Gift List: Leadership

Wolf society is a matter of hierarchy; the Alpha is the preeminent leader of his pack, and knows how to encourage and direct his pack in all things. Because of this, Garou have developed supernatural means to enhance their ability to lead, not just with other Garou, but also within the spirit realm that they partially belong to.

The following Gifts are available to the Ahroun Auspice as well as the Shadow Lord and Silver Fang tribes.

Inspiration (•)

Other werewolves look for leadership in battle, and this Gift helps the Garou live up to that trust. The werewolf employs this Gift to lend her resolve and righteous anger to those who share her cause.

Cost: 1 Gnosis
Dice Pool: No roll is necessary.
All comrades (but not the Gift’s user) receive one Willpower point, which disappears if not used before the end of the scene.
Action: Instant

Call to Duty (••)

Names hold great power in the spirit world, and the Garou may exploit this to summon all spirits in the area may be called in times of great need, to heed the words of the werewolf.

Cost: 2 Gnosis (optional)
Dice Pool: No roll is necessary.
All of the Gaian spirits within a one-mile radius answer the werewolf’s call. If the character has abused this Gift in the past (in the Storyteller’s estimation), the spirits might refuse the call – such a general summons is rooted more in appeal to duty than compulsion. The mightiest of spirits (Incarnae and above) are generally able to ignore this Gift if they choose.
Action: Instant

Eye of the Cobra (•••)

With an unearthly stare, the werewolf can draw anyone to within striking distance.

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

Roll Results


Dramatic Failure: The Gift activates, but the Garou becomes affected by it. For the rest of the scene, she obeys the originally intended target as best she can. The effects of the Gift can be ended prematurely if she is the target of any violent action.
Failure: The target is unaffected by the Gift.
Success: At one success more than the target, they begin to move towards the Garou. With three successes, the victim comes to the werewolf’s side. Once there, the victim can do as he pleases, but he must try his best to get to the Garou until then.
Exceptional Success: If the Garou achieves five more successes than her target, he comes to her side and obeys any order he is given, as long as the Garou maintains eye contact.

Mastery (••••)

The Garou can command other Garou – even Black Spiral Dancers – to do her bidding.

Cost: None.
Dice Pool: Presence + Persuasion + Honor versus Garou’s Wits + Composure + Rage
Action: Instant

Roll Results


Dramatic Failure: The Garou’s mind is overwhelmed in the attempt to command her target. For a number of turns equal to her Rage, she loses all Defense as she is too distracted to effectively evade incoming attacks.
Failure: The Gift fails to take effect.
Success: If the roll succeeds, the Garou can give the target one non-suicidal command, which he must obey for one turn per success.
Exceptional Success: With five or more successes, the Garou has the option to give the target a suicidal command instead of a non-suicidal one. The time constraints are still equal to the number of successes.

Obedience (•••••)

The werewolf becomes the ultimate alpha, compelling all others to follow her orders.

Cost: 1 Gnosis
Dice Pool: Presence + Persuasion + Honor versus Resolve + Composure (of everyone in group)
Action: Instant

Roll Results


Dramatic Failure: All those within earshot no longer listen to the Garou for one full day. The listeners are compelled to not follow any orders she attempts to give.
Failure: The Gift fails to activate.
Success: Everyone in the vicinity must match or exceed the Garou’s successes, or they succumb to the Gift’s effects. If the werewolf wins by one success, targets follow any orders that don’t directly inconvenience them. Three successes cause the targets to treat the Garou as their alpha and fight for her.
Exceptional Success: Five successes make the targets follow her into the Abyss and perform virtually suicidal actions. This Gift’s effects last for one full day.