Gift List: Control the Battlefield

For werewolves, battle is first nature, their bestial temperament normally making combat a first resort and instinctual reaction. Knowing this, Luna devised a series of Gifts, tapping into the battlefield to allow the Garou not just the ability to combat her enemies, but also to control the field of battle.

The following Gifts are available to the Ahroun auspice as well as the Fianna and Get of Fenris tribes.

Eye of the Hunter (•)

Just as wolves may assess a herd of prey animals, this Gift enables the Garou to correctly determine the weakest and strongest member of any group she can see.

Cost: None.
Dice Pool: Wits + Survival + Cunning
Action: Instant

Roll Results


Dramatic Failure: The Garou spots what she thinks is the weakest link, but severely misjudges the pack as a whole. Due to this misperception, the Garou suffers a -1 penalty to all rolls when confronting any member of the pack.
Failure: The Garou is unable to spot the weak link.
Success: The Garou learns which members of a chosen group is the weakest, gaining a +1 bonus to all attack rolls against that individual for the rest of the scene.
Exceptional Success: On top of learning the weakest link, the Garou learns the strongest member of the pack as well as the leader. This gives the rank of both of these individuals, as well as what their attribute priorities are (Physical, Social or Mental).

Spirit of the Fray (••)

This Gift grants the Garou blinding speed and lightning reflexes, permitting her to strike before any foe.

Cost: None.
Dice Pool: No roll is necessary.
Action: None.

A character that has learned this Gift automatically adds 10 to any initiative rolls. If she chooses, she can spend 1 Gnosis to add an additional 10 to the initiative roll.

Scrying (•••)

The Garou may view events on a battlefield by staring into a reflective surface. Many supernatural beings, particularly those capable of scrying themselves, know defenses against this Gift, and many Garou use this Gift to surveil a battlefield, get the lay of the land as well as enemy positions.

Cost: 1 Gnosis
Dice Pool: Wits + Occult + Wisdom
Action: Instant

Roll Results


Dramatic Failure: The Garou views the events of the area, but everything is completely skewed. Perceiving from this, the Garou determines the enemy to be the friend, and the friend to be the enemy. Any coordination done through the use of this Gift is bound to fail, and possibly lead to disastrous consequences.
Failure: The Garou sees nothing reflected in the surface.
Success: The Garou sees the basic layout of the battlefield, and gets a rough idea of the location and numbers of his enemies.
Exceptional Success: The visions reflected back to the Garou are exceptionally clear, revealing precise locations and numbers of the enemy.

Open Wounds (••••)

The werewolf causes the next wound he inflicts to bleed profusely, weakening his opponent further.

Cost: 1 Gnosis
Dice Pool: Strength + Medicine + Cunning – Defense
Action: Instant

Roll Results


Dramatic Failure: The Gift backfires, causing wounds to open in the Garou’s hands and claws. This causes the Garou to begin to bleed continuously for 3 turns, as well as causing the Garou to suffer 1 level of Lethal damage for every attack he makes unarmed.
Failure: The Gift fails to activate.
Success: The Garou’s attack does damage equal to the number of successes rolled, as well as causing the target to bleed and suffering one level of Lethal damage per turn for a number of turns equal to the number of successes rolled.
Exceptional Success: The Garou’s attack finds purchase in a vital location, causing grievous wounds to open. The target suffers two levels of Lethal damage per turn for a number of turns equal to the number of successes rolled.

Circular Attack (•••••)

The greatest Garou have no fear of fighting even a hoard of opponents. They can not only avoid their foes’ attacks, but can channel those attacks toward other enemies. Thus the Garou’s flowing movements turn a mob of murderous fomori into a weapon directed against itself.

Cost: 1 Willpower
Dice Pool: Wits + Athletics + Cunning – highest Wits in group + 3
This Gift cannot be used multiple times in one turn, nor can Gnosis be spent for additional actions, though she may take multiple actions in the standard fashion.
Action: Instant

Roll Results


Dramatic Failure: Instead of dodging or redirecting the attacks coming to her, her flowing motions move her into the way of all oncoming attacks. Attack rolls against her gain a +2 bonus to hit for the remainder of the turn.
Failure: The Garou fails to activate the Gift.
Success: Each success enables the Garou to perfectly dodge one attack or to redirect one attack directed at her to strike a different target during that turn.
Exceptional Success: An exceptional success allows the Garou to redirect one attack directed at her and add her own power to it, making it even more lethal. This attack will deal one additional level of damage to the redirected target.