Gift List: Feral Wolf

Garou are creatures of half man, half wolf. Because of this, they can easily tap into the beast inside, finding feral strength and power. Werewolves use this strength to amplify theirs and others bodies and minds, causing them to become more resistant to pain, their targets more bestial and out-of-control, as well as tap into the senses of other predator’s themselves.

The following Gifts are available to the Philodox Auspice and the Red Talon tribe.

Resist Pain (•)

Fortifying herself within purpose and will, the werewolf shuts out the pain of her wounds.

Cost: 1 Willpower
Dice Pool: No roll is necessary.
For the rest of the scene, the character ignores all wound penalties.
Action: Reflexive

Beastmind (••)

The werewolf can reduce the mental faculties of his victim to that of an animal for a time. The victim doesn’t necessarily become less intelligent, but human thinking (logic, complex tool use, language, and the like) becomes impossible.

Cost: None.
Dice Pool: Manipulation + Empathy + Cunning versus Resolve + Composure
Action: Contested; resistance is reflexive

Roll Results

Dramatic Failure: The Gift turns inward, causing the werewolf to be no longer capable of human thought. Any non-animalistic Gift use is also unavailable for the rest of the scene.
Failure: The Gift fails to take hold of the target.
Success: Upon success, the target begins to behave like a wild animal. These effects last for one minute per success. A Gnosis can be spent, but is not required, to affect an ordinary human target for one day per success instead.
Exceptional Success: The effects of this Gift become permanent on the ordinary human target, and affect supernatural creatures for one day per success.

Predator’s Many Eyes (•••)

This Gift allows the werewolf to “mark” a predator and thereafter look through its eyes.

Cost: None.
Dice Pool: Presence + Animal Ken + Cunning
Action: Instant

Roll Results

Dramatic Failure: The Gift attaches the Garou’s senses to all the prey in the area instead of the predators. Due to the increase in sensory perceptions, the Garou suffers a -3 to all actions for the remainder of the scene.
Failure: The senses fail to “mark” the predator.
Success: The Garou may have a number of marked predators equal to his Rage rating. Thereafter, they may make a Wits + Perception roll to extend their senses to the predator’s location. They can sense the area as though standing where the predator is. The effects last for one week per Rage that the Garou possesses in the wilderness and one day per Rage for urban areas. Use of this Gift on other Fera is possible but requires the Fera’s consent.
Exceptional Success: Achieving five successes allows the effects to last one month per Rage in the wilderness and one week per Rage in urban areas.

Clenched Jaw (••••)

The werewolf bites down with such power that her grip won’t loosen until she chooses to let it; even in death, her jaws remain locked.

Cost: 1 Gnosis
Dice Pool: No roll is necessary.
The point of Gnosis can be spent after making a successful bite attack, after which the Gift lasts until the Garou either releases or the foe breaks free. For each successive turn she chooses to maintain her grip, she makes a standard bite attack roll. While foes can make a contested Strength + Brawl roll to break the grip (suffering an additional health level of damage in the process of trying to tear free), the Garou may add her Resolve to her dice pool.
Action: Reflexive

Feral Lobotomy (•••••)

Unleashing a surge of pure Wyld energy, the werewolf can devolve an opponent’s mind into that of an animal, effectively destroying his intelligence.

Cost: 2 or more Gnosis
Dice Pool: Wits + Empathy + Cunning versus Resolve + Composure + 3
Action: Contested; resistance is reflexive

Roll Results

Dramatic Failure: The Gift instead turns on the Garou. Make roll of Wits + Empathy. The number of successes equals the number of Intelligence dots the Garou loses.
Failure: The Gift fails to take effect.
Success: If successful, the Garou destroys the target’s Intelligence Attribute permanently; the target loses one Intelligence dot for each two points of Gnosis spent, and cannot lose more Intelligence than the number of successes rolled. Lost Intelligence is replaced with feral, animalistic behavior.
Exceptional Success: Upon achieving 5 successes more than the victim, the victim also loses an equal number of dots of his Manipulation as well, as the animalistic behavior takes over more than just the mind, but the social aspects as well.