Gift List: Eyes of Gaia

It is said by all Garou that Mother Gaia sees all, and She has passed it down to her children in the form of these Gifts. As the Triat became corrupt and more creatures became part of the Infinite Tapestry, these Gifts have evolved, helping a Garou know enemy from friend.

The following Gifts are available to the Philodox Auspice and the Children of Gaia tribe.

Truth of Gaia (•)

Through the Eyes of Gaia, Garou are made to easily separate truth from falsehood.

Cost: None.
Dice Pool: Intelligence + Empathy + Wisdom against the subject’s Manipulation + Subterfuge
Action: Reflexive

Roll Results


Dramatic Failure: The Garou not only senses that what the subject said is true, but truly believes what they are saying. This may lead to wrong conclusions, and can bring about disastrous effects, depending on what the subject is saying at the time.
Failure: The Garou is unable to tell, with certainty, the validity of the subject’s words.
Success: The subject’s words ring false, based on what the subject actually knows. This Gift will not tell if the subject is simply relaying information he heard from someone else that he believes is actually true, and will also not tell which specific part of the statement the subject just made was false, just that something in the statement was a lie.
Exceptional Success: If the Garou receives an exceptional success, they can instinctively tell not only which parts of the statement just said is false, but also if it meshes with the reality of things, not just how the subject believes. For example, if a Galliard is being interrogated, and relays information he heard from a Black Spiral Dancer, a Garou with an Exceptional Success can tell that the location that the Galliard believes is the center of the Dancer hive is false, even if the Galliard believes the information the Black Spiral Dancer gave him was true.

Pulse of the Prey (••)

If the werewolf knows anything about her prey - even a nickname, initials, or crude description - she can track it as fast as she can travel. This unerring sense of direction works anywhere, and is as useful for tracking spirits through the Deep Umbra as Pentex executives through Baltimore. A wolf- or dog-spirit teaches this Gift.

Cost: None.
Dice Pool: Wits + Occult + Wisdom
Action: Instant

Roll Results


Dramatic Failure: The Garou senses the target's creature-type as something completely different from what it actually is.
Failure: He fails to sense the supernatural presence, strength or type.
Success: The more successes he rolls, the more information he gains. The sensory input is somewhat vague and subject to interpretation, though. For instance, a vampire might smell of clotted blood, fear, corpse-meat or whatever else the Storyteller finds appropriate.
Exceptional Success: The Garou, on top of learning more information about the target, also instictually learns of a weakness inherent in the target. For the rest of the scene, the Garou gains a +2 bonus on any dice rolls against the target.

Sense the Unnatural (•••)

The werewolf can sense any supernatural presence and determine its approximate strength and type. Supernatural presences can include magic, spirits, Wyrm taint, ghosts, vampires, faeries, and any other such unnatural manifestation - although it won't pick them out specifically as such. A werewolf may sense a person plagued by haunting as easily as a ghost.

Cost: None.
Dice Pool: Wits + Occult + Wisdom
Action: Instant

Roll Results


Dramatic Failure: The Garou senses the target's creature-type as something completely different from what it actually is.
Failure: He fails to sense the supernatural presence, strength or type.
Success: The more successes he rolls, the more information he gains. The sensory input is somewhat vague and subject to interpretation, though. For instance, a vampire might smell of clotted blood, fear, corpse-meat or whatever else the Storyteller finds appropriate.
Exceptional Success: The Garou, on top of learning more information about the target, also instinctually learns of a weakness inherent in the target. For the rest of the scene, the Garou gains a +2 bonus on any dice rolls against the target.

Full Moon’s Light (••••)

The full moon is Luna's warrior phase, when she searches out her enemies. The Garou can call upon her determination in finding her foes, illuminating any who oppose her.

Cost: 1 Gnosis
Dice Pool: No roll is necessary.
For the remainder of the scene, anyone within one mile who is working against the Garou or her pack emits a soft glow, as though illuminated by moonlight. This Gift can be used to confound powers of stealth or even invisibility, but only if the target is actively attempting to harm, compete with, or otherwise foil the Garou or her pack.
Action: Instant

Fabric of the Mind (•••••)

The greatest Garou can bring the products of their imagination to life, crafting creatures from the essence of dreams.

Cost: 2 Gnosis
Dice Pool: Intelligence + Expression + Cunning
Action: Extended. Each roll represents 15 minutes of ritualistic meditation. The number of successes needed is dependent on the capabilities desired for the dream being (see below).

Roll Results


Dramatic Failure: An aberration is formed from somewhere deep in the Umbral realms, one derived from nightmares and fear. This form is completely outside the Garou’s control and has a deep-seeded resentment to the Garou and her allies for disturbing her. The mechanics and statistics for this creature/form is completely up to the Storyteller, but due to the power of this Gift when successful, the form should be terrifyingly powerful.
Failure: The Garou fails to conjure anything from the essence of her mind and dreams.
Success: She can create any form of life she can imagine, assigning it one dot of Attributes (Power, Finesse, Resistance) for each success gained on the roll. The werewolf can take as long as she wants to form the creature, accumulating successes from turn to turn, but once she stops, the dream-being takes form and requires one Gnosis per scene to keep it manifested.
Exceptional Success: Beyond the increase in Attributes for the form, the Gnosis requirement to keep the form in existence is waived and the form lasts for an entire night.