Gift List: Wilderness

Being half wolf, they are naturally drawn to the wild, where that half of their being has existed for eons. Some Garou are closer to their wild side than others, and by tapping into the side, they are able to enhance their own abilities outside of the wilderness itself, such as inflicting a terror of the wild in humans (and even Kinfolk). These abilities go further, allowing Garou to tap into the Wyld itself to enhance and make their shapeshifting more fluid, as well as summon the beasts of the area to come to the aid of the werewolf.

The following Gifts are available to the Black Fury, Silent Strider and Wendigo tribes.

Wolf at the Door (•)

This Gift induces a terrible dread of and respect for the wilderness, and it makes a human target afraid to tamper with it in any way.

Cost: None.
Dice Pool: Presence + Survival + Honor, contested by the target’s Resolve + Composure (+ 2 if the target is a “supernatural” human, see below)
Action: Instant

Roll Results

Dramatic Failure: The Garou instead inflicts the Condition: Agoraphobia on himself for a number of days equal to his Rage.
Failure: The target is unaffected.
Success: For one day for each success, after the werewolf makes eye contact with the target in whatever form they desire, the human receives the Condition: Agoraphobia. In addition, he may not go near anything resembling a forest, tundra, swamp, or other untamed wilderness area without spending a Willpower point. Alternately, this Gift can affect a number of humans equal to his Rage at one time, rolling against the highest of the humans’ Resolve + Composure. In this case, rather than making eye contact, the humans must hear the werewolf howl in Lupus form. This Gift can be used on Kinfolk, mages, ghouls, and other “supernatural” humans, but the difficulty is higher.
Exceptional Success: Upon achieving an Exceptional Success against the human or humans, the humans are permanently terrified of leaving their home. The Agoraphobia Condition is considered Persistent.

Condition: Agoraphobia

Something has you extremely afraid to even walk out your front door. Whether it be from trauma, or a supernatural effect, any time your character attempts to leave his home, you must make a Resolve + Composure roll. Even if you succeed in this roll, your character is shaky and fearful outside of his place of safety, losing three dice from all Mental and Social dice pools.
Resolution: The character finds solace and peace inside, whether it is through intensive therapy or internal meditation to become more comfortable with the thought of the outside world. If this was inflicted supernaturally, the only way to resolve it is to wait out the duration of the effect.
Beat: Character fails to come at the call of another because of his irrational fear.

Form Mastery (••)

This Gift empowers the Wyld spark that resides in all Garou, granting the character greater control over her shapeshifting abilities.

Cost: None.
Dice Pool: No roll is necessary; once learned, the effects of this Gift are permanent.
When shapeshifting, all penalties are reduced by 1. Additionally, when enacting partial transformations, the player no longer needs to spend a Willpower point, and only requires 1 success.
Action: N/A

Calm the Savage Beast (•••)

Even the most callous of homids can sympathize with the Rage that moves their fellow Garou in the final days. This Gift allows the werewolf to lend a frenzying Garou the will to escape her Rage’s hold over her.

Cost: 1 or 2 Willpower
Dice Pool: Manipulation + Survival + Wisdom
If successful, the Garou soothes a frenzying Garou within 30 feet, or 9 meters, canceling the frenzy. By spending an additional point of Willpower, this Gift may affect non-Garou in a state of frenzy, such as other shapeshifters or vampires.
Action: Instant

Beast Life (••••)

The werewolf can communicate with other wild animals and attract or even command them. Domesticated animals may speak with the Garou, but they have given themselves over to the ways of humans and will provide no aid beyond information.

Cost: None to communicate to animals, 1 Gnosis to attract animals.
Dice Pool: No dice roll is necessary to communicate with all animals, regardless of her form; once learned, this ability is permanent. In order to attract animals, however, the player must roll Presence + Animal Ken. All animals within 10 miles per success respond to the summons, and will follow any requests the Garou makes. It is considered customary to pay homage to the spirit of any animal ordered to sacrifice itself with this Gift; to do otherwise risks angering the spirit world.
Action: N/A or Instant

Call the Hunt (•••••)

The werewolf calls forth the Huntsman of Celtic mythology to harry and slay a great evil.

Cost: 1 Gnosis
Dice Pool: Presence + Occult + Honor
The Huntsman appears with a single hound, plus one hound per success the Garou achieves. If the Huntsman judges that the evil he has been summoned to hunt is insufficiently mighty or wicked to warrant his talents, or if the Garou has already summoned the Huntsman within the last month, then the Garou becomes the target of the hunt.
Action: Instant, though the originating chant to call the Huntsman requires one full hour.