
Huge Fucking Jaws: 1d6+1 HKA (bite, 2 1/2 d6 with STR), Reduced Penetration (-1/4) Active: 20
Real: 16
Enhanced Senses: +2 Hearing and Smell PER rolls, Ultrasonic Hearing, Tracking Scent, Nightvision 21
Four-legged Gait: +2" Running 4
Predator's Combat Instincts: +2 combat Skill Levels with HTH combat 10
Tough Hide: 2 PD/2 ED Damage Resistance 2
Werewolf Toughness: 50% Resistant Physical and Energy Damage Reduction; Not versus silver weapons (-1/4), Not versus AVLD, NND, or Drain attacks (-1/2) Active: 60
Real: 34
Regeneration: 2d6 BODY Healing, Regeneration (2 BODY/Turn), Reduced END (0; +1/2), Persistent (+1/2); Self only (-1/2), Requires CON roll (unmodified) during combat (Activation roll value -1, minimum of -1/4), Rate drops to 2 BODY/5 hr when BODY is below 0, or 2 BODY/day with rest against aggravated damage (-1/2) Active: 40
Real: Variable

5) Lupus

Abilities Cost
Extra Characteristics: +2 STR, +8 DEX, +6 CON, +3 PRE 41
Bite: 1/2 d6 HKA (bite, 1d6+1 with STR), Reduced Penetration (-1/4) Active: 10
Real: 8
Enhanced Senses: +4 Hearing and Smell PER rolls, Ultrasonic Hearing, Tracking Scent, Nightvision 29<</TD>
Swiftness: +3" Running 6
Predator's Combat Instincts: +2 combat Skill Levels with HTH combat 10
Tough Hide: 1 PD/1 ED Damage Resistance 1
Werewolf Toughness: 50% Resistant Physical and Energy Damage Reduction; Not versus silver weapons (-1/4), Not versus AVLD, NND, or Drain attacks (-1/2) Active: 60
Real: 34
Regeneration: 2d6 BODY Healing, Regeneration (2 BODY/Turn), Reduced END (0; +1/2), Persistent (+1/2); Self only (-1/2), Requires CON roll (unmodified) during combat (Activation roll value -1, minimum of -1/4), Rate drops to 2 BODY/5 hr when BODY is below 0, or 2 BODY/day with rest against aggravated damage (-1/2) Active: 40
Real: Variable

D) Werewolf Vigor

1) Strong Immune System -- Life Support: Immune to common cold/flu and other minor ailments
Cost: 3

2) Remaining Active -- The ability to keep fighting after being seriously injured and knocked out:
Remaining Active: 4d6 Simplified Healing (BODY and STUN), Trigger (Both STUN and BODY reduced to < 0, +1/4), Charges (1, -2), Side Effect (1d6 Drain Rage END Reserve, Recover 5 Active/day, occurs every time, -3/4), Werewolf enters frenzy after Healing (-1/2)
Active Cost: 50
Real Cost: 12

3) Recovery from Stun—The ability to channel Rage to keep from being stunning in combat.
Recovery from Stun—+10 CON, Only to protect versus stunning (-1), Side Effect (1d6 Drain Rage END Reserve, Recover 5 Active/day, occurs whever CON needed to resist being stunned, -1/4)
Active Cost: 20
Real Cost: 9

E) Extra Actions—The ability of a Garou to use his Rage to get extra actions.
Extra Actions—Each level = +1 SPD, Costs Rage END (-1/2), Increased END cost (2x, -1/2), Only to perform physical actions (-1/2)

F) Stepping Sideways—This is the ability of Garou to move through the Umbra. This movement requires a roll based on the Garou's Gnosis END Reserve, and is modified by the strength of the Gauntlet in the area from which the Garou is departing. If the werewolf blows his Gnosis roll to step sideways, subsequent attempts are at -2/extra attempt due to Weaver spiders strengthening the Gauntlet. Possession of, or access to, a mirrored surface gives a +1 to the roll and wards off the penalty for extra attempts.
Stepping Sideways—EDM to the Umbra (any location in any dimension), Usable by others (16 others, Garou and others can use simultaneously, +1 1/2), Usable by Others only works for packmates (-1 on UBO points), Garou must pass through "intervening" dimensions (-1), Requires roll based on Gnosis (not modified by Active Cost, variable), Extra Time (1 minute, -1 1/2), Concentrate (1/2 DCV, -1/4), EDM only affects body (non-dedicated objects and objects that aren't talismans are left behind, -1/2)
Active Cost: 112
Real Cost: See table below

Gnosis roll and Real Cost for Stepping Sideways
Gnosis END Reserve Roll Limitation Real Cost
10 8- -1 1/2 18
20 9- -1 20
30 10- -3/4 20
40 11- -1/2 21
50 12- -1/4 22
60 13- -1/4 22
70 13- -1/4 22
80 14- -1/4 22
90 14- -1/4 22
100 15- -1/4 22
Gauntlet Strength modifiers to Stepping Sideways
Area Gauntlet Rating Modifier
The greatest of caerns 2 +3
Powerful caern 3 +2
Typical active caern 4 +1
Deep wilderness 5 +0
Rural countryside 6 -1
Most places 7 -2
Inner city 8 -3
Science lab 9 -4

G) Languages: Lupus Body Language, Garou High Tongue, Garou Howls. The costs for these languages depend on the breed; some of these languages are native to some breeds but others must pay to know them.

Breed-dependent cost modifiers for Garou languages
Breed Lupus Body Language Garou High Tongue Garou Howls Human language
Homid -1 point +0 point +0 point Native
Metis -1 point Native Native +0 point
Lupus Native +1 point +0 point +1 point

H) Standard Werewolf Combat Maneuvers

Werewolf Combat Techniques
Maneuver Phase Pts OCV DCV Damage/Effect
Evasive Action 1/2 4 +0 +5 Dodge, Affects all attacks, Abort
Hamstring 1/2 3 -1 -1 Claws/bite + 4 DC, Disable (legs only)
Jaw Lock 1/2 4 -1 +0 Grab single limb, Throw, +10 STR
Leaping Rake 1/2 4 +1 +0 Strike (claws + v/5 damage), Half-move required, Fmove
Taunt 0 -- -- -- Lightning Reflexes purchased with Incantations (-1/4)

I) Rank—A measure of a Garou's status amongst his peers.

Rank (Name) Reputation Perk (Cost) Bonus to Beserk roll (Activation/Recovery)
0 - -
1 (Cliath) - -
2 (Fostern) - -
3 (Adren) +1 to other Garou, 8- (1) -1/0
4 (Athro) +3 to other Garou, 11- (3) -2/+1
5 (Elder) +5 to other Garou, 14- (6) -3/+2
6 (?) +7 to other Garou, 14- (8) -4/+3

J) Kewl Skillz—All werewolves have 3 points. in Concealment, Stealth, Tactics, Teamwork, and Power Skill: Primal-Urge

Backgrounds

A) Ancestors—The ability to converse with or experience memories of ancestors that help one with a given task
Ancestors—10 point Overall Skill Levels, Usable once/game session (-2)
Active Cost: 10/+1
Real Cost: 3/+1

B) Allies, Contacts, Mentor—Build as Contacts.

C) Kinfolk - Build as Followers.

D) Fetish—Focus with Powers, bought with Independent (-2) if character starts with it. See description for Rite of the Fetish below.

E) Pure Breed—Reputation, +2 to other Garou, 11-
Cost: 2

F) Rites—The ability to conduct Garou rites, purchased as KS: Rites of _____ purchased separately for each class of rites.

G) Totem—Spirit built as a Contact (Basic 14-, 5 points; Significant contacts of its own, +1 pt; Good relationship with contact, +2 points) for all the members of a pack. Each pack member of gets extra characteristics and Skill Levels depending on the nature of the Totem.

Disadvantages

The value of some Disadvantages for werewolves are adjusted by the number of forms affected by the Disadvantage if the werewolf can avoid the Disadvantage simply by shifting forms. For example, Susceptibility to Silver affects only non-breed forms, and is therefore worth -30 x 4/5 = -24 for the non-breed forms.

Disadvantage Value
Secret Identity: Werewolf -15
Psychological Limitation: Code of Honor—The Litany (Common, Strong) -15
Frenzy: Beserk under any sort of stressful circumstance or upon particularly successful application of Rage END, Very Common circumstances, activation and recovery rolls variable (see Frenzy table below) -25 to -45
Susceptibility to silver, 1d6 BODY and STUN/Turn, Common
Non-breed forms, or all forms for Metis
-24 (-30 for Metis)
Physical Limitation: Makes others uneasy (only if Rage END/3 > EGO) (Frequently, slight) -10
Accidental change to Crinos or Hispo forms when Beserk, Uncommon, Always
Only in Homid, Glabro, and Lupus forms
-12
Accidental change to Lupus form when in great fear of his life, Uncommon, Always
Only in non-Lupus form
-16
Physical Limitation—Very limited manipulation (Frequently, greatly impairing).
Lupus, Hispo
-9
Physical Limitation—Limited manipulation (Frequently, slightly impairing,)
Crinos only, but this Disad is worse in Lupus and Hispo forms
-6
Physical Limitation—Poor eyesight (-2 to all Sight PER rolls)
Hispo and Lupus only
-6
Physical Limitation—Large size (-2 DCV, +2 on PER rolls to spot)
Crinos and Hispo only
-2
Distinctive Features: Big hairy guy/enormous wolf, Concealable, Major Reaction
Only in Glabro or Hispo forms
-6

Frenzy—The Garou's propensity to go beserk is a function of the size of its Rage END Reserve and its EGO.

Rage END Reserve and EGO Activate Recover Beserk value
3 x (Rage END/10) ≤ EGO 8- 14- -25
3 x (Rage END/10) = EGO+1 9- 14- -27
3 x (Rage END/10) = EGO+2 9- 13- -28
3 x (Rage END/10) = EGO+3, +4 10- 13- -30
3 x (Rage END/10) = EGO+5, +6 10- 12- -32
3 x (Rage END/10) = EGO+7, +8 11- 12- -33
3 x (Rage END/10) = EGO+9, +10 11- 11- -35
3 x (Rage END/10) = EGO+11, +12 12- 11- -37
3 x (Rage END/10) = EGO+13, +14 12- 10- -38
3 x (Rage END/10) = EGO +15—+20 13- 9- -42
3 x (Rage END/10) = EGO +20 and up 14- 8- -45

Moon Phase modifiers for Frenzy

Moon Phase Modifiers to Beserk activation/recovery rolls
Full moon +4/-4
Gibbous moon +3/-3
Half moon +2/-2
Crescent moon +1/-1
New moon No modification

Gifts

A) Homid

1) Master of Fire—The ability to heal fire damage (normally aggravated and non-regeneratable).
Master of Fire—1d6 BODY Healing, Reset interval of 1 Turn (+1 1/2), Costs Gnosis END (-1/2), Only heals damage from fire (-1)
Active Cost: 25
Real Cost: 10

2) Persuasion—This Gift enables one to become more persuasive.
Persuasion—+3 Skill Levels with PRE-based skills, Extra Time (full phase, -1/2), Nonpersistent (-1/4)
Active Cost: 15
Real Cost: 9

3) Smell of Man—With this gift, the Garou can scare off wild animals and tame domesticated animals.
Smell of Man—6d6 Mind Control versus animal minds, Telepathic command (+1/4), Area Effect: Radius, non-selective target (+3/4), Extra Time (full phase, -1/2), Single emotion (fear for wild animals, love for domestic animals, -1), Not versus supernatural animals (-1/4)
Active Cost: 60
Real Cost: 22

4) Jam Technology—The Garou creates a zone in which technological items cease to function.
Jam Technology—6d6 Suppress versus powers of technological items, two powers at a time (+1/2), Area Effect (Radius, +1), Charges (3, lasting one minute each, -1/2), Charges cost Gnosis END to initiate (-1/4), Extra Time (full phase, -1/2)
Active Cost: 75
Real Cost: 33

5) Staredown—The Garou stares at an animal or human and forces it to flee (or to stand in place if the target is another werewolf).
Staredown—9d6 Mind Control, Affects animal and human minds (+10 points), Telepathic command (+1/4), Single command (run away or stand in place), Must make eye contact (-1/2), Dispelled for werewolves/Wyrm creatures if attacked while under thrall of power (-1/4), Extra Time (full phase, -1/2)
Active Cost: 69
Real Cost: 31

6) Disquiet—This Gift deadens a Garou's Rage and hinders concentration.
(a) 6d6 Suppress versus END Reserve REC, BOECV (+1), Only versus Rage END Reserves (-1/2), Linked to Negative Skill Levels (-1/4), (b) -2 10-point Negative Skill Levels, Ranged (+1/2), BOECV (+1), Only versus skills requiring some degree of concentration (-1/4), Linked to Suppress (-1/2)
Limitations in common: Extra Time (full phase, -1/2), Charges (2, lasting 20 minutes, -1/4), Charge costs normal END to initiate (-1/4),
Active Cost: (a) 60, (b) 50
Real Cost: (a) 22, (b) 18

7) Reshape Object—The Garou can use this Gift to reshape once-living material (wood, horn, etc.) into something useful.
Reshape Object—1d6 Major Transform (once-living material into something useful of the same material), Improved Target Group (+1/2), Limited Target (once-living material, -1/2), Extra Time (extra phase, -3/4)
Active Cost: 22
Real Cost: 10

8) Cocoon—(a) 15 PD/15 ED Force Field, 0 END Persistent (+1), Costs Gnosis END to initiate (-1/4), Disappears if hit with attack that penetrates Force Field (-1), Force Field immobilizes Garou in opaque cocoon (-1 1/2), Linked to Life Support (-1/4), (b) Life Support: No need to breathe, Immune to vacuum/high pressure, high radiation, intense heat/cold, Linked to Force Field (-1/2)
Limitations in common: Extra Time (full phase, -1/2)
Active Cost: (a) 60, (b) 19
Real Cost: (a) 13, (b) 10

9) Spirit Ward—This ward scares and unnerves nearby spirits.
Spirit Ward—3 Overall penalty Skill Levels , Area Effect: Radius, selective target (+1 1/4), Reduced END (0; +1/2), Transdimensional (This world and the near Umbra, +3/4), Only versus spirits that aren't pack totems or caern spirits (-1/2), Costs Gnosis END to initiate (-1/4), Extra Time (extra phase, -3/4), Gestures (draw pictogram, -1/4)
Active Cost: 105
Real Cost: 38

10) Assimilation—The ability to blend seamlessly into any culture.
Assimilation—(a) Universal Translator, Linked to Images (-1/2), (b) Images versus Sight, Hearing, and Smell, -6 PER roll, Reduced END (0; +1/2), Persistent (+1/2), Only to simulate appearance of a member of the surrounding culture (-1/2), Linked to Universal Translator (-1/4)
Limitations in common: Extra Time (1 Turn, no other actions, -1 1/4)
Active Cost: (a) 20, (b) 76
Real Cost: (a) 8, (b) 25

11) Part the Veil—With this power, the Garou can allow mortals to view the Crinos form without traumatic, memory-destroying fear.
Part the Veil—25 points. Mental Defense and 25 points. Power Defense, Usable on Others (one other at range, +3/4), Only usable on ordinary mortals (-1/2), Only to protect against the Delirium (-2), Target forgets everything learned if the Delirium is induced again at a later date (-1/4), Costs Gnosis to initate (-1/4), Mental Defense and Power Defense linked to each other (-1/2 and -1/4)
Active Cost: (a) and (b) 44 each
Real Cost: (a) and (b) 10 each

B) Metis

1) Create Element—The ability to create one of the four base elements (fire, air, earth, or water).
Create Element—1d6 Major Transform (nothing to one of the four base elements), Improved Target Group (+1/4), Extra Time (1 phase, no other actions, -3/4)
Active Cost: 19
Real Cost: 11

2) Primal Anger—The Gift enables the Garou to increase his Rage at a cost.
Primal Anger—2d6 Aid to END Reserve, Fade 5 points./day (+1 1/2), Self only (-1/2), Only to increase Rage END Reserve (-1/4), Side Effect (1/2d6 Killing Attack, always occurs, -1/2)
Active Cost: 50
Real Cost: 22

3) Sense Wyrm - With concentration, the Garou can sense the Wyrm and its taint in the area.
Sense Wyrm- Detect Wyrm Taint, Ranged, 360 Degrees, Concentrate (1/2 DCV, -1/4)
Active Cost: 13
Real Cost: 10

4) Burrow—The power to tunnel through the earth. Can only be purchased for Hispo and Crinos forms.
Burrow—1" Tunneling through DEF 5
Cost: 17

5) Curse of Hatred—The ability to demoralize opponents through verbalization of the Metis's hatred.
Curse of Hatred—2d6 Drain v. END Reserve and EGO, at the same time (+1/2), both with BOECV (+1), Ranged (+1/2), Recover 5 points./hour (+1), Only versus Rage END Reserve (for END Reserve Drain, -1/2), Extra Time (full phase, -1/2), Incantations (-1/4)
Active Cost: 80
Real Cost: 35

6) Eyes of the Cat—The ability to see clearly in pitch darkness.
Eyes of the Cat—Nightvision, Nonpersistent (-1/4)
Active Cost: 5
Real Cost: 4

7) Mental Speech—The ability to mentally communicate over vast distances with people for whom the Garou has a belonging, or whom the Garou knows personally.
Mental Speech—(a) 4d6 Mind Scan, +12 to attack roll, Only to establish linked Telepathy (-1 1/2), Variable limitation (Focus: Something belonging to the target, or Garou must know target, -1/4), Linked to Telepathy (-1/4), (b) 4d6 Telepathy, Communicative Telepathy (-1/4), Linked to Mind Scan (-1/2)
Active Cost: (a) 44, (b) 20
Real Cost: (a) 15, (b) 11

8) Gift of the Porcupine—With this Gift, the Garou turns his fur (in Crinos, Hispo, or Lupus form) into long, porcupine-like quills that do aggravated damage.
Gift of the Porcupine—1/2 d6 RKA, Continuous (+1), Damage Shield (+1/2), Reduced END (0; +1/2), Costs Gnosis END to set up (-1/4), Extra Time (full phase, -1/2)
Active Cost: 30
Real Cost: 17

9) Wither Limb—The ability to cause a limb to wither or twist into a useless appendage with a gaze.
Wither Limb—2d6 BODY Drain, Ranged (+1/2), Indirect (+1/4), Recovers 5 Active/month (+2), Reduced END (0; +1/2), Continuous (+1), Uncontrolled (+1/2; ends when targeted limb is withered or twisted into uselessness), Only targets limbs of living beings (and cannot kill beings; -1), Extra Time (extra phase, -3/4)
Active Cost: 115
Real Cost: 42

10) Madness—The ability to drive opponents nuts.
Madness—2d6 Major Transform versus EGO, sane person to deranged person (heals back normally), BOECV (+1), Continuous (+1), Extra Time (extra phase, -3/4)
Active Cost: 90
Real Cost: 51

11) Totem Gift—The ability to call upon one's Totem spirit for aid. This is built as a Favor, with more expensive Favors resulting in more drastic actions by the Totem spirit.
Totem Gift—Favor: Totem Spirit, Costs Gnosis END (-1/2)
Active Cost: 1 or points
Real Cost: Active/1.5

C) Lupus

1) Hare's Leap—The ability to leap incredible distances.
Hare's Leap—+10" Leap, Requires CON roll (variable limitation)
Active Cost: 10
Real Cost: Variable

2) Heightened Senses—Self-explanatory
Heightened Senses—+3 to all PER rolls, Costs Gnosis END to initiate (-1/4)
Active Cost: 9
Real Cost: 7

3) Sense Prey—The ability to determine the location of prey animals at far distances.
Sense Prey—Detect Prey Animals, Range, Increased Arc of Perception (360 degrees), Telescopic (+26 to Detect PER roll), Extra Time (extra phase, -3/4), Costs END (-1/2)
Active Cost: 39
Real Cost: 17

4) Scent of Sight—The ability to use one's sense of smell to fully compensate for one's vision
Scent of Sight—Spatial Awareness (hyperacute sense of smell), Nonpersistent (-1/4), Requires Power Skill: Primal-Urge (-1/2)
Active Cost: 22
Real Cost: 10

5) Sense the Unnatural—The ability to detect the presence of, or traces left behind by, unnatural beings (magick, spirits, the Wyrm, wraiths, and vampires).
Sense the Unnatural—Detect Supernatural Presence and Taint, Range, Discriminatory
Nonpersistent (-1/4)
Active Cost: 15
Real Cost: 12

6) Catfeet—The Gift of perfect balance in any situation.
Catfeet—(a) +3 5 point Skill Levels with any roll involving balance and falling, (b) +2 5-point Combat Skill Levels with any maneuver involving grappling or body slams, (c) +15" Leap, Only to subtract from falling velocity (-1)
Active Cost: (a) 15,(b) 10, (c) 15
Real Cost: (a) 15, (b) 10, (c) 7

7) Name the Spirit—This Gift confers knowledge of the type and approximate power level of spirits encountered by the Garou.
Name the Spirit—Detect Spirit, Range, Discriminatory, Costs END (-1/2)
Active Cost: 15
Real Cost: 10

8) Beast Life—The ability to summon and communicate with animals. Wild animals will do as the Garou asks; domesticated animals need persuading.
Beast Life—(a) 4d6 Telepathy, Communicative telepathy (-1/4), (b) Summon Animals, Any animals (+1/2), Amicable (Friendly, +1/2), Arrives under own power (-1/2), Summoned animal must inhabit locale (-1/2), Domesticated animals are not Friendly (-1/2 on Friendly points)
Active Cost: (a) 20, (b) Summoning Base Cost x 2
Real Cost: (a) 16, (b) Active without Friendly/2 + Friendly/2.5

9) Gnaw—With this gift, the jaws of the Garou are mystically strengthened to the point where the Garou can chew through anything, and the grip of his bite becomes very difficult to grip. Purchased only for forms with a bite.
Gnaw—1/2 d6 HKA, Penetrating (+1/2), Armor Piercing (+1/2), No STR Bonus (-1/2), Linked to Bite HKA (-1/4), Requires CON roll (variable)
Active Cost: 20
Real Cost: Variable

10) Elemental Gift—The Garou summons an elemental who grants him the ability to manipulate one of the four elements. The manipulation of fire is built at "Energy Telekinesis", described on p. 56 of The Ultimate Mentalist.
Elemental Gift --

Multipower—82 point pool, Costs Gnosis END to initiate (-1/4), Extra Time (extra phase, -3/4), Pool Cost: 41
Ultra slot 1: Earth Elemental—30 STR Telekinesis, Reduced END (0; +1/2), Only to pick up and manipulate earth (-1/2), Cost: 3
Ultra slot 2: Water Elemental—30 STR Telekinesis, Affects Porous (+10 points), Reduced END (0; +1/2), Only to manipulate water or objects on or in the water (-1/2), Cost: 3
Ultra slot 3: Air Elemental—26 STR Telekinesis, Explosion (+1/2), Reduced END (0; +1/2), Affects whole target (-1/4), Cost: 3
Ultra slot 4: Fire Elemental—30 STR Telekinesis, Reduced END (0; +1/2), Only works on fire (-1/2), Cost: 3
Total Cost: 53

11) Song of the Great Beast—This rite allows the Garou to summon one of the ancient and terrible Great Beasts.
Song of the Great Beast—Summon Great Beast, Expanded Class (+1/4), Summoned Being must be conceivably inhabit the locale where the summoning is performed (-1/2), Can only perform summoning in the deep wilderness (-1), Extra Time (1 hour, -3 1/2), Incantations (-1/4)

D) Ragabash

1) Blur of the Milky Eye—A moderate level of inivisibility.
Blur of the Milky Eye—Invisibility to Sight Group, Bright Fringe (-1/4), Negated by successful PER roll (-3/4)
Active Cost: 20
Real Cost: 10

2) Open Seal—The ability to open any locked or sealed door or compartment.
Open Seal—2d6 Minor Transform, locked/sealed door or compartment to unlocked/unsealed door or compartment, Requires roll based on Gnosis (variable)
Active Cost: 20
Real Cost: Variable

3) Scent of Running Water—This Gift removes any trackable scent from the Garou. If needed, the Garou can produce a scent with an END expenditure.
Scent of Running Water—Invisibility to Smell group, Reduced END (0; +1/2), Persistent (+1/2), Inherent (+1/4), Always On (-1/2)
Active Cost: 22
Real Cost: 15

4) Blissful Ignorance --
Blissful Ignorance—Invisibility to Sight, Hearing, Smell, and Mental Sense Groups, 0 END (+1/2), Only when not moving (-1 ), Costs END to set up (-1/4), Extra Time (extra phase, -3/4)
Active Cost: 52
Real Cost: 17

5) Sense of the Prey—The ability to track prey ANYWHERE, including through the Umbra.
Sense of the Prey—Detect Prey, Range, Tracking, Transdimensional (This world and the Umbra, +3/4)
Cost: 26

6) Taking the Forgotten—With this Gift, the Garou can steal a possession and have the owner forget he ever possessed it.
Taking the Forgotten—1d6 Minor Transform (psionic surgery—person to person who forgets about ever possessing a recently stolen item), Trigger (when item stolen from target, +1/4), BOECV (+1), Invisible Power Effects (fully invisible, +1), Reduced END (0; +1/2), Continuous (+1), Uncontrolled (fails if target sees item that was stolen, +1/2), Extra Time (1 Turn, -1)
Active Cost: 52
Real Cost: 26

7) Gremlins—The ability to cause a technological item to malfunction by touching it.
Gremlins—6d6 Suppress versus powers of technological items, two powers at a time (+1/2), Charges (3, lasting one minute each, -1/2), Extra Time (full phase, -1/2), No Range (-1/2)
Active Cost: 45
Real Cost: 18

8) Open Moon Bridge—This Gift enables the Garou to use any moon bridge (teleporation gate between caerns) without needing to go through the rites required to prepare such bridges.
Open Moon Bridge—16" Teleportation, 1 Floating Location (+5 points), MegaScale (1" = 100 km, scaleable back to 1 km, +1), Area Effect (hex, +1/2), Costs Gnosis END only to initiate (+1/4), Continous (+1), Usable on Others (simultaneously, 4 others, +1), Gate (-1/2), Extra Time (5 minutes, no other actions, -2 1/4), Focus (pathstones, OAF, -1), Only at sites of moon bridges in caerns (-1)
Active Cost: 176
Real Cost: 31

9) Luna's Blessing—The ability to avoid and absorb damage from silver weapons, so long as the moon is visible in the sky. Damage taken by Garou with this power is not aggravated under moonlight.
Luna's Blessing—(a) +3 DCV (5 point Combat Skill Levels), (b) 50% Resistant Physical and Energy Damage Reduction
Limitations in common: Only versus silver weapons (-2), Only when moon is visible in the sky (-1)
Active Cost: (a) 15, (b) 60
Real Cost: (a) 4, (b) 15

10) Whelp Body—This curse causes the victim's body to weaken and palsy permanently. Two phases of this attack will be successful against most opponents.
Whelp Body—1d6 Major Tranform, person to person with physical characteristics reduced by 6 or more, BOECV (+1), Reduced END (0; +1/2), Continuous (+1), Uncontrolled (stopped by killing the caster, +1/2), Only usable once against any given opponent (-1), Extra Time (extra phase, -3/4), Concentrate (1/2 DCV, -1/4), Requires Gnosis-based roll (no active point penalty, variable-minimum of -1/4), Costs Gnosis to initiate (-1/4)
Active Cost: 60
Real Cost: 17 or less

11) Thieving Talons of the Magpie—This Gift allows a Garou to rob a supernatural creature of one of its powers and use it for himself.
Thieving Talons of the Magpie (a) Stolen Powers VPP (10 point Pool), Only to reproduce powers robbed from other supernaturals (-1/4), Only functions after a successful Transfer attack, and stops functioning after Transfer points have faded away (-1/2), (b) 5d6 Transfer Supernatural Powers to VPP, Fade 5 Active points/minute (+1/4), BOECV (+1), Two related powers simultaneously (+1/2), Cumulative (maximum of 100 points, +3/4), Must know something (KS: Targetted Supernatural) about target's powers (-1/4), Extra Time (extra phase, -3/4), Concentrate (1/2 DCV, -1/4), Charges (8; -1/2), Charges cost Gnosis END (-1/2)
Active Cost: (a) 15, (b) 262
Real Cost: (a), 9, (b) 81

12) Thousand Forms—The ability to shift to any animal form, adopting any of its special abilities.
Thousand Forms—(a) Shapeshift (Sight, Hearing, Touch Groups, any animal), Costs Gnosis END only to change shape (+1/4), Extra Time (extra phase, -3/4), Concentrate (1/2 DCV, -1/4), Linked to VPP (-1/2), (b) Animal Abilities VPP (50 point Pool), Limited Class of Powers (-1/2), Linked to Shapeshift (-1/4)
Active Cost: (a) 32, (b) 75
Real Cost: (a) 13, (b) 64

E) Theurge

1) Mother's Touch—The Gift of Healing.
Mother's Touch—2d6 BODY Healing, Reset interval of 1 Turn (+1 1/2), Only on living creatures (-1/4), Not on self (-1/2), Increased END (x3, -1), Extra Time (extra phase, -3/4), Concentrate (1/2 DCV, -1/4)
Active Cost: 50
Real Cost: 13

2) Sense Wyrm—as previously described

3) Spirit Speech—The ability to communicate with spirits
Spirit Speech—4d6 Telepathy, Transdimensional (This world and the Umbra, +3/4), Only usable on spirits (-1), Communicative telepathy (-1/4)
Active Cost: 35
Real Cost: 15

4) Command Spirit—The ability to coerce spirits to obey simple commands.
Command Spirit—10d6 Mind Control, Only usable on spirits (-1), Cannot command spirits to leave area to which they've been bound (-1/4), Simple commands only (-1/4), Extra Time (full phase, -1/2), Concentrate (1/2 DCV, -1/4)
Active Cost: 50
Real Cost: 15
5) Name the Spirit—As previously described

6) Sight from Beyond—With this Gift, the Garou receives visions of future without warning which require interpretation.
Sight from Beyond—Clairsentience (Sight and Hearing Groups) with Precognition, Precognition only (-1), No Conscious Control (-2), Only through dreams (-1), Vague and unclear (-1)
Active Cost: 50
Real Cost: 8

7) Exorcism—The ability to eject spirits from places, objects, or persons.
Exorcism—(a) 12d6 Mind Control, Only versus spirits (-1), Single command: Leave area/person (-1/2), (b) 18d6 Dispel versus powers that hold spirits in place, one at a time (+1/4)
Limitations in common: Extra Time (5 minutes, no other actions, -2 1/4), Concentrate (0 DCV, -1/2)
Active Cost: (a) 60, (b) 67
Real Cost: (a) 11, (b) 18

8) Pulse of the Invisible—The ability to sense spirits in the Penumbra. This is a sense which is always on.
Pulse of the Invisible—Detect Spirits, Sense, Transdimensional (The Penumbra, +1/2)
Cost: 15

9) Grasp the Beyond—The ability to take objects and persons to the Umbra when stepping sideways.
Grasp the Beyond—Remove "UOO only works on packmates" from Stepping Sideways power. This adds approximately 4 points to the
Real Cost of the power.

10) Spirit Drain—This Gift allows the Garou to drain power from a spirit and transfer it to his willpower.
Spirit Drain—2d6 Transfer END Reserve to EGO, +12 to maximum, Return rate of 5 points/minute (+1/4), Ranged (+1/2), Transdimensional (Current dimension and any adjacent one, +3/4), Only versus spirits (-1), Extra Time (extra phase, -3/4)
Active Cost: 90
Real Cost: 33

11) Feral Lobotomy—With this powerful Gift, the Garou can turn a target's mind to that of an animal.
Feral Lobotomy—1d6 Major Transform versus EGO, person to person with Physical Limitation: Animal Intelligence, BOECV (+1), Continuous (+1), Uncontrolled (+1/2), Reduced END (0; +1/2), Extra Time (extra phase, -3/4), Concentrate (0 DCV, -1/2), Limited Target (sentient beings, -1/4), Increased Gnosis END (x2, -1/2)
Active Cost: 60
Real Cost: 20

12) Malleable Spirit—The ability to change a spirit's characteristics, disposition, or nature.
Malleable Spirit—3d6 Major Transform versus EGO, spirit to spirit with altered form or purpose, BOECV (+1), Transdimensional (This world and the Umbra, +3/4), Extra Time (extra phase, -3/4), Limited Target (spirits, -1/2)
Active Cost: 124
Real Cost: 55

F) Philodox

1) Resist Pain—The ability to ignore pain and act normally.
Resist Pain—(a) 5 points. Resistance, (b) +3 Overall Skill Levels, Only to counteract penalties caused by wounds (-1 1/2)
Limitations in common: Nonpersistent (-1/4), Costs END to initiate (-1/4)
Active Cost: (a) 5, (b) 30
Real Cost: (a) 3, (b) 10

2) Scent of the True Form—The ability to determine the true nature of a being. Non-Garou are at a -2 on the PER roll, and Fomori are at detected at a -4.
Scent of the True Form—Detect Supernatural Creature, Discriminatory, Range, Sense
Cost: 15

3) Truth of Gaia—The ability to determine if a particular person is telling the truth or not.
Truth of Gaia—Detect Lies, Ranged
Cost: 8

4) Call to Duty—The ability to summon any spirit that the Garou knows by name.
Call to Duty—Summon Spirits, Specific Individuals (+1), Amicable (Loyal, +1/2), Extra Time (1 Turn, no other actions, -1 1/4), Concentrate (1/2 DCV, -1/4), Spirit departs after fulfilling one request (-1/2)
Active Cost: Variable
Real Cost: Active/3

5) King of the Beasts—The ability to command the loyalty of a single animal.
King of the Beasts—8d6 Mind Control versus animals, Telepathic command (+1/4), Normal range (-1/4), Extra Time (full phase, -1/2)
Active Cost: 50
Real Cost: 28

6) Strength of Purpose—The ability to draw upon inner reserves.
Strength of Purpose—+5 EGO and +10 END, Charges (2/day, lasts one minute, -3/4)
Active Cost: 15
Real Cost: 9

7) Weak Arm—The ability to evaluate a foe's strengths and weaknesses in combat and exploit such knowledge.
Weak Arm—+4 5 point-HTH combat Skill Levels
Limitations: Offense only (-1), Requires PER roll (variable), Only against an opponent that the Garou has watched for a Turn (-1)
Active Cost: 20
Real Cost: Variable

8) Wisdom of the Ancient Ways—The ability to concentrate and access the Garou's racial unconsciousness to remember ancient facts and lore.
Wisdom of the Ancient Ways—KS: Ancient Facts and Lore from the Garou Racial Unconsciousness
Cost: 3

9) Roll Over—This Gift enables a Garou to dominate others with his presence, causing humans to fall on their knees and wolves to roll on their backs.
Roll Over—12d6 Mind Control, Telepathic command (+1/4), Single command ("Submit"—Fall to knees or roll over on back, -1/2), Stops working if Garou is Stunned (-1/2), Normal range (-1/4), Cannot be used through Mind Link (-1/4)
Active Cost: 75
Real Cost: 30

10) Scent of the Beyond—The ability of the Garou to bring his senses to bear on one spot anywhere, no matter how far away.
Scent of the Beyond—Clairsentience with Sight, Hearing, and Smell Sense Groups, Transdimensional (optional, +1/2), MegaScale (1,000 km, scaleable down to 1 km, +1 1/4), Only to see regions that Garou is familiar with (-1/2), Blackout (-1/2), Extra Time (1 Turn, no other actions, -1 1/4)
Active Cost: 110
Real Cost: 34

11) Geas—This Gift allows the Garou to bind a group to his will such that they will perform a quest for the Garou
Geas—10d6 Mind Control, Area Effect: Radius, Non-selective target (+3/4), Normal range (-1/4), Cannot issue an EGO+30 command (-1/4), Extra Time (Extra phase, -3/4), Concentrate (1/2 DCV, -1/4), Cannot use on persons already under a geas (-1/4), Geas broken if BODY of target drops below 0 (-1/4)
Active Cost: 87
Real Cost: 29

12) Wall of Granite—The ability to invoke a protective stone wall.
Wall of Granite—5 DEF/5 BODY Entangle, +5d6 BODY (+25 point adder), Only to form barriers (-1), Extra time (full phase, -1/2)
Active Cost: 75
Real Cost: 30

G) Galliard

1) Beast Speech—The ability to speak to all manner of fauna.
Beast Speech—3d6 Telepathy, Communicative telepathy (-1/4), Extra Time (full phase, -1/2), Concentrate (1/2 DCV, -1/4)
Active Cost: 15
Real Cost: 7

2) Call of the Wyld—This Gift compels those within earshot to act in accordance with the specific Howl that a Garou issues.
Call of the Wyld—6d6 Mind Control, Area Effect (1 hex, selective target, +3/4), MegaScale (1 hex = 1 km, +1/4), Incantations (howl, -1/4), Set Effect (determined by the nature of the Howl, -1/4), Not versus the deaf (-1/4), Extra Time (full phase, -1/2), No range (-1/2)
Active Cost: 60
Real Cost: 22

3) Mindspeak -The ability to set up a mental communication network with others.
Mindspeak—(a) Mindlink, any mind, up to 8 minds, Side Effect (-2 10-point Negative Skill Levels, suffered by everyone in the link, occurs every time, -1), (b) 4d6 Telepathy, Area Effect: Radius, Selective Target (+1 1/4), Communication only (-1/4), Side Effect (-2 10-point Negative Skill Levels, occurs every time, -1/2), (c) 2 10-point Negative Skill Levels, Ranged (+1/2), Reduced END (+1/2), Area Effect: Radius, Selective Target (+1 1/4), Only versus targets against which Telepathy has been successfully established (-1/2), Linked to Telepathy (-1/4)
Limitations in common: Concentration (0 DCV, -1/2), Extra Time (full phase, -1/2)
Active Cost: (a) 30, (b) 45, (c) 65
Real Cost: (a) 10, (b) 16, (c) 24

4) Call of the Wyrm—The ability to lure nearby Wyrm creatures out of hiding.
Call of the Wyrm—8d6 Mind Control, Area Effect: Radius, Selective Target (+ 1 1/4), MegaScale (100 m, +1/4), No range (-1/2), Single command: Come out of hiding and reveal yourself to me (-1/2), Incantations (-1/4), Concentrate (0 DCV, -1/2), Extra Time (1 Turn, no other actions, -1 1/4), Only versus Wyrm creatures (-1)
Active Cost: 100
Real Cost: 20

5) Distractions—The ability to erode a target's concentration by making a series of yips, yells, and howls.
Distractions—3 10-point Penalty Skill Levels, BOECV (+1), Not versus the deaf or those with ear plugs/protection (-1/4), Incantations (required throughout duration, -1/2), Reduced by Range (-1/4)
Active Cost: 60
Real Cost: 30

6) Dreamspeak—The ability to manipulate another's dreams, even at a distance.
Dreamspeak—(a) 4d6 Mind Scan, +12 to roll, Only to target persons for linked Telepathy (-1 1/2), (b) 4d6 Telepathy, Linked to Mind Scan (-1/2)
Limitations in common: Garou must know/have seen target (-1/2), Only while target sleeps (-1), Concentrate (Throughout duration, 0 DCV, -1), Extra Time (1 Turn, no other actions, -1 1/4)
Active Cost: (a) 44, (b) 20
Real Cost: (a) 7, (b) 4

7) Eye of the Cobra—The ability to cause others to move to the Garou's side.
Eye of the Cobra—4d6 Mind Control, Telepathic command (+1/4), Cumulative (2x maximum, +3/4), Single command: Come to my side (-1/2), Stops working if Garou is Stunned (-1/2), Concentrate (1/2 DCV, -1/4)
Active Cost: 40
Real Cost: 18

8) Song of Rage—The ability to send others into a beserk rage.
Song of Rage—12d6 Mind Control, Telepathic command (+1/4), Only to inflict anger (-1), Extra Time (Full phase, -1/2), Incantations (-1/4)
Active Cost: 75
Real Cost: 27

9) Bridge Walker—The ability to create minor moon bridges that only the Garou can travel on.
Bridge Walker—6" Teleport, MegaScale (1 km; +1/4), Safe Blind Teleport (+1/4), Takes time to travel moon bridge and may attract spirit attention (-1/4), Concentrate (1/2 DCV, -1/4)
Active Cost: 18
Real Cost: 12

10) Shadows by the Firelight—This bizarre Gift enables a Garou to force others to play roles in recreations of Garou folklore.
Shadows by the Firelight—(a) Images versus Sight, Hearing, Smell/Taste, and Touch Groups, -6 to PER roll, 4" Radius (+1/2), Linked to Mind Control (-1/2), Only to recreate scenes from Garou folklore (-1), (b) 9d6 Mind Control, Area Effect: Radius, non-selective target (+3/4), Only to force people to play roles of characters in the stories/legends recreated by Images (-2)
Limitations in common: Incantations (-1/4), Concentrate (1/2 DCV, -1/4), Extra Time (1 Turn, no other actions, -1 1/4)
Active Cost: (a) 54, (b) 79
Real Cost: (a) 13, (b) 17

11) Fabric of the Mind—The ability to incarnate creatures from the Garou's imagination.
Fabric of the Mind—Summon Dream Creature, Expanded Class (any being, +1), Amicable (Slavishly Devoted, +1), Costs Gnosis END to maintain (-1/4), Extra Time (1 minute, no other actions, -1 3/4), Concentrate (1/2 DCV, -1/4)
Active Cost: Points in Summoned Being x 3/5
Real Cost: Active Cost/3.25

12) Head Games—A Gift for general empathic mind control.
Head Games—(a) 4d6 Mind Control, Telepathic (+1/4), Invisible Power Effects (+1/2), Cumulative (2x maximum, +3/4), Emotions only (-1/2), Concentrate (1/2 DCV, -1/4), Extra Time (full phase, -1/2)
Active Cost: 50
Real Cost: 22

H) Ahroun

1) Falling Touch—The ability to send a foe sprawling with a touch.
Falling Touch—5d6 Energy Blast, Double Knockback (+3/4), No range (-1/2), Only to cause knockback (-1)
Active Cost: 44
Real Cost: 18

2) Inspiration—This gift enables the Garou to give his comrades fresh resolve.
Inspiration—3d6 EGO Aid, Area Effect: Radius, Selective target (+1 1/4), Does not affect Gift-user (-1/2), Extra Time (delayed phase, -1/4), Incantations (-1/4)
Active Cost: 67
Real Cost: 33

3) Razor Claws—The ability to do more damage with one's claws by sharpening them first and spending Rage END. Only available in forms with claws.
Razor Claws—+1 DC to Claw HKA attack, Costs Rage END to initiate (-1/4), Gestures (rake claws over hard surface, -1/4), Extra Time (1 minute, no other actions, -1)
Active Cost: 5
Real Cost: 2

4) Sense Silver—The ability to detect silver.
Sense Silver—Detect Silver, Sense, Ranged, 360 Degrees
Cost: 18

5) Spirit of the Fray—This Gift allows the Garou to strike first, if so desired.
Spirit of the Fray—+12 Lightning Reflexes for all actions, Half of amount requires expenditure of Gnosis END (-1/2 on 9 points.)
Active Cost: 18
Real Cost: 15

6) True Fear—The ability to cow a foe into quiescence.
True Fear—+30 PRE, Offense only (-1/2), Only to cause fear (-1), Nonpersistent (-1/4)
Active Cost: 30
Real Cost: 11

7) Heart of Fury—The ability to keep one's cook and not Frenzy
Heart of Fury—Buy down Beserk activation roll; Garou will Beserk at normal roll after scene that provokes Beserk has ended.

8) Silver Claws—The ability to turn one's claws into silver. The pain from having silver claws is such that the Garou gains his full Rage END REC/phase, and even more Rage END may accrue after a sufficiently long time.
Silver Claws—(a) 2d6 Minor Transform, Garou to Garou with silver claws, Limited Target (Garou, -1), Self only (-1/2), Linked to Aid (-1/2), Side Effect (2 Overall Negative Skill Levels, occurs every time, -1/2), (b) 1d6 Aid to END Reserve, +30 to maximum, Reduced END (0; +1/2), Continuous (+1), Trigger (phase after Rage END Reserve is replenished and claws are still silver, +1/4), Self only (-1/2), Rage END Reserve only (-1/2), Linked to Transform (-1/4), Side Effect (2 Overall Negative Skill Levels, occurs every time, -1/2)
Active Cost: (a) 20, (b) 69
Real Cost: (a) 7, (b) 25

9) Clenched Jaw—This Gift enables the Garou to bite down with enhanced and unbreakable force.
Clenched Jaw—+15 STR, Only for Grabs made with one's jaws (-1), Nonpersistent (-1/4), Costs Rage END to set up (-1/4)
Active Cost: 15
Real Cost: 6

10) Stoking Fury's Furnace—This Gift makes the Garou's Rage END Reserve more efficient.
Stoking Fury's Furnace—(a) 1d6 Aid to END Reserve, Fade 5 Active points/minute (+1/4), Trigger (when Garou is wounded, +1/4), Only to Rage END Reserve (-1/2), Self only (-1/2), Only to bring Reserve to starting value (-1/2), (b) 10 END/10 REC END Reserve, END cannot be spent in same phase as Gnosis END (-1/4 on END)
Active Cost: (a) 15, (b) 11
Real Cost: (a) 6, (b) 10

11) Kiss of Helios—This gift confers immunity to fire, and the ability to light parts of one's body on fire (even normally non-flammable parts).
Kiss of Helios—(a) 20 ED Armor, Only versus heat and fire (-1/2), Only 3/4 effective against non-natural fires (-1/4) Costs Gnosis END to initiate (-1/4), (b) 1d6 Energy RKA, No range (-1/2), Gestures (light appropriate body parts on fire, -1/4), Must hit target with either claws or bite (-1/4), Linked to Armor (-1/2)
Active Cost: (a) 30, (b) 15
Real Cost: (a) 15, (b) 6

12) Strength of Will—A morale- and performance-booster that the Garou can confer to his companions.
Strength of Will—(a) 2d6 EGO Aid, Fade rate 5 Active/5 minutes (+1/2), Area Effect: Radius (+1), Charges (1, -2), Linked to Skill Levels (-1/4), (b) +1 overall Skill Level, Usable by Others (16 others, Garou cannot use, ranged, +1 3/4), Charges (3,—1 1/4), Linked to Aid (-1/2)
Limitation: For both: Only affects Garou (-1/2)
Active Cost: (a) 50, (b) 27
Real Cost: (a) 13, (b) 8

I) Black Furies

1) Breath of the Wild --
Breath of the Wild—(a) 1d6 INT Aid, Fade 5 Active points/minute (+1/4), (b) +1 to roll to avoid going Beserk (or to Recover from Beserk), Usable on Others (one other, Garou cannot use, Persistent, +3/4), Linked to INT Aid (-1/2)
Limitation: Only usable outdoors in a natural setting (-3/4)
Active Cost: (a) 12, (b) 5
Real Cost: (a) 7, (b) 2

2) Heightened Senses—As previously described<</p>

3) Sense Wyrm—As previously described

4) Curse of Aeolus—This Gift summons a thick fog that unnerves opponents.
Curse of Aeolus—(a) Change Environment (weird fog), -3 to Sight Group PER rolls (+9 points), -1 EGO roll (+3 points), -1 ECV (freebie), 64" radius (+60 points), Effect lasts 20 minutes after END is spent (+5 points), Personal Immunity (+1/4), Diminished or no effect in environments not conducive to fog formation (-1/2), Gradual Effect (1 minute, -1/2), Extra Time (full phase, -1/2), Concentrate (1/2 DCV, -1/4)
Active Cost: 77
Real Cost: 28

5) Sense of Prey—As previously described

6) Coup de Grace—This Gift allows the Garou to deliver a devastating blow after studying his foe in action for a Turn.
Coup de Grace—Find Weakness with claws or bite,11-, Only versus opponents in battle (-1/4), Extra Time (1 Turn, -1), Garou must study target during Extra Time (-1/4)
Active Cost: 20
Real Cost: 8

7) Visceral Agony—This Gift changes the Garou's claws into barbed, envenomed talons that cause incredible agony.
Visceral Agony—1 10-point Overall Negative Skill Levels, Charges (8, Last 6 hours, +1 1/4), Charges cost Rage END (-1/2), Garou must penetrate to the foe's flesh with claws (-1/4),
Active Cost: 22
Real Cost: 13

8) Body Wrack—A way to cause intense pain without changing one's claws to envenomed talons
Body Wrack—(a) 2d6 EGO Attack, Charges (4, -3/4), Linked to Skill Levels (-1/2), (b) 3 10-point Overall Negative Skill Levels, Ranged (+1/2), Charges (4, Lasts 5 minutes, +0), BOECV (+1), Charges cost Gnosis END (-1/2), Linked to EGO Attack (-1/4)
In common: Gestures (-1/4), Concentrate (1/2 DCV, -1/4)
Active Cost: (a) 20, (b) 75
Real Cost: (a) 7, (b) 33

9) Wasp Talons—The ability to fire one's claws at a foe. The claws must be regenerated (5 Turns of Regeneration) before they can be used again.
Wasp Talons—1d6 RKA, Autofire (up to 10, +1), Charges (1 clip of 10, Recoverable, +1/4), Charges cost Rage END (Active points, -1/2), Reduction or elimination of claw attack when used (depending on number of claws fire; -1/2)
Active Cost: 34
Real Cost: 17

10) Thousand Forms—As previously described. Black Furies prefer taking on the form of the Pegasus.

11) Wyld Warp—This Gift allows the Garou to summon Wyld-spirits, which do what they want (usually something beneficial for the Garou).
Wyld Warp—Summon Wyldlings, Strong-Willed (-1/2), Increased END (Costs Active/10 in both Rage and Gnosis END, -1/2).
Active Cost: Character points/5 + 5 per doubling of numbers of spirits summoned
Real Cost: Active/2

J) Bone Gnawers

1) Cooking—The ability to turn inedible trash into food.
Cooking—1d6 Major Transform, trash to edible mush, Limited Target (trash, -1/4)
Focus (Pot, spoon, and water, OAF, -1), Extra Time (1 minute, -1 1/2)
Active Cost: 15
Real Cost: 4

2) Resist Toxin—Preternatural resistance to poisons of all sorts
Resist Toxin—(a) Life Support: Immunity to all terrestrial poisons and chemical warfare agents, (b) 5 points. Power Defense, Only versus effects of Wyrm-enhanced poisons (-1 1/2)
Active Cost: (a) 10, (b) 5
Real Cost: (a) 10, (b) 2

3) Tagalong—The ability to ingratiate oneself to a another pack's or caern's totem, such that the derives the advantages of that totem. In the case of the pack totem, he gains the totem as a Contact as well as the powers conferred by the totem. In the case of a caern's totem, he can perform the Rite of the Opened Caern on any caern without retribution from the totem.
Tagalong—Variable Power Pool, Only for Contacts and powers specific to the pack totem to which the Garou is ingratiating himself (-3/4)
Cost: Points in Pool + Control Cost/1.75

4) Blissful Ignorance—As previously described

5) Odious Aroma—The ability to give off a debilitating stench.
Odious Aroma—2 10-point Overall Negative Skill Levels, Area Effect (Radius, +1), Personal Immunity (+1/4), Charges (1, lasting 5 minutes, -3/4), Charge costs Gnosis END to set up (-1/4), Does not affect targets with no/diminished sense of smell (-1/4)
Active Cost: 45
Real Cost: 20

6) Friend in Need—The capacity to lend powers and abilities to a pack- or tribemate. Aids are bought with a Side Effect (Suppress versus Aided characteristic/power, always occurs). UOO's are used only for Gifts and are bought such that only the target can use the Gift.
Friend in Need—Variable Power Pool (Aids and UOO for one's Gifts), Only Aids and UOO (-1/2)
Cost: Points in pool + Control Cost/1.5

7) Reshape Object—As previously described

8) Attunement—This Gift allows the Garou to seek out the spirits of a town or city and hopefully learn things about that town/city
Attunement—(a) 3d6 Mind Scan, +10 to roll, Transdimensional (+1/2), Only to allow targeting of Telepathy (-2), Concentration (1/2 DCV, -1/4), Extra Time (1 Turn, -1), (b) 4d6 Telepathy, Communicative only (-1/4), Limited class of minds (spirits of a town or city, -1), Concentration (1/2 DCV throughout, -1/2)
Active Cost: (a) 35, (b) 20
Real Cost: (a) 8, (b) 7

9) Infest—This Gift summons a horde of vermin to invade a structure.
Infest—Summon Swarm of Vermin, Expanded Class (+1/4), Summoned Beings must inhabit locale (-1/2), Arrives Under own Power (-1/2), Strong-Willed (-1/2), Concentration (1/2 DCV, -1/4), Extra Time (full phase, -1/2)

10) Riot—With this Gift, the Garou can summon malevolent spirits to inhabit the down-n-outers of a city and provoke them to riot.
Riot—10d6 Mind Control, Multiple Classes (Human and Animal, +10 points), Telepathic command (+1/4), Area Effect: Radius, Nonselective target (+3/4), MegaScale (1 km, +1/4), Single Emotion (Anger, -1), Only versus the homeless, the poor, and stray animals (-1), Concentrate (0 DCV, -1/2), Extra Time (20 minutes, -2 1/2)
Active Cost: 135
Real Cost: 22

11) Survivor—This Gift provides temporary immunity to harsh environmental conditions.
Survivor—(a) Life Support: No need to eat or sleep, Safe in intense heat and cold, Immune to all terrestrial diseases and poisons, Charges (1, lasts 1 day, +1/4), Charge terminates after 5 minutes if effects (b) through (d) are invoked (-1 on Charges points), Side Effect (10d6 Suppress STUN + 10d6 Mind Control (EAT!), Occurs when the charge expires, -1/2), Extra Time (full phase, -1/2), (b) +10 Power Defense, Only versus Wyrm-enhanced toxins and microbes (-1), Linked to Characteristics (-1/2), (c) + 10 CON, +5 PD, Linked to Power Defense (-1/4), (d) +2 Resistance, Linked to Characteristics (-1/2)
Limitations in common: (b)—(d): Charges (1, lasts 5 minutes, -3/4), Charges cost Gnosis END to set up (-1/4), Extra Time (full phase, -1/2)
Active Cost: (a) 30, (b) 10, (c) 25, (d) 2
Real Cost: (a) 17, (b) 2, (c) 9, (d) 1

K) Children of Gaia

1) Mercy—The ability of a Garou to use one's natural weaponry without seriously injuring his foes.
Mercy—+2 Penalty Skill Levels to offset Pulling Punches penalty, Costs Gnosis END (-1/2)
Active Cost: 6
Real Cost: 4

2) Mother's Touch—As previously described

3) Resist Pain—As previously described

4) Calm—The ability to ease creatures out of Frenzy; will also remove Rage END.
Calm—(a) 8d6 Mind Control, Telepathic command (+1/4), Single emotion: Calm (-1), (b) 1d6 Drain END Reserve, Return rate of 5 Active points/day (+1 1/4), BOECV (+1), Rage END Reserve only (-1/2)
Limitations in common: Extra Time (full phase, -1/2), Concentrate (1/2 DCV, -1/4)
Active Cost: (a) 50, (b) 32
Real Cost: (a) 18, (b) 14

5) Luna's Armor—This Gift temporarily provides Luna's protection in battle, in the form of damage resistance that works against silver (and everything else).
Luna's Armor—3 PD/3 ED Armor, Charges (3, lasts 5 minutes, -1/4), Charges costs Gnosis END to iniatiate (-1/4), Extra Time (full phase, -1/2), Concentrate (0 DCV, -1/2)
Active Cost: 9
Real Cost: 4

6) Dazzle—With this Gift, the Garou floods a target's mind with peace, love, and flowers, causing him to sit down and do nothing but contemplate Gaia.
Dazzle—4 DEF/4d6 Entangle, BOECV (+1), Works against EGO not STR (+1/4), Susceptible (completely eliminated if target attacked, -3/4), Half effectiveness versus alien or emotionless beings or creatures of the Wyrm (-1/2), Extra Time (full phase, -1/2)
Active Cost: 90
Real Cost: 33

7) Spirit Friend—The ability to get on really well with spirits.
Spirit Friend—+3 with Interaction skills, Only to assist with interactions with spirits (-1)
Active Cost: 15
Real Cost: 7

8) Beast Life—as previously described

9) Strike the Air—This Gift makes the Garou unhittable, as long as the Garou does not lash out himself.
Strike the Air—Desolidification (affected by area-effect attacks), Invisible Power Effects (Fully Invisible, +1), Reduced END (1/2 END, +1/4), Only to protect versus attacks (-3/4), Requires a DEX roll (no Active Cost point penalty, minimum of -1/4), Stops if Garou or someone acting on behalf of the Garou attacks his foe (-1/2)
Active Cost: 90
Real Cost: 90/(2.5 + value of DEX roll limitation)

10) Halo of the Sun—With this Gift, the Garou surrounds himself with a nimbus of sunlight that blinds those who look at it and boosts the effectiveness of the Garou's attacks. Vampires take damage as if they were exposed to sunlight.
Halo of the Sun—(a) 2d6 Flash versus Sight sense group, Area Effect: Radius (+1), Continuous (+1), 0 END (+1/2), Linked to RKA (-1/2), (b) 1d6 RKA, Explosion (+1/2), Continuous (+1), 0 END (+1/2), Linked to Flash (-1/4), (c) +4 5-point Combat Skill Levels, only to boost damage (-1/2), Linked to RKA (-1/2)
Limitations: All: Costs Gnosis END to set up (-1/4); (a) and (b): No Range (-1/2); (b) Only versus vampires (-1 1/2)
Active Cost: (a) 35, (b) 45, (c) 20
Real Cost: (a) 15, (b) 13, (c) 9

11) The Living Wood—This Gift summons the spirits of the forest, who animate nearby trees. The trees can restrain or fight foes.
The Living Wood—Summon Spirits of the Forest, Amicable (+1/2), Requires presence of trees (-1/2), Extra Time (1 Turn, -1), Concentrate (1/2 DCV, -1/4)
Active Cost: (Points in Forest spirits/5 + 5 points/doubling of spirit numbers) x 1.5
Real Cost: Active Cost/2.75

L) Fianna

1) Faerie Light—This Gift conjures a small ball of light.
Faerie Light—Images to Sight group, 1" radius, Only to create light (-1), Extra Time (full phase, -1/2)
Active Cost: 10
Real Cost: 4

2) Persuasion—As previously described

3) Resist Toxin—As previously described

4) Glib Tongue—This Gift causes those listening to the Garou to hear whatever they want to hear.
Glib Tongue—6d6 Mental Illusions, Area Effect: Radius, Non-selective target (+3/4), No Conscious Control (-1), Only to make targets hear what they want (-1/2), Only works versus targets who can hear the Garou (-1/4), Incantations (Garou must speak, -1/4)
Active Cost: 52
Real Cost: 17

5) Howl of the Banshee—This Gift enables the Garou to emit a howl that causes terror in all that hear it.
Howl of the Banshee—9d6 Mind Control, Area Effect: 1 hex, Non-selective target (+1/4), MegaScale (1" = 1 km, +1/4), Single emotion: Fear (-1), Incantations (howl, -1/4), Extra Time (full phase, -1/2)
Active Cost: 67
Real Cost: 24

6) Faerie Kin—This Gift allows Garou to summon Changelings or chimerae to assist him.
Faerie Kin—Summon Fae, Expanded Class (any fae, +1/2), Incantations (-1/4), Summoned fae must inhabit locale (-1/2), Arrives under own power (-1/2), Extra Time (full phase, -1/2)
Active Cost: (Character points in fae/5 + 5 per doubling) x 1.5
Real Cost: Active Cost/2.75

7) Reshape Object—As previously described

8) Balor's Gaze—With this Gift, the Garou can cause crippling pain with his gaze.
Balor's Gaze—5 Overall negative Skill Levels, BOECV (+1), Ranged (+1/2), Charges (6, lasting 1 minute, +0), Charge costs both Rage END and Gnosis END to initiate (-1/2), Concentrate (1/2 DCV, -1/4), Extra Time (full phase, -1/2), Stops working is Garou is knocked out (-1/4)
Active Cost: 125
Real Cost: 45

9) Phantasm—With this Gift, the Garou can create an unmoving image that effects multiple senses.
Phantasm—Images to sight, smell/taste, hearing, and touch groups, -5 to PER roll, 4-hex area (+1/2), Costs Gnosis END only to activate (+1/4), Only to create non-moving images (-1/4), Extra Time (1 minute, -1 1/2), Concentrate (1/2 DCV, -1/4)
Active Cost: 70
Real Cost: 23

10) Call the Hunt—This Gift enables the Garou to summon the Huntsman of Celtic mythology.
Call the Hunt—Summon the Huntsman, Specific Being (+1), Strong-Willed (-1/2), Incantations (-1/4), Concentrate (0 DCV, -1/2), Extra Time (1 hour, -3), Charges (1, recovers after one month, -3)
Active Cost: Character points in the Huntsman/5 x 2
Real Cost: Active Cost/8.25

11) Gift of the Spriggan—This Gift allows the Garou to either grow or shrink.
Gift of the Spriggan—25 point Multipower, Extra Time (full phase, -1/2)
Ultra slot 1) 20 points Growth, Costs Gnosis END only to activate (+1/4), Extra Time (full phase, -1/2) Cost: 2
Ultra slot 2) 20 points Shrinking, Costs Gnosis END only to activate (+1/4), Extra Time (full phase, -1/2) Cost: 2
Total Cost: 20

M) Get of Fenris

1) Razor Claws—As previously described

2) Resist Pain—As previously described

3) Visage of Fenris—This Gift confers a fearsome and commanding appearance to the Garou.
Visage of Fenris—+15 PRE, Does not add for defense against PRE attacks (-1/2), Nonpersistent (-1/4)
Active Cost: 15
Real Cost: 9

4) Halt the Coward's Flight—This Gift slows down those fleeing from the Garou.
Halt the Coward's Flight—2d6 Drain Movement Powers, One at a time (+1/4), BOECV (+1), Ranged (+1/2), Concentrate (1/2 DCV, -1/4), Extra Time (1 full phase, -1/2), Only versus targets fleeing from the Garou (-1)
Active Cost: 55
Real Cost: 20

5) Snarl of the Predator—This Gift turns a Garou's snarl into a instrument of fear.
Snarl of the Predator—9d6 Mind Control, Telepathic command (+1/4), Single Emotion (Fear, -1), Incantations (-1/4)
Active Cost: 56
Real Cost: 25

6) Might of Thor—This Gift temporarily augments the Garou's strength. When the Gift fades, the Garou is afflicted with debilitating weakness.
Might of Thor—+10 STR, Costs END to initiate (-1/4), Increased END (2x; 1/2 Rage, 1/2 Gnosis, -1/4), Side Effects (3d6 STR and EGO Drain, simultaneously (+1/2), Occurs after extra STR fades, -1)
Active Cost: 10
Real Cost: 4

7) Venom Blood—This Gift transforms the Garou's blood into a black poisonous bile that envenoms anyone who comes into contact with it.
Venom Blood—(a) 1d6 BODY and STUN Drain, Simultaneously (+1/2), Recover 5 Active points/month (+2), Continuous (+1), Uncontrolled (+1/2), Charges (8 clips of 4, -1/4)
Costs Rage END to initiate (-1/4), Garou's blood must contact bare skin (-1/2)
Active Cost: 50
Real Cost: 25

8) Hero's Stand—With this Gift, the Garou roots himself to one spot and acquires many powerz from Gaia to help him fight.
Hero's Stand—(a) +5 STR, +5 CON, +5 DEX, Linked to Danger Sense (-1/4), Extra Time (full phase, -1/2), (b) Danger Sense (sense, in combat), 11-, linked to Characteristics (-1/2), (c) Defense Maneuver I, Linked to Characteristics (-1/2)
Limitations in common: Nonpersistent (-1/4), Power fades when Garou moves from spot where he's standing (-1)
Active Cost: (a) 30, (b) 17, (c) 3
Real Cost: (a) 10, (b) 6, (c) 1

9) Scream of Gaia—This Gift allows the Garou to batter his enemies with a rage-filled sonic attack.
Scream of Gaia—7d6 Blast, Explosion (+1/2), Double Knockback (+3/4), Personal Immunity (+1/4), No Range (-1/2), Incantations (-1/4), Extra Time (full phase, -1/2)
Active Cost: 87
Real Cost: 39

10) Horde of Valhalla—This might Gift allows the Garou to summon spirit wolves from the Umbra to help him fight his foes.
Horde of Valhalla—Summon Umbral Wolves, Amicable (Loyal, +1/2), Extra Time (1 Turn, -1), Concentration (1/2 DCV, -1/4),
Active Cost: [Character points in wolves/5 + 5pts/double of wolf numbers] x 1.5
Real Cost: Active Cost/2.25

11) Fenris' Bite—This Gift increases the power of the Garou's bite, such that it can mangle and sever limbs.
Fenris' Bite—(a) 3d6 Aid to HKA, Aid only to bite HKA (-1/2), Self only (-1/2)
Active Cost: 30
Real Cost: 15

N) Glass Walkers

1) Control Simple Machine—This Gift allows Garou to flip levers, unbolt doors, etc. from a distance.
Control Simple Machine—10 STR Telekinesis, Fine Manipulation (+10 points), Invisible Power Effects (Fully Invisible, +1), Only works on components of simple machines (-1), Extra Time (full phase, -1/2), (b) N-Ray Vision (blocked by surfaces that are not parts of simple machines), Only to allow targeting of Telekinesis (provides no information; -1)
Active Cost: (a) 50, (b) 10
Real Cost: (a) 20, (b) 5

2) Diagnostics—This Gift allows a Garou diagnosis and fix a broken machine.
Diagnostics—(a) Detect Machine Malfunction, Discriminatory, Ranged, (b) +3 5-point Skill Levels with any skill involved in fixing machines, Requires successful Detect Machine Malfunction roll (-1/2)
Limitations: Both cost Gnosis END (-1/2)
Active Cost: (a) 13, (b) 15
Real Cost: (a) 9, (b) 7

3) Trick Shot—This Gift gives the Garou the ability to perform brilliant feats of sharpshooting.
Trick Shot—(a) +8 3-point combat Skill Levels with small arms, Cannot be used to directly injure targets (-1)
Active Cost: 24
Real Cost: 12

4) Cybersenses—This Gift allows the Garou to switch his normal senses for the equivalent sense provided by a machine. Changing powers in short order requires a Systems Operation roll.
Cybersenses—Enhanced Senses Variable Power Pool, 15 point pool, VPP powers limited to Enhanced Senses that simulate sensory capabilities of machines (-1), Costs Gnosis END (-1/2), Side Effect (Suppress Normal Senses, Occurs every time power is used, -1/2)
Cost: 17

5) Power Surge—This powerful Gift can shut down electrical power to a wide area.
Power Surge—3d6 Suppress versus effects requiring electricity, all at once (+2), Area Effect: Hex (+1/2), MegaScale (1" = 1 km, +1/4), Continuous (+1), Costs Gnosis END only to initiate (+1/4), Extra Time (1 minute, -1 1/2), Concentrate (1/2 DCV, -1/4)
Active Cost: 75
Real Cost: 27

6) Control Complex Machine—This Gift allows the Garou to control electronic devices and such.
Control Complex Machine—(a)10 STR Telekinesis, Fine Manipulation (+10 points), Invisible Power Effects (Fully Invisible, +1), Only works on components of complex (electronic) machines (-1), Extra Time (full phase, -1/2), (b) N-Ray Vision (blocked by surfaces that are not parts of simple machines), Microscopic (100,000x; +15 points.), Only to allow targeting of Telekinesis (provides no information; -1)
Active Cost: (a) 50, (b) 25
Real Cost: (a) 20, (b) 12

7) Elemental Favor—With this Gift, the Garou can get an urban elemental to perform a single favor for him involving the manipulation of its earthly shell (windows, doors, car brakes, etc.). This VPP requires a Persuasion skill roll to change the power in short order, as well as a Persuasion roll each time the power is used.
Elemental Favor—30 point Variable Power Pool, Limited to manipulation of man-made objects (-1/4), Requires Persuasion roll (-1/2)
Cost: 39

8) Attunement—As previously described

9) Doppelganger—This Gift allows the Garou to take on the exact likeness of any other Garou, wolf, or human.
Doppelganger—Shape Shift (Sight, Hearing, and Smell/Taste) to any human, wolf, or Garou (+5 points), Imitation (+10 points), Costs Gnosis END only to change shape (+1/4), Extra Time (1 Turn, -1), Concentrate (1/2 DCV, -1/4)
Active Cost: 39
Real Cost: 17

10) Chaos Mechanics—This Gift allows the Garou to spend Gnosis and Rage END at the same time.
Chaos Mechanics—Remove limitations from Gnosis and Rage END Reserves prohibiting the expenditure of both kinds of END in the same phase/time period.

11) Summon Net-Spider --
Summon Net-Spider—(a) +4 3-pt Skill Levels with Computer Programming, Systems Operation, Security Systems, or any other computer operation-related skill roll, Costs Gnosis END to initiate (-1/4), (b) 1d6 BODY Drain, Continuous (+1), Costs Gnosis END only to initiate (+1/4), Persistent (+1/2), Uncontrolled (+1/2), Only versus computer systems (-1)
Limitations on both: Extra Time (1 Turn, -1), Concentrate (1/2 DCV, -1/4)
Active Cost: (a) 12, (b) 32
Real Cost: (a) 5, (b) 10

O) Red Talons

1) Beast Speech—As previously described

2) Scent of Running Water—As previously described

3) Wolf at the Door—With this Gift, the Garou can make a person agora- and foresto-phobic.
Wolf at the Door—1d6 Major Transform versus EGO (person to person with agoraphobia and an abnormal fear [psych. Lim.] of the outdoors/forest, heals at REC/month), BOECV (+1), Continuous (+1), Reduced END (0; +1/2), Persistent (+1/2), Uncontrolled (Stops after 2x EGO reached, +1/2), Eye contact required (-1/2), Limited Target (humans and their ilk, -1/2), Extra Time (full phase, -1/2), Concentrate (1/2 DCV, -1/4)
Active Cost: 67
Real Cost: 24

4) Beastmind—This Gift briefly curses the target with animal-like intelligence.
Beastmind—1d6 Major Transform versus EGO (person to person with Physical Limitation: Animal Intelligence), BOECV (+1), Continuous (+1), Reduced END (0; +1/2), Persistent (+1/2), Uncontrolled (Stops after 2x EGO reached, +1/2), Limited Target (humans and their ilk, -1/2), Extra Time (full phase, -1/2), Concentrate (1/2 DCV, -1/4), Effect disappears at REC/minute (-1 3/4)
Active Cost: 67
Real Cost: 17

5) Sense of the Prey—As previously described

6) Elemental Favor—Exactly as per the Glasswalker Gift, except this version simulates effects caused by the manipulation of natural elements (fire, earth, air, and water).

7) Trackless Waste—This Gift causes humans to be lost.
Trackless Waste—6d6 Mental Illusions, Area Effect: Radius, nonselective target (+3/4)
Limitations: No Conscious Control (only to cause targets to be lost, -1), Garou must be familiar with terrain in question (-1/2), Cannot affect Hearing or Smell/Taste Groups (-1/2), Extra Time (1 Turn, -1), Concentrate (1/2 DCV, -1/4)
Active Cost: 52
Real Cost: 12

8) Gorge—The ability to hold extra Rage or Gnosis in one's being. The extra Rage and Gnosis END are recovered normally and do not influence Beserk or Stepping Sideways rolls.
Gorge—+30 Rage END or +30 Gnosis END, as per descriptions for these END Reserves.

9) Quicksand—This Gift turns a patch of ground into an unpassable morass.
Quicksand—1d6 Running Drain, +4 to maximum effect, Area Effect: Radius (+1), Continuous (+1), Personal Immunity (+1/4), Ranged (+1/2), Costs Gnosis END to initiate (+1/4), Extra Time (full phase, -1/2), Concentrate (1/2 DCV, -1/4), Only on ground that could conceivably be turned to mud (-1/2)
Active Cost: 48
Real Cost: 21

10) Curse of Lycaon—This powerful Gift enables the Garou to turn a human into a wolf permanently and a Garou into his wolf form for a short period.
Curse of Lycaon—(a)1d6 Major Transform versus EGO (person or Garou to wolf), BOECV (+1), Continuous (+1), Costs Gnosis END to initiate (+1/4), Persistent (+1/2), Uncontrolled (Stops after 2x EGO reached, +1/2), Limited Target (humans and Garou, -1/4), Extra Time (full phase, -1/2), Concentrate (0 DCV, -1/2), Garou can return to other forms after 1 Turn (-1/2), Linked to mental Transform(-1/4), (b) 1d6 Major Transform versus EGO (person's mind to wolf's mind), BOECV (+1), Continuous (+1), Costs Gnosis END to initiate (+1/4), Persistent (+1/2), Uncontrolled (Stops after 2x EGO reached, +1/2), Limited Target (human minds, -1/2), Extra Time (full phase, -1/2), Concentrate (0 DCV, -1/2), Linked to other physical form Transform (-1/2)
Active Cost: (a) and (b) 64 each
Real Cost: (a) and (b) 21 each

11) Gaia's Vengeance—This Gift is similar to the Living Wood Gift, except a larger variety of woodland spirits are summoned to perform an all-out attack on the Garou's foes.
Gaia's Vengeance—Summon Spirits of the Forest, Amicable (+1/2), Summoned Beings must inhabit locale (-1/2), Extra Time (1 Turn, -1), Concentrate (1/2 DCV, -1/4)
Active Cost: (Points in Forest spirits/5 + 5 points/doubling of spirit numbers) x 1.5
Real Cost: Active Cost/2.75

P) Shadow Lords

1) Aura of Confidence
Aura of Confidence—(a) Invisibility to Detects that detect auras or flaws, Costs END to initiate (+1/4), Linked to Lack of Weakness (-1/4), (b) 5 points. Lack of Weakness for normal and resistant defenses, Linked to Invisibility (-1/2), (c) 5 points. Mental Defense, Only versus mind-reading efforts (-1), Linked to Invisibility (-1/2)
In common: Extra Time (full phase, -1/2), Concentrate (1/2 DCV, -1/4)
Active Cost: (a) 25, (b) 10, (c) 5
Real Cost: (a) 12, (b) 4, (c) 1

2) Fatal Flaw—This Gift enables the Garou to find exploitable weaknesses when fighting foes.
Fatal Flaw—+2 5-point combat Skill Levels, Only to add to damage (-1/2), Concentrate (1/2 DCV, -1/4), Extra Time (1 full phase, -1/2)
Active Cost: 10
Real Cost: 4

3) Seizing the Edge—This Gift gives the Garou an edge in evenly-matched conflicts.
Seizing the Edge—1 10-point Overall Skill Level, Only to win ties in opposed die rolls (-1), Costs Gnosis END (-1/2)
Active Cost: 10
Real Cost: 4

4) Clap of Thunder—With this Gift, the Garou claps his hands together and creates a sonic boom that stuns everyone nearby.
Clap of Thunder—6d6 Energy Blast, NND (ear coverings, appropriate Flash Defense, or deafness, +1), Explosion (+1/2), Personal Immunity (+1/4), No Range (-1/2), Gestures (-1/4), Extra Time (full phase, -1/2), Charges (3, -1 1/4), Charges Cost Gnosis END (-1/2)
Active Cost: 82
Real Cost: 20

5) Luna's Armor—As previously described

6) Direct the Storm—This Gift allows the Garou to determine the target of a fellow werewolf in the throes of frenzy.
Direct the Storm—5d6 Mind Control, Telepathic command (+1/4), Only versus frenzied Garou (-1 1/2), Single command: Attack the foe I direct you to (-1/2), Concentrate (-1/2 DCV, -1/4), Extra Time (full phase, -1/2)
Active Cost: 31
Real Cost: 7

7) Paralyzing Stare—The ability to freeze an opponent into place with a terrifying glare.
Paralyzing Stare—2d6 BODY/2 DEF Entangle, BOECV (+1), Takes no damage from physical attacks (+1/4), Works against EGO not STR (+1/4), Eye contact required (-1/2), Extra Time (full phase, -1/2), Concentrate (1/2 DCV, -1/4), Stops working if Garou is Stunned (-1/2)
Active Cost: 50
Real Cost: 18

8) Open Wounds—This Gift causes the target to bleed profusely from any wounds that the Garou inflicts on the target.
Open Wounds—(a) 3d6 STUN Drain, Recover 5 points/Turn, Continuous (+1), (b) 1d6 BODY Drain, Recover 5 points/day (+ 1 1/2), Continuous (+1)
Limitations on both: Gradual Effect (1 Turn, -1/4), Garou must inflict BODY damage with weapon (-1/4), Can be stopped with Paramedic roll out of combat (-1/2), Charges (4 clips of 4, -1/2), Charges cost Gnosis END to initiate (-1/4), Does not work against bloodless opponents (-1/4)
Active Cost: (a) 60, (b) 35
Real Cost: (a) 20, (b) 12

9) Strength of the Dominator—This Gift enables the Garou to transfer Rage from his opponent's END Reserve to his END Reserve.
Strength of the Dominator—2d6 Transfer (END Reserve to END Reserve), Ranged (+1/2), BOECV (+1), Only to transfer END between Rage END Reserves (-1 1/2), Concentrate (1/2 DCV, -1/4),
Active Cost: 75
Real Cost: 27

10) Obedience—The ability to get other Garou in the area to follow one's orders.
Obedience—9d6 Mind Control, Area Effect (Radius, non-selective target, +3/4), Only versus Garou (-1), Extra Time (full phase, -1/2), Concentrate (1/2 DCV, -1/4)
Active Cost: 79
Real Cost: 29

11) Shadow Pack—This Gift allows the Garou to summon "shadowy" duplicates of himself. These duplicates are pretty the same as the original, but do not have Gnosis, possess a BODY of 1 (they are dispersed by the first solid blow to hit them), and are built with Resurrection-enhanced BODY Healing to represent the fact that the Garou can summon them again after they've been killed.
Shadow Pack—Duplication (creates shadowy versions of Garou), 4 duplicates (+10 points), Easy Recombination (1/2 phase, full DCV, +15 points) Ranged Recombination (+1/2), Altered Duplicates (+1/4), No Averaging (+0), Charges (1, lasts 5 minutes, -3/4), Charge costs Gnosis END to initiate (-1/4), Concentrate (1/2 DCV, -1/4)
Active Cost: [(Points in duplicate/5) + 25] x 1.75
Real Cost: Active Cost/2.25

Q) Silent Striders

1) Sense Wyrm—As previously described

2) Silence—This Gift muffles the sound a Garou makes while moving
Silence—+5 to Stealth roll, Only to muffle noise made by Garou (-1), Nonpersistent (-1/4)
Active Cost: 10
Real Cost: 4

3) Speed of Thought—This Gift doubles a Garou's running speed.
Speed of Thought—+6" Running, Costs Gnosis END to initiate (-1/4)
Active Cost: 12
Real Cost: 10

4) Blissful Ignorance—As previously described

5) Messenger's Fortitude—This Gift enables the Garou to run at full speed without rest, food, or water for three days, then conduct business for 10 minutes before falling asleep for three days. The Gift terminates if the Garou stops running.
Messenger's Fortitude—(a) Life Support: No need to eat or sleep (6 points), Charges (1, lasts three days, +1/2), Linked to Reduced END (-1/2), (b) Reduced END on running (at least 6 points), Charges (1, lasts three days, +1/2), Linked to Life Support (-1/4)
Limitations for both: Charge costs Gnosis END to initiate (-1/4), Gestures (throughout, running, -1/2), Side Effects (Suppress STUN to less than 0 for three days, occurs automatically ten minutes after Charge ends, -1/2)
Active Cost: (a) 9, (b) 9+
Real Cost: (a) 3, (b) 4+

6) Adaptation—Yet another Life Support-based Gift.
Adaptation—Life Support: Immune to all terrestrial diseases and poisons, safe in low pressure/vacuum, high pressure, intense heat, and intense cold, Charges (1, lasting 6 hours, +0), Charge costs Gnosis END to initiate (-1/4), Extra Time (1 Turn, -1), Concentrate (1/2 DCV, -1/4)
Active Cost: 27
Real Cost: 11

7) Great Leap—This Gift allows the Garou to leap enormous distances
Great Leap—+30" Leaping, Requires STR roll (variable, no active cost penalty; minimum -1/4), Increased END (2x, -1/2)
Active Cost: 30
Real Cost: 17

8) Attunement—As previously described

9) Speed Beyond Thought—The Gift allows the Garou to run at several times his normal land speed for 8 hours, at the end of which he must eat or frenzy.
Speed Beyond Thought—x16 non-combat Running speed (20 points), 0 END (+1/2), Charges (1, lasting 8 hr, +0), ), Charge costs Gnosis END to initiate (-1/4), Side Effects (12d6 Mind Control—eat or frenzy, occurs automatically at end of Charge, -1 1/2), Gestures (throughout, running, -1/2)
Active Cost: 30
Real Cost: 9

10) Gate of the Moon—This Gift allows theGarou to travel instantaneously on transient moon bridges in leaps of 100 km/inch of Teleportation.
Gate of the Moon—8" Teleport, MegaScale (1" = 100 km, +3/4), Disoriented (1/2 DCV, can't do anything) for one phase after teleportation (-1/4), The moon must be visible at area of departure (-1/4), Extra Time (full phase, -1/2), (b) Megascale (1" = 100 km, +3/4) on Normal Sight (25 points), Only for targeting Teleportation (-1 1/2)
Active Cost: (a) 28, (b) 19
Real Cost: (a) 14, (b) 8

11) Reach the Umbra—This Gift allows the Garou to step sideways instantly without any hindrances at all.
Reach the Umbra—Remove all limitations on stepping sideways.

R) Silver Fangs

1) Falcon's Grasp—This Gift provides the Garou with extra STR to hold on with Grabs of various sorts.
Falcon's Grasp—+10 STR, Only adds to rolls involving Grab maneuvers (-1), Costs Rage END to initiate (-1/4)
Active Cost: 10
Real Cost: 4

2) Lambent Flame—With this Gift, the Garou's body shines with a silver light.
Lambent Flame—(a) Images versus Sight Group, 2" radius (+1/4), Costs END to initiate (+1/4), Only to create light (-1), Side Effect (-1 Negative Combat Skill Level with DCV versus ranged weapons, always occurs, -1/2), (b) Change Environment (bright light) in 2 " radius, -1 to OCV, Costs END to initiate (+1/4), Increased END (3x, -1/2)
Active Cost: (a) 15, (b) 12
Real Cost: (a) 6, (b) 8

3) Sense Wyrm—As previously described

4) Empathy—This Gift enables the Garou to know the desires of a group of people.
Empathy—12d6 Telepathy, Area Effect: Radius, Nonselective target (+3/4), Only to determine wishes/desires of targets (-1/2), Receive only (-1/2), Extra Time (full phase, -1/2), Concentrate (0 DCV, -1/2), 20 points of effect (7 dice) only for making Telepathy invisible to target (-1 on 7d6)
Active Cost: 105
Real Cost: 30

5) Luna's Armor—As previously described

6) Silver Claws - As previously described

7) Wrath of Gaia - This Gift adds to the appearance of the Garou such that he frightens minions of the Wyrm.
Wrath of Gaia—+50 PRE, Offense only (-1/2), Fear only (-1), Only usable to frighten minions of the Wyrm (-1/2), Costs Gnosis END to initiate (-1/4)
Active Cost: 50
Real Cost: 15

8) Mastery—This Gift provides the Garou with the ability to command Garou.
Mastery—10d6 Mind Control, Extra Time (full phase, -1/2), Only works on Garou (-1)
Active Cost: 50
Real Cost: 20

9) Mindblock—The Garou's mental defenses are permanently raised with this power.
Mindblock—15 points. Mental Defense, Not versus powers that influence emotions (-1/4)
Active Cost: 15
Real Cost: 12

10) Luna's Avenger—With this Gift, the Garou changes his current form to one made of silver.
Luna's Avenger—Multiform (current form to form of silver; remove all negative effects of silver from powers, add +6 CON, +6 BODY), Reversion (-1/2), Extra Time (full phase, -1/2), Concentrate (0 DCV, -1/2), Costs Gnosis END (-1/2)
Active Cost: Points in silver form/5
Real Cost: Active Cost/3

11) Paws of the Newborn Cub—This Gift squashes the supernatural abilities of a Garou's foe.
Paws of the Newborn Cub—4d6 Suppress, All Supernatural powers at once (+2), BOECV (+1), Continuous (+1), Costs Gnosis END to initiate (+1/4), Increased Gnosis END (2x, -1/4), Extra Time (full phase, -1/2), Concentrate (0 DCV, -1/2)
Active Cost: 105
Real Cost: 47

S) Uktena

1) Sense Magic—The ability to sense all manner of magic(k).
Sense Magic—Detect Magic, Ranged, Sense, 360 Degrees
Cost: 17

2) Shroud—This Gift produces a field of inky blackness through which only the Garou and those with Nightvision can see.
Shroud—Darkness to Sight Sense Group, 3" radius, Personal Immunity (+1/4), Costs Gnosis only to initiate (+1/4), Does not work versus those with Nightvision (-1/4), Extra Time (full phase, -1/2), Concentrate (1/2 DCV, -1/4)
Active Cost: 45
Real Cost: 22

3) Spirit Speech—As previously described

4) Spirit of the Bird—This Gift imparts the gift of flight.
Spirit of the Bird—20" Flight, Costs Gnosis END to initiate (in addition to normal END for the movement, -1/4), Extra Time (full phase, -1/2), Concentrate (1/2 DCV, -1/4)
Active Cost: 40
Real Cost: 20

5) Spirit of the Fish—This Gift imparts the ability to breathe underwater and swim as fast as the Garou can run in Hispo form.
Spirit of the Fish—(a) +6" Swimming, Linked to Life Support (-1/4), (b) Life Support: Expanded Breathing (underwater, 5 points.), Linked to Swimming (-1/2)
Limitations in common: Costs Gnosis END to initiate (-1/4), Extra Time (full phase, -1/2), Concentrate (1/2 DCV, -1/4)
Active Cost: (a) 6, (b) 5
Real Cost: (a) 3, (b) 2

6) Banish Totem—The ability to sever a pack's ties with its totem spirit, thus robbing any advantages or powers that the pack derives from its totem.
Banish Totem—4d6 Suppress Totem Powers, All at once (+2), Area Effect: hex, selective target (+3/4), MegaScale (1" = 1 km, +1/4), Continuous (+1), Costs Gnosis END to initiate (+1/4), Extra Time (1 Turn, no other actions, -1 1/4), Concentrate (0 DCV, -1/2), Increased END cost (2x, -1/4)
Active Cost: 105
Real Cost: 35

7) Invisibility—This Gift provides the ability to vanish from sight.
Invisibility—Invisibility to Sight Sense Group, Costs Gnosis END to initiate (+1/4), Concentrate (1/2 DCV, throughout duration, -1/2), Invisibility dispelled if Garou draws attention to himself (-1/2), Extra Time (full phase, -1/2)
Active Cost: 25
Real Cost: 10

8) Call Elemental—This Gift allows the Garou to summon one of the four classic types of elementals (fire, earth, air, water).
Call Elemental—Summon Elemental, Expanded Class (elementals, +1/4), Requires roll based on Gnosis END Reserve (see Stepping Sideways table for roll; minimum of -1/4), Extra Time (1 Turn, -1), Concentrate (0 DCV, -1/2)
Active Cost: (Points in elemental/5) x 1.25
Real Cost: Active Cost/at least 2.75

9) Hand of the Earth Lords—This Gift allows the Garou to lift and the move things telekinetically. The Gift must be re-activated for each separate object lifted.
Hand of the Earth Lords—30 STR Telekinesis, Costs Gnosis END only to initiate (+1/4), Affects whole objects (-1/4), Concentrate (1/2 DCV, throughout, -1/2), Extra Time (full phase, -1/2), Must reactivate the power and pay Gnosis END for each separate object lifted (-1/4)
Active Cost: 56
Real Cost: 22

10) Fabric of the Mind—As previously described

11) Fetish Doll—With this horrific Gift, the Garou can create a doll through which he can use sympathetic magic to harm an individual.
Fetish Doll—(a) 9d6 Mind Scan, +12 to attack roll, Only to target linked RKA (-1 1/2), Extra Time (5 minutes, -2), (b) 1d6 Physical RKA (aggravated damage!), BOECV (versus defenses chosen by target, +3/4), Does BODY (+1), Charges (10, require a week to recover, -1/2), Charges cost Gnosis END (-1/2), Gestures (damage focus, -1/4)
In common: Focus (OAF, doll, -1)
Active Cost: (a) 67, (b) 41
Real Cost: (a) 12, (b) 13

T) Wendigo

1) Call the Breeze—With a whistle, the Garou call up a cold 20 mph wind.
Call the Breeze—Change Environment (cold wind), -2 Temperature level (3 points), -1 Hearing Sense Group PER rolls (3 points), -1 to OCV with muscle-powered missile weapons (5 points), MegaScale (1" = 1 km, +1/4), Costs END only to initiate (+1/4), Extra Time (full phase, -1/2), Incantations (-1/4)
Active Cost: 24
Real Cost: 14

2) Camouflage—This Gift makes the Garou harder to spot in the woods.
Camouflage—+5 with Stealth, Only versus Sight PER rolls (-1), Only the appropriate background (-1/2)
Active Cost: 10
Real Cost: 4

3) Resist Pain—As previously described

4) Cutting Wind—This Gift summons a very cold blast of strong wind that can knock folks off their feet
Cutting Wind—(a) Change Environment (bitterly cold wind in cone conforming to the Telekinesis cone, +10 points), -4 Temperature Levels (9 points), -1 Hearing Sense Group PER rolls (3 points), -1 OCV with muscle-powered missile weapons (5 points), Linked to Telekinesis (-1/2),(b) 16 STR Telekinesis, Area Effect: 6"/side Cone, +1), Affects whole target (-1/4), Can only push in direction of wind (-1/2), Linked to Change Environment (-1/4)
Limitations in common: Extra time (full phase, -1/2)
Active Cost: (a) 27, (b) 48
Real Cost: (a) 13, (b) 19

5) Speak with Wind Spirits—This Gift allows the Garou to seek advice and guidance from Wind Spirits.
Speak with Wind Spirits—(a) Detect Wind Spirits, Ranged (+5 points), Dimensional (+5 points), Only to target Telepathy (-1 1/2), (b) 5d6 Telepathy, Limited Class of Minds (Wind Spirits, -1), Communication only (-1/4), Extra Time (full phase, -1/2), Concentrate (0 DCV, -1/2)
Active Cost: (a) 13, (b) 25
Real Cost: (a) 5, (b) 8

6) Bloody Feast—This Gift allows the Garou to augment his strength upon tasting the flesh and blood of his opponent. It doesn't work against opponents with toxic blood or no blood at all.
Bloody Feast—1d6 STR Aid, + 10 to maximum effect, Fade 5 points/minute (+1/4),
Requires biting and inflicting BODY damage on opponent that can bleed "normal" bloopd (-3/4), Side Effect (7d6 Mind Control: Go Beserk, always occurs, -1)
Active Cost: 19
Real Cost: 7

7) Wisdom of the Ancient Ways—As previously described

8) Call of the Cannibal Spirit—With this Gift, the Garou can summon an avatar of Great Wendigo to hunt down and kill a target of the Garou's choice. If the avatar is prevented from its mission, it returns to kill the summoner!!
Call of the Cannibal Spirit—Summon Avatar of Wendigo, Amicable (Loyal, +1/2), Focus (IAF, piece of target to be hunted by Avatar, -1/2), Gestures (dance, -1/4), Extra Time (5 minutes, -2), Costs Rage END (in addition to Gnosis END, -1/2), Side Effect (15d6 Mind Control versus avatar: Kill the summoner, occurs only if avatar cannot kill the target, -1/4)
Active Cost: (Points in avatar/5) x 1.5
Real Cost: Active Cost/4.5

9) Chill of Early Frost—This Gift allows the Garou to call down really cold weather over a large area.
Chill of Early Frost—Change Environment, -4 Temperature Levels (9 points), MegaScale (1" = 10 km, +1/2), Costs Gnosis END to initiate (+1/4), Extra Time (5 minutes, -2), Increased END (3x, -1/2), Concentrate (0 DCV, -1/2)
Active Cost: 24
Real Cost: 6

10) Invoke the Spirits of the Storm—This Gift allows the Garou to create a wide variety of weather conditions.
Invoke the Spirits of the Storm—(a) Change Environment, 2" radius (+5pts), 4 5-point Combat Effects (+20 points.), Varying Combat Effects (+10 points), MegaScale (1" = 10 km, +1/2), Varying Effect (fog, thunderstorm, tornado, or blizzard, +1/2), Costs Gnosis END to initiate (+1/4), Extra Time (1 hr, no other actions, -3 1/4), Concentrate (1/2 DCV, -1/4), (b) Weather Effects Multipower, 84 point pool, Extra Time (1 hr, no other actions, -1 3/4), Cost: 30
Ultra Slot 1: Lightning Bolt, 4d6 RKA, Indirect (always coming from the sky, +1/4), Only during thunderstorms created with Change Environment (-1/2), Extra Time (initial start-up time only, -1 3/4)
Cost: 2
Ultra Slot 2: Tornado: 32 STR Telekinesis, Explosion (+1/2), Costs Gnosis END to initiate (+1/4), Extra Time (1 hr, no other actions, -3 1/4)
Cost: 2
Ultra Slot 3: Strong Winds: 14 STR Telekinesis, Area Effect (1 hex, +1/2), MegaScale (1" = 10 km, +1/2), Costs Gnosis END to initiate (+1/4), Extra Time (1 hr, no other actions, -3 1/4)
Cost: 1
Active Cost: (a) 79
Real Cost: (a) 17, (b) 35

11) Heart of Ice—With this powerful Gift, the Garou can freeze the innards of a foe from the inside out.
Heart of Ice—(a) 9d6 Mind Scan, +12 to attack roll, Only to target BODY Drain (-1 1/2), Extra Time (1 Turn, -1), (b) 1d6 BODY Drain, BOECV (+1), Recovers 5 Active/Month (+2), Continuous (+1), Uncontrolled (+1/2), Gradual Effect (1 Turn, -1/4), Charges (12, -1/4), Charges cost half Gnosis END (-1/4)
Active Cost: (a) 69, (b) 55
Real Cost: (a) 20, (b) 31

Rites

The ability to perform Garou rites is purchased as a VPP. The rites also can be purchased individually, if it turns out to be cheaper that way. The Garou Rites VPP is constructed with the following limitations on the Control Cost: Only to enact Garou Rites that the Garou has learned (-1), Requires KS: Type of Rite (at least the -1/20 Active Points level, -1/4), and Concentrate (0 DCV, -1/2). Individual rites also take other limitations, as detailed below.
The Rites in the VPP cannot be changed during combat. The KS roll is modified by +1 for each five additional Garou beyond the minimum number required (usually three) that are participating in/helping perform the rite. Some rites are not represented by powers; these rites can be performed by any Garou with the appropriate KS, but if the Garou has not had formal training in the rite, he takes a -5 to his roll.

A) Rites of Accord

1) Rite of Cleansing—This rite removes Wyrm-taint from a person, place, or thing. The Garou gets a +1 to his KS: Rites of Accord roll if this rite is performed at dawn.
Rite of Cleansing—1d6 Major Transform, Wyrm-tainted person/place/thing to untainted person/place/thing, Area Effect (Radius, +1), Extra Time (1 minute, no other actions, -1 3/4), Concentrate (0 DCV, -1/2), Focus (smoldering branch or torch, OAF, -1), Gestures (sprinkle water on area with branch, -1/4), Incantations (howl, -1/4), Requires KS: Rites of Accord roll (-1/2), Requires participation of at least three other Garou (-1/4)
Active Cost: 30
Real Cost: 6

2) Rite of Contrition—This rite simply appeases offended spirits and Garou and smooths relations between septs or tribes, and is therefore not represented by a power. The Garou need merely make his KS: Rites of Accord roll.

3) Rite of Renunciation—This rite allows the Garou to change his Auspice. It is not represented by a power—the Garou simply makes his KS: Rites of Accord roll and rearranges his points accordingly.

B) Caern Rites

1) Moot Rite—This rite consecrates the caern and recharges its spiritual energy. It must be performed once a month to ward off the bad effects arising from the caern's Dependence Disadvantage.

2) Rite of the Opened Caern—This rite must be performed by any Garou wishing to use the Moon Bridge or any of the powers granted by the caern.

3) The Badger's Burrow—With this rite, the Garou can see what goes on within the boundaries of the caern.
The Badger's Burrow—Clairsentience (Sight Group), MegaScale (1" = 100 km, scaleable back to 100 m, +1), Focus (OAF, bowl of liquid + pungent material, -1), Gestures (pour stuff, -1/4), Incantations (-1/4), Extra Time (40 minutes, -2 3/4), Requires KS: Caern Rites roll (-1/2), Requires participation of at least three other Garou (-1/4), Concentrate (0 DCV, throughout duration, -1)
Active Cost: 40
Real Cost: 7

4) Rite of the Opened Bridge—This rite is required to opened closed Moon Bridges between caerns. It must be performed at either end of a Moon Bridge.

5) Rite of the Shrouded Glen—This rite makes an area in the Umbra invisible from any other part of the Umbra.
Rite of the Shrouded Glen—Invisibility to Transdimensional Senses (both Targeting and Nontargeting), No Fringe (+10 points), Costs Gnosis END to initiate (+1/4), Persistent (+1/2), Uncontrolled (+1/2), Increased END Cost (10x, -2), Extra Time (40 minutes, no other actions, -3), Requires participation of at least five other Garou that have fasted for three days (-1/2)
Active Cost: 79
Real Cost: 12

6) Rite of Caern Building—This is the rite required to produce new caerns. It takes all night, requires at least 13 other Garou to assist, and the KS:Caern Rites roll required to make the caern is modified downward by -1 for each point that the Base costs and upward by +1 for each 5 additional Garou assisting in the Rite. The Garou making the caern pay permanent character points to buy the caern as a base. The rank of the caern depends on how much points the Garou are willing to spend and the degree of success of the roll.

Caerns—Caerns are built as Bases with the Dependence Disadvantage (Caern Rank x 50 Gnosis END once per month, delivered during the Moot Rite, Difficult to Obtain, Incompetence, Weakness, Powers at -10 Active/month, Activation roll 14-) at a value of -5. Each caern has a variable size, depending on the location of the caern. Wilderness caerns have sizeable grounds, referred to as the bawn. Garou know when they've crossed into a caern (or into the bawn of a caern) by a tingling sensation built as follows:
Crossing the Bawn—Images versus Touch, Trigger (When entering the caern or grounds of a caern, +1/4), Only to generate tingling effect (-1), Only versus Garou (-1/2)
Active Cost: 6
Real Cost: 2

Caerns are connected Teleportation Gates called Moon Bridges. Using these Gates requires that the appropriate Caern Rite be performed. These gates are built in the following manner, with the number of fixed and floating locations varying among different caerns:
Moon Bridges—Teleportation, 5 Fixed Location (+5 points), 1 Floating Fixed Location (+5 points), MegaScale (1" = 1000 km, scaleable back to 1 km, +1 1/4), Area Effect (hex, +1/2), Reduced END (0; +1/2), Continous (+1), Usable on Others (simultaneously, 4 others, +1), Requires KS: Caern Rites roll (-1/2), Rite must be performed on both ends of bridge (-1/2), Gate (-1/2), Extra Time (40 minutes on unopened bridge, 10 minutes on previously opened bridge, -2 1/2), Focus (pathstones, OAF, -1)
Active Cost: (2/1" Teleportation + 10 points) x 5.25
Real Cost: Active Cost/6

Rank Characteristics—For bawn size conversion, each HERO hex has an area of 2.598 m2, and an acre is approximately 4,047 m2.

Caern Rank Gauntlet Rating Bawn Size Moon Bridge
1 4 (+1 to Gauntelet-influenced rolls) 200 acres (311,543 hexes) or less 2" Teleportation
2 4 (+1 to rolls) 350 acres (545,200 hexes) 4" Teleportation
3 3 (+2 to rolls) 800 acres (1,246,172 hexes) 6" Teleportation
4 3 (+2 to rolls) 800 acres (1,246,172 hexes) 12" Teleportation
5 2 (+3 to rolls) 1,000 acres (1,557,715 hexes) or more 20" Teleportation

Type Characteristics—Caerns also grant powers to those who use the powers for a purpose appropriate to the Caern and who successfully perform the Rite of the Opened Caern. The level of the powers granted may vary depending on the rank and prestige of the caern. These powers are purchased with Requires KS: Caern Rites roll (-1/2) and Charges (1 to 5, Continuing for a variable period of time).

Caern Type Powers Granted
Enigmas +3 Skill Levels with Deduction, Cryptography, and KS: Puzzles (or base rolls in these skills)
Gnosis +30 Gnosis END Reserve
Healing 2d6 BODY Healing
Leadership +20 PRE
Rage +30 Rage END Reserve
Stamina +10 CON, +5 BODY, +10 STUN
Strength +10 STR
Urban +3 Skill Levels with Streetwise, Bribery, and City Knowledge: Local City (or base rolls in these abilities)
Visions Clairsentience with Precognition and/or Retrocognition
Will +5 EGO, +1 Overall Skill Level
Wisdom +3 Skill Levels with KS: (Type of Rite) and Oratory
Wyld Variable Power Pool to recreate any of the above

C) Rites of Death

Gathering for the Departed, Rite of the Winter Wolf—These solemn rites are simply handled through KS: Rites of Death rolls.

D) Mystic Rites

1) Baptism of Fire—This rite assigns a minor spirit (a Kin-Fetch) to look over the Garou until he is ready to make his First Change. The Kin-Fetch marks the newborn with a sigil that only other Garou can see, simulated as Images versus normal sight, Reduced END (0; +1/2), Persistent (+1/2), Uncontrolled (disappears after the First Change, +1/2), Set Effect (sigil, -1), Can only be seen by Garou (-0), Can only be placed on pre-First Change Garou (-1/2).
Baptism of Fire—Summon Kin-Fetch, Amicable (Devoted, +1), Requires KS: Mystic Rites roll (-1/2), Extra Time (10 minutes, no other actions, -2 1/2), Only at night under the appropriate phase of the moon (-1 1/2)
Active Cost: (Points in Kin-Fetch/5) x 2
Real Cost: Active Points/5.5

2) Rite of Binding—With this rite, a Garou can command a spirit to serve the Garou on a temporary basis. The spirit can serve the Garou as is, or it can be Transformed into one-shot magic items called talens. If the second option is pursued, the Garou is limited to the same Active Points in talens that are in the Summon that brings the spirit into servitude. The Transform is reversed after the talen is used once.
Rite of Binding—(a) 8d6 Mind Control, Continuous (+1), Cumulative (+1/2), Only works on spirits (-1/2), Extra Time (10 minutes, -2 1/4), Concentrate (0 DCV, -1/2), Requires KS: Mystic Rites roll (-1 per 20 active points, -1/4), (b) 1d6 Major Transform versus EGO (spirit to talens, healed back after talens is used once), Improved Target Group (any magic item appropriate to the spirit target, +1/4), BOECV (+1), Continuous (+1), Costs Gnosis END to initiate (+1/4), Limited Target (spirits, -1/2), Focus (item that will become the talens, OAF, -1), Extra Time (10 minutes, -2 1/4), Concentrate (0 DCV, -1/2), Requires KS: Mystic Rites roll (-1 per 10 active points, -1/2)
Active Cost: (a) 100, (b) 52
Real Cost: (a) 22, (b) 9

3) Rite of the Questing Stone—This rite allows the Garou to locate any object or individual whose name he knows.
Rite of the Questing Stone—(a) 14d6 Mind Scan, +12 to ECV, Cannot attack through link (-1), 7d6 of Mind Scan (21 points standard effect) only for making the Mind Scan undetectable to the target (-1), (b) Detect Physical Object (10 points), Range (+5 points), Increased Arc of Perception (360 degrees, +5 points), Telescopic (+8 PER roll, +8 points), MegaScale (100 km, scaleable back to 1 km, +1)
Limitations in common: Must know name of target (-1/4), Focus (stuff, OAF, -1), Extra Time (10 minutes, -2 1/4), Concentrate (0 DCV, -1/2), Requires KS: Mystic Rites roll (-1 per 20 Active Points, -1/4), Additional Focus required for the Telescopic modifier and half the ECV bonus (piece of object/person sought for, IAF, -1/2)
Active Cost: (a) 94, (b) 56
Real Cost: (a) 15, (b) 11

Rite of Talisman Dedication—This rite transforms normal objects into objects that change to accommodate the changes in size that a Garou undergoes when he changes shape and that accompany the Garou into the Umbra.
Rite of Talisman Dedication—2d6 Cosmetic Transform, object to "dedicated" object, Continuous (+1), Extra Time (10 minutes, -2 1/4), Concentrate (0 DCV, -1/2), Requires KS: Mystic Rites roll (-1/2), Only at night under the appropriate phase of the moon (-1 1/2)
Active Cost: 20
Real Cost: 3

Rite of Becoming—This rite allows the Garou to travel straight to the Deep Umbra.
Rite of Becoming—EDM to Deep Umbra dimensions (30 points), Extra Time (20 minutes, -2 1/2), Concentrate (0 DCV, -1/2), Requires KS: Mystic Rites roll (-1/2), Focus (braids of hair, copper, and vine, IAF, -1/2), Side Effects (1d6 HKA—aggravated, occurs when focus is destroyed, -1/4), Incantations (howls, -1/4)
Active Cost: 30
Real Cost: 6

Rite of Spirit Awakening—The dormant spirit in any object (VW bus, plant, etc.) can be awakened by this rite. The object will appear in the Umbra and, depending on its disposition towards the Garou, may help the Garou.
Rite of Spirit Awakening—1d6 Major Transform (object with dormant spirit to object with awakened spirit), Continuous (+1), Limited Target (nonsentient objects with dormant spirits, -1/4), Focus (percussion instrument, OAF, -1), Extra Time (20 minutes, no other actions, -2 3/4), Requires KS: Mystic Rites roll (-1/2), Gestures (play instrument, -1/4)
Active Cost: 30
Real Cost: 5

Rite of Summoning—This is the basic spirit-summoning rite. It requires two rolls—KS: Mystic Rites,and the Gnosis-based Activation roll described for Stepping Sideways. If the Garou is already in the Umbra, the Gnosis Activation roll is not required.
Rite of Summoning—(a) Summon Spirit, Extra Time (20 minutes, -2 1/2), Concentrate (0 DCV, -1/2), Requires KS: Mystic Rites roll (-1/2) and Gnosis Activation roll if not in the Umbra (half value for Stepping Sideways, minimum of -1/4), Incantations (-1/4), (b) +3 with KS: Mystic Rites roll, Only for Rite of Summoning (-1 1/2), Only in the Umbra (-1)
Active Cost: (a) Total characteristic points in spirit/5, (b) 6
Real Cost: (a) Active Cost/minimum of 4, (b) 2

Rite of the Fetish—This rite binds a spirit permanently into an object to create a magic item. The Garou must make a contested roll of some sort against the spirit's EGO roll, and the KS: Mystic Rites roll serves as a complementary skill roll for this. The resulting item is built as any power appropriate to the bound spirit with the Focus (usually OAF) limitation, and a Variable Limitation (Requires Gnosis Activation roll of, at most, 14-, or Costs Gnosis END, or Increased END [2x, with the extra END coming from the Gnosis END Reserve], -1/4)

Alternative rule: Since fetishes can be used by Garou other than the manufacturer, fetish effects can be built with the Usable On Others advantage (One or more others, not usable simultaneously unless more than one such item is produced, Ranged, possibly Reduced END and Persistent), which usually ends up being +1 1/2, with the Differing Modifiers option (HERO System Fifth Edition, p. 177). In addition, the character must buy the Uncontrolled advantage for making the fetish, to eliminate the restriction on the range at which the item can be used. Fetishes produced this way can take a limitation for the amount of time required to make the fetish at half value.

Rite of the Totem—This rite binds a totem spirit to a group of Garou. The Ritemaster makes his KS: Mystic Rites roll, goes through some other rigamarole, and the members of the pack looking for a totem pay the points for the Contact and the extra characteristics and abilities.

E) Punishment Rites

1) Rite of Ostracism, Stone of Scorn, Satire Rite—These rites all reduce the Rank of the target Garou. They are all built as Transforms, with the method of healing varying depending on the rite. The Rite of Ostracism Transform heals back normally (at REC/month). The Stone of Scorn Transform only heals back if the target Garou performs an honorable deed. The Satire Rite Transform must perform many feats of honor, glory, and/or wisdom (the proportions of which are determined by his auspice). There are also prescribed behaviors towards the target of these rites that other Garou are compelled to follow.
Rite of Ostracism, Stone of Scorn, Satire Rite -1d6 Minor Transform (Garou to Garou with Rank reduced by one), Continuous (+1), Limited Target (Garou, -1), Not versus Garou innocent of the charges for which he is being punished (-1/2), Focus (stone/other item, OAF, -1), Extra Time (20 minutes, no other actions, -2 3/4), Requires KS: Mystic Rites roll (-1/2), Incantations (-1/4), Requires participation of at least three other Garou (-1/4)
Active Cost: 20
Real Cost: 3

2) Voice of the Jackal—This rite causes the voice of the target to becoming annoyingly shrill and reedy.
Voice of the Jackal—1d6 Cosmetic Transform (Garou to Garou with shrill, nasally voice), Continuous (+1), Limited Target (Garou, -1), Not versus Garou innocent of the charges for which he is being punished (-1/2), Focus (stone/other item, OAF, -1), Extra Time (20 minutes, no other actions, -2 3/4), Requires KS: Mystic Rites roll (-1/2), Incantations (-1/4), Requires participation of at least three other Garou (-1/4)
Active Cost: 10
Real Cost: 1

3) The Hunt—This rite ritualizes a death sentence for those Garou who have committed capital crimes. Only a KS: Punishment Rites rolls is required.

4) The Rending of the Veil—This rite enacts a special punishment for human offenders of Gaia, in which the Veil is torn from the eyes of the target. The target is then hunted by Garou. Unable to forget what he has seen, the target is often driven insane.
The Rending of the Veil—6 points. Power Defense (to defend against Deliriuim Transform), Usable as Attack (+1), Ranged (+1/2), Costs Gnosis END only to initiate (+1/4),
Persistent (+1/2), Focus (bag of burning dung to be placed near sleeping human, OAF, -1), Extra Time (40 minutes, no other actions, -3), Requires KS: Mystic Rites roll (-1/2), Incantations (-1/4), Requires participation of at least three other Garou (-1/4)
Active Cost: 19
Real Cost: 3

5) Gaia's Vengeful Tooth—With this rite, anything of Gaia's that the target touches turns to razor-sharp silver. Other Garou hunt the target down and kill him.
Gaia's Vengeful Tooth—1/2 d6 RKA (silver sharp stuff), Fully Indirect (+3/4), Continuous (+1), Costs Gnosis END only to initiate (+1/4), Uncontrolled (+1/2), Only versus Garou (-1/2), Only occurs when part of Garou's body touches a part of Gaia (-1/2), Focus (stick to plunge into one's hand, OAF, -1), Extra Time (50 minutes, no other actions, -3 1/4), Requires KS: Mystic Rites roll (-1/2), Incantations (-1/4), Gestures (rub blood on target, -1/4), Requires participation of at least three other Garou (-1/4)
Active Cost: 30
Real Cost: 4

F) Rites of Renown

Rite of Accomplishment, Rite of Passage, Rite of Wounding - These are all handled solely with KS: Rites of Renown rolls. If movement upward in Rank requires expenditure of character points, the Garou should spend them at the conclusion of the rite.

G) Seasonal Rites

Rite of the Winter Winds, Rite of Reawakening, The Great Hunt, The Long Vigil—These rites are all handled with KS: Seasonal Rites rolls.

H) Minor Rites

1) Bone Rhythms—This rite, when repeated on three consecutive days, obtains an additional Skill Level to be used only in the Umbra.
Bone Rhythms—+1 Overall Skill Level, Charges (1, recovers after three days, -2 1/4), Only usable in the Umbra (-1), Focus (drumstick, IAF, -1/2), Requires KS: Minor Rites roll (-1/2)
Active Cost: 10
Real Cost: 2

2) Breath of Gaia—This rite clears the Garou's mind and enhances his recuperative abilities and perception.
Breath of Gaia—(a) +2 REC, Charges (1, last one day, +1/4), (b) +2 PER rolls (all), Charges (1, last one day, +1/4)
Limitations in common: Extra Time (1 minute, -1 1/2), Requires KS: Minor Rites roll (-1/2), Must breathe in clean air (-1/4)
Active Cost: (a) 5, (b) 7
Real Cost: (a) 1, (b) 2

3) Greet the Moon—This rite allows the Garou to get on better with Garou of the auspice corresponding with the phase of the moon during which the rite was performed.
Greet the Moon—+1 Skill Level with Interaction skills, Only for interactions with a single auspice of Garou (-2), Charges (1, lasts 6 hr, -0), Extra Time (1 minute, -1 1/2), Incantations (-1/4), Skill Level not usable until 24 hr after rite is performed (-1/2), Requires KS: Minor Rites roll (-1/2)
Active Cost: 5
Real Cost: 1

4) Greet the Sun—This rite enhances the Garou's powers to detect the Wyrm and its presence in the Tellurian.
Greet the Sun—+2 with PER rolls involving detection of the Wyrm, Extra Time (9 days, -2 1/4), Garou must sing Helios' praises every day or repeat Extra Time requirement (-1/4), Requires KS: Minor Rites roll (-1/2)
Active Cost: 4
Real Cost: 1

5) Hunting Prayer—This rite enhances the Garou's ability to track prey.
Hunting Prayer—+2 with Tracking skill roll, Extra Time (1 season, -2 3/4), Garou must repeat rite before each hunt or repeat the Extra Time requirement (-1/4), Requires KS: Minor Rites roll (-1/2)
Active Cost: 4
Real Cost: 1

6) Prayer for the Prey—This rite, performed after killing a beast of Gaia (not Wyrm-spawn), facilitates future interactions with nature spirits.
Prayer for the Prey—+1 Skill Levels with Interaction skills, Only for interactions with nature spirits (-2), Extra Time (1 month, -2 1/2), Must perform rite in the Umbra (-1/4), Must perform rite each time after killing a beast of Gaia (-1/2), Requires KS: Minor Rites roll (-1/2)
Active Cost: 5
Real Cost: 1