Gift List: Mind's Eye

Dealing with non-physical creatures, such as spirits and ghosts, has taught werewolves to not solely rely on their physical prowess, but to see through the Mind’s Eye. Because of this, Garou have developed ways to act within the mind itself, allowing them to become one with the positive aspects of a prey’s mentality, as well as commune and even control the dreams of others.

The following Gifts are available to the Galliard Auspice and the Silent Strider tribe.

Prey Mind (•)

As Gaia dies and her natural order is perverted, predators become prey with increasing frequency — this is a sorrowful truth that lupus know all too well. This Gift assists the Garou in evading their enemies that they might fight another day, showing them places to hide, ways to run, and even chances to strike back.

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

Roll Results


Dramatic Failure: Prey is more than just hiding from and evading pursuit; it is also filled with fear of the predator. On a Dramatic Failure, this prey fear takes over, causing the Garou to immediately fall into fox frenzy (see p. XX.
Failure: The werewolf fails to adopt the mind of prey.
Success: Each success on the roll adds one die to all pools made to escape, outdistance, hide from or evade pursuit for the remainder of the scene within a wilderness environment.
Exceptional Success: Upon achieving an Exceptional Success, beyond the additional benefit from the extra successes, the werewolf can use this benefit within an urban environment, honing his wilderness skills to adapt to an urban landscape.

Dreamspeak (••)

The werewolf can walk among another’s dreams and thereby affect their course. The werewolf doesn’t have to be anywhere near the target, but she must know or have seen the dreamer.

Cost: None.
Dice Pool: Wits + Empathy + Honor – the dreamer’s Resolve + Composure
If the dreamer awakens while the Garou is still within the dream, the werewolf is thrown out of the dream world and loses a number of Gnosis equal to the dreamer’s Resolve.
Action: Instant

Wisdom of the Ancient Ways (•••)

All werewolves have an innate connection to their ancestors — a spiritual, racial unconscious accessible through intense meditation. The Garou can tap into these deep memories to remember ancient lore.

Cost: None
Dice Pool: Purity. The number of successes required is 5, minus the number of Ancestors dots the character has (minimum of 1 success required). The number of successes achieved over the minimum necessary to enact determines how detailed and exact the answer he receives will be.
Action: Instant

Phantasm (••••)

The Garou creates an unmoving illusion that contains visual, auditory, olfactory and even tactile elements.

Cost: 1 or more Gnosis; the number of Gnosis allows the illusion to cover a 10-foot radius per Gnosis spent.
Dice Pool: Intelligence + Expression + Glory
Anyone given cause to doubt the illusion must roll Wits + Investigation and exceed the number of successes the Garou achieved in order to see through it.
Action: Instant

Wisdom of the Seer (•••••)

By gazing into the night sky for an hour, the Garou becomes a channel for the wisdom of the Tellurian, and can find the answer to almost any question.

Cost: 1 Gnosis
Dice Pool: Intelligence + Academics + Wisdom
If successful, the player can ask any one simple question of the Storyteller and expect an answer that is honest, if vague and wrapped in symbolism. The clarity of the information depends on the number of successes, and it is rare to gain a complete and straightforward answer.
Action: Instant, though it requires the Garou to gaze into the night sky for one hour before the roll is made.