Gift List: Spark of the City

Garou who survive in the city know the necessity of using city for their own benefit. Because of this, Garou devised ways of tapping into the infrastructure to grant abilities not normally available to them, such as calling on the spirit of a tool to assist in using it, or even communing with the city itself when posed with a problem to receive revelations to assist.

The following Gifts are available to the Bone Gnawer and Glass Walker tribes.

Apecraft's Blessings (•)

Though many of Gaia’s children use tools, none have mastered them so thoroughly as humanity. The homid focuses this mastery into the tools she uses, causing their spirits to awaken and lend her aid.

Cost: None
Dice Pool: Wits + Crafts + Wisdom
Action: Instant

Roll Results

Dramatic Failure: The Gift activates incorrectly, instead imposing a penalty when using man-made tools equal to the dots the werewolf possesses in Wisdom.
Failure: The Gift fails to enhance the werewolf’s ability when using man-made tools.
Success: Each success reduces the difficulty by one on the next roll she makes for her character to employ a tool made by human hands. The purpose is irrelevant – this Gift is equally efficacious for attempts to repair an engine, drive a car or fire a gun.
Exceptional Success: The additional successes are their own reward.

Cybersenses (••)

The Garou may exchange his natural senses for those of machines, witnessing the world in ways more traditional werewolves could never imagine. He might exchange normal hearing for radar, or ordinary sight for infrared or UV vision.

Cost: 1 Gnosis per sense affected
Dice Pool: No roll is necessary. Once the Gnosis is spent, the effects last for one scene.
Action: Reflexive

Call the Rust (•••)

By whistling softly through his teeth, the werewolf can summon sudden and destructive rust onto any metal within his immediate vicinity. Guns corrode and jam, knives crumble, and cars become flaking hunks of junk.

Cost: 1 Gnosis
Dice Pool: Wits + Crafts + Cunning
The number of successes required is based on the amount of metal being corroded; a gun or knife might require 1 success, a car or large metal door requiring 3 success, and larger vehicle such as airplanes or construction equipment requiring 5 successes.
Action: Instant

Attunement (••••)

The werewolf may commune with the spirits of a city or town and gain information about the area from them, including a rough population estimate, enclaves of Garou or other beings, and any secret tunnels.

Cost: 1 Gnosis
Dice Pool: Wits + Streetwise + Honor. The amount and accuracy received depends on the number of successes rolled. This Gift, due to it’s ties to the city itself, is unable to be used in a location solely of the wilderness.
Action: Instant

Beyond Human (•••••)

The Garou is human plus — Human plus strength, agility and health. Human plus devoted, assured spirituality and meaning. Human plus animal instinct and lightning reflexes. Human plus righteous fury with which to meet the Apocalypse. He is as man, but greater. Every Garou radiates this to some extent, but this Gift warps that perception, changing the Garou from a figure to be avoided to one to be admired or adored. An ancestor-spirit teaches this Gift.

Cost: None.
Dice Pool: No roll is necessary; once learned, the effects of this Gift are permanent.
Humans dealing with the werewolf instinctively pick her out as more desirable, important, and interesting than those around her — regardless of the character’s capacity in such matters. The Curse still applies, but rather than being instinctively feared as a predator, the werewolf becomes an intimidating figure of great presence. Finally, the character may boost her Social Attributes by spending Gnosis; each point spent raising one Social Attribute by one point for the rest of the scene. Social Attributes may be raised above 5 in this fashion.
Action: N/A