Level 1 Gifts
Hare’s Leap (Level One) — The werewolf can
leap impossible distances. Hare-spirits teach this Gift,
naturally, though cat-, frog-, kangaroo-, and even fleaspirits
occasionally do so as well.
System: The player makes a reflexive Strength +
Athletics roll (difficulty 7) to activate this Gift. If successful,
the character’s leaping distances are doubled for the
scene — or tripled for a single turn with the expenditure
of a Willpower point (see Jumping, p. 271)
Heightened Senses (Level One) — This Gift
sharpens the werewolf’s senses to an incredible degree.
She enjoys the olfactory and auditory acuity of a wolf
whenever she is in Homid and Glabro forms, along with
superior night vision. In Crinos, Hispo and Lupus, her
senses become preternaturally potent, allowing sensory
feats that border on precognition. Sudden loud noises,
bright lights or overwhelming scents can be disorienting,
however. Wolf-spirits teach this Gift.
System: The player spends a Gnosis point to activate
this Gift for a scene. In Homid and Glabro, the werewolf’s
Perception difficulties decrease by two and she may roll
Perception + Primal-Urge to perform uncanny sensory feats
such as tracking by scent. In Crinos, Hispo, and Lupus,
Perception difficulties decrease by three (this is not cumulative
with the ordinary Lupus-form Perception bonuses) and
the werewolf gains an extra die to Primal-Urge dice pools
Predator’s Arsenal (Level One) — One of the
most unnerving aspects of the Homid shape is its lack of
proper weapons. This Gift remedies that problem (while
still retaining much of the Homid shape’s ability to blend
in with the human world), granting the Garou battle-ready
claws and teeth in Homid form. It is taught by a wolf-spirit.
System: The werewolf concentrates for a turn to gain
access to bite and claw attacks in Homid form for the rest
of the scene, or until she dismisses the transformation.
These attacks inflict lethal rather than aggravated damage,
and may be concealed by simple expediencies such
as the werewolf keeping her mouth closed, wearing long
sleeves, or keeping her hands in her pockets. She can
even speak normally without giving herself away, as long
as she’s careful not to open her mouth too wide or smile
so that her teeth show, although her voice sounds rough
and a bit distorted (attempting to discern that there’s
something amiss with a Garou taking such precautions
requires a Perception + Alertness roll, difficulty 9).
Mother’s Touch (Level One) — The Theurge
channels spiritual power through her hands, mending
the wounds of any other living creature. This Gift may
not heal the werewolf herself, spirits, or the undead. A
bear- or unicorn-spirit teaches it.
System: The player spends one Gnosis point and rolls
Intelligence + Empathy (difficulty is the target’s current
Rage, or 5 for those with no Rage). Each success heals one
level of lethal, bashing, or aggravated damage. The healer
may even heal fresh Battle Scars (see p. 259) in this manner,
if the Gift is applied during the same scene in which
the scar is received and an extra Gnosis point is spent.
Sense Wyrm (Level One) — The werewolf can
sense nearby manifestations of the Wyrm. This Gift
involves a mystical sense, not a visual or olfactory image,
although Garou often describe the Wyrm’s spiritual
emanations as a stench. This Gift doesn’t necessarily sense
dedication to the Wyrm, merely contact with its spiritual
essence, which can cling to even blameless souls. Sense
Wyrm requires active concentration; the spiritual sense
it provides doesn’t function passively. The Gift may be
taught by any Gaian spirit.
System: The player rolls Perception + Occult. The
difficulty depends on the concentration and strength of
the Wyrm’s influence: sensing a single fomor in the next
room would be difficulty 6, while detecting the stench of
a Bane that was in the room an hour ago would be difficulty
7. Vampires register as Wyrm-tainted, save those
with Humanity ratings of 7 or higher.
Lambent Flame (Level One) — The werewolf
causes her body to ignite with silver light. A Lune teaches
this Gift.
System: The player spends one Willpower point to
activate the Gift. The light illuminates a 100-foot (30
m) area around the Garou for the rest of the scene. All
attacks against the Garou suffer a +1 difficulty penalty
while this Gift persists.