Deals

Between the Garou and Spirits, there are deals to be made, barters that take place so that, in exchange for a Spirit granting the werewolf a touch of the Spirits influence and abilities, the werewolf gives something back, a Chiminage to the Spirit as a thanks and as payment for the new abilities.

Before a Spirit will consider entering into a Deal with a Garou, the Garou must first prove a finesse and knowledge of certain ways, the common abilities give to Garou auspices and tribes. In mechanics terms, this means that the Garou must have a certain level of multiple Gifts before the Spirits will even consider entering into a Deal with the Garou, but just having the levels of the Gift Lists is the first step.

When a Deal is made, there is always a price to be paid to the Spirit, based on the amount of power the ability gives to the Garou. Some basic abilities, like sharpening her claws to a supernatural edge, can be a simple, one-time task to prove the Garou’s worth and dedication, but other’s, like projecting their consciousness through the Umbra and into the Internet itself, can require on-going, hefty payments of Gnosis and time benefitting the Spirit.

The power of each Deal is quantified from 1 to 5 (just as each Gift within a Gift list is ranked), but unlike Gifts, they don’t need to be purchased in any order. They are simply ranked by the potency of the Deal, and the severity and complexity of the Chiminage required by the Spirit teaching it.

Example Deals

Razor Claws (●)

(Savagery •, Shapeshift •)
By raking his claws over stone, steel, or some other hard surface, the werewolf hones them to razor sharpness.

Cost: 1 Gnosis
Dice Pool: No roll is necessary; by spending the Gnosis and spending a full turn sharpening her claws, all claw attacks are now done with a 2L Damage Rating, and with a +1 bonus on the attack roll for the rest of the scene.
Action: Instant

This Deal costs 2 experience points.

Heightened Senses (●)

(Mind’s Eye •, Wilderness •)
This Gift sharpens the werewolf’s senses to an incredible degree. She enjoys the olfactory and auditory acuity of a wolf whenever she is in Homid and Glabro forms, along with superior night vision. In Crinos, Hispo and Lupus, her senses become preternaturally potent, allowing sensory feats that border on precognition. Sudden loud noises, bright lights or overwhelming scents can be disorienting, however.

Cost: 1 Gnosis
Dice Pool: No roll is necessary; by spending the Gnosis, the Garou receives a +2 on Wits + Composure rolls for any of his senses while in Homid or Glabro form, as well as gaining the ability to roll Wits + Survival to perform uncanny sensory feats such as tracking by scent. In Crinos, Hispo and Lupus form, the bonus increases to +3 (this is not cumulative with the ordinary Lupus-form bonus to Wits + Composure), and gains 9-again on any Survival dice pools. These effects last for the rest of the scene.
Action: Reflexive

This Deal costs 2 experience points.

Sense Wyrm (●)

(Mind’s Eye •, Eyes of Gaia •)
The werewolf can sense nearby manifestations of the Wyrm. This Gift involves a mystical sense, not a visual or olfactory image, although Garou often describe the Wyrm's spiritual emanations as a stench. This Gift doesn't necessarily sense dedication to the Wyrm, merely contact with its spiritual essence, which can cling to even blameless souls. Sense Wyrm requires active concentration; the spiritual sense it provides doesn't function passively.

Cost: None.
Dice Pool: Wits + Occult + Eyes of Gaia
Action: Instant

Roll Results


Dramatic Failure: The Garou senses the Wyrm in one of his allies or packmates.
Failure: The presence of the Wyrm is not detected in the area.
Success: For each success, the Garou senses the emanations of the Wyrm within a 20-foot radius. Vampires or other supernatural creatures register as Wyrm-tainted unless their Morality trait (Humanity, Harmony, Purity, etc.) is higher than 5.
Exceptional Success: In addition to the increased range, the Garou also detects the highest concentration of Wyrm taint in the sensed area.

This Deal costs 2 experience points.

Battle Mandala (●●)

(Spirit Nature ••, Umbra ••)
A mystical sigil burns itself into the ground around the Garou, visible only to those with Gnosis ratings. This circle drains the Essence from spirits caught within its web.

Cost: 1 Gnosis
Dice Pool: Intelligence + Occult + Spirit Nature
If successful, the battle mandala encompasses a radius of 50 feet per success (or 15 meters per success) around the Garou; spirits (other than the Garou’s totem or totems) within the mandala lose one Essence per turn. The mandala dissipates at the end of the scene or when the werewolf steps outside of its bounds, whichever comes first.
Action: Instant

This Deal costs 4 experience points.

Hand Blade (●●)

(Essence of Luna ••, Leadership ••)
Many martial Garou are trained in swordplay. This Gift allows them to rely on such skills at any time by turning their arm into a razor-sharp blade that slices and cuts like the best-forged sword.

Cost: 1 Gnosis
Dice Pool: No roll is necessary to activate the Deal; once the Gnosis is spent, one or both of the Garou’s hands are transformed into a blade, allowing him to use his arm like a sword by rolling Dexterity + Weaponry. Such attacks inflict 2L Damage, as his claws are also a part of the blade.
Action: Instant

This Deal costs 4 experience points.

Spirit of the Bird (●●)

(Elemental ••, Spirit Nature ••)
Few enemies would expect a werewolf to attack from above — an excellent reason to do so, in the eyes of the many Garou. The werewolf using this gift may hover, fly, or float.

Cost: 1 Gnosis
Dice Pool: No dice roll is necessary; once the Gnosis is spent, the character takes to the air. The Garou can fly at 20 mph and hover as she desires. However, while it is active, he suffers a -1 penalty on all combat maneuvers. This Deal lasts for one hour.
Action: Instant

This Deal costs 4 experience points.

Reshape Object (●●●)

(Shapeshift •••, Technology •••)
The Garou can shape once-living (though not undead) material into something else instantly. Trees may become shelter, buck antlers spears, animal hides armor, and flowers sweet perfumes. The item will resemble the object from which it was created (e.g., the aforementioned spear will be made of antler, not wood).

Cost: 1 Gnosis
Dice Pool: Manipulation + Crafts + Shapeshift
The number of successes required is based on the scope and complexity of the transformation: a broken tree limb into a spear would be one success, while a fallen tree into a canoe would be 5 successes. The transformation persists for one scene per success, or permanently with five or more successes. Expending an additional Gnosis point allows a created weapon to deal a one higher type of damage; clubs now deal lethal, while blades deal aggravated. This damage increase lasts only until the end of the scene in which it is created.
Action: Instant

This Deal costs 6 experience points.

Axis Mundi (●●●)

(Umbra •••, Wilderness •••)
The lupus reaches out with her spirit to feel the presence of Gaia, centering herself with relation to her Mother. She always knows what direction she is traveling or facing in, so long as she travels within the Gaia Realm.

Cost: None.
Dice Pool: No roll is necessary; once learned, this Deal’s effects are permanent.
Action: N/A

This Deal costs 6 experience points.

Awaken Beast (●●●)

(Feral Wolf •••, Wilderness •••)
This is the old ability out of legends and folklore; the power to change someone else into a werewolf by biting him. If the Gift is successfully used on a victim, their Beast awakens and they begin to Frenzy. The effect lasts for a single scene, although a human bit with this Gift may develop permanent derangements (in the form of persistent Conditions).

Cost: 1 Gnosis
Dice Pool: Manipulation + Survival + Feral Wolf, contested by the target’s Resolve + Composure
This Deal is activated after a successful bite attack. If the activation roll is successful, the victim begins to Frenzy and will come to believe they are a werewolf.
Action: Reflexive

This Deal costs 6 experience points.

Bridge Walker (●●●●)

(Mind’s Eye ••••, Summoning ••••)
The Garou may create minor moon bridges through which she alone can travel. Such travel takes one percent of the time the journey would take normally, allowing the werewolf to disappear from in front of a foe and reappear behind it instantly. These moon bridges are not protected by Lunes, and may attract the interest of spirits.

Cost: 1 Gnosis
Dice Pool: No roll is necessary; once the Gnosis is spent, the moon bridge is created. This bridge lasts for only one passage, unless the player spends an additional three Willpower points, in which case it lasts until the next full moon. The maximum distance that can be traversed by the bridge is the Garou’s Rage in miles.
Action: Instant

This Deal costs 8 experience points.

Ghost in the Shell (●●●●)

(Spark of the City ••••, Technology ••••)
Many Garou attune with cities and with the higher technology have developed a way to transpose their consciousness into the information superhighway. Doing so is a very effective way at gathering information, as well as delving into personal systems.

Cost: 2 Gnosis
Dice Pool: Wits + Computer + Technology - local Gauntlet rating
With a success, the Garou’s consciousness is lifted from his body and enters the realm of the Internet. This is a very ambiguous, and sometimes dangerous, place, filled with viruses and hackers intent to harm anyone they can.

While in the Internet, the Garou’s body is left defenseless in the Tellurian. If anything should happen to his body, the Garou must make a Resolve + Composure roll, and make a number of successes equal to the number of “scenes” he has spent traversing the digital realm, to return his consciousness to his body to properly defend himself. If he fails this roll, his consciousness has the possibility of separating completely from his body (it becoming a definite occurrence if his body is killed while he is still within the Internet).

This Deal can also be used in conjunction with the Signal Rider Gift, granting a +5 bonus when interacting with any communication software based solely within the Internet (such as Skype or any VoIP communication).
Action: Instant

This Deal costs 8 experience points.

Preternatural Awareness (●●●●)

(Spirit Nature ••••, Umbra ••••)
The Garou attunes all her senses to her surroundings, becoming preternaturally aware of her opponent’s doings and allowing her to anticipate them somewhat.

Cost: 1 Gnosis
Dice Pool: Wits + Athletics + Spirit Nature
If successful, the Garou’s Defense raises by the number of successes rolled. This applies even if the werewolf cannot see the attack coming, and her full Defense does not lower by successive attacks against her. This Deal’s effects last for one scene.
Action: Instant

This Deal costs 8 experience points.

Chaos Mechanics (●●●●●)

(Shapeshift •••••, Spark of the City •••••)
Werewolves pulse with the Wyld’s energy, but all creatures with form and nature have something of the Weaver in them as well. Upon learning this Deal, the Garou reconciles these aspects of his being, enabling him to summon primal energy and mystical form at the same time.

Cost: None.
Dice Pool: No roll is necessary; once learned, the Garou can spend twice the amount of Gnosis per turn that his Rage dictates.
Action: N/A

This Deal costs 10 experience points.

Scabwalker Curse (●●●●●)

(Feral Wolf •••••, Touch of Rage •••••)
The Garou suffuses a target with a superabundance of Wyld energy, making them violently allergic to the Weaver-works of man. Any artificial material blisters and abrades the target’s skin, concrete sidewalks and artificial carpet fibers shred her feet, polyester clothing causes her body to break out in weeping sores, and steel tools blister her hands.

Cost: 1 Gnosis
Dice Pool: Manipulation + Survival + Touch of Rage - target’s Purity
The target takes one level of bashing damage per turn of physical contact with any non-natural material (crafted objects formed entirely of natural materials, such as wooden furniture held together with iron nails, are safe). This curse lasts for one day per success, and can easily prove fatal if invoked in the heart of a city.
Action: Instant

This Deal costs 10 experience points.

Thieving Talons of the Magpie (●●●●●)

(Covert •••••, Deception•••••)
The Garou can steal the powers of others and use them herself. These powers can be Gifts (either Garou or those of other Fera), spirit Numina, vampiric Disciplines, mage Arcana or any other such power.

Cost: 2 Gnosis
Dice Pool: Wits + Larceny + Deception, contested by the target’s Resolve + Composure + Rage
The player must gain three successes on the activation roll contested by the target. If successful, the Garou steals the targeted power, depriving it’s owner of its use.
Powers are stolen piecemeal, so a Garou who steals a vampire’s power to merge with the earth (Protean •••) doesn’t also gain the abilities prior to it (Protean • and ••). The Garou may keep the power for as many turns as she wishes, so long as she pays a point of Gnosis each turn. The werewolf’s Gnosis is substituted for any Traits exclusive to the victim that might be necessary to work the power, such as a vampire’s Vitae or a mage’s Mana.
The Garou must know something about her target’s powers, either through observation or rumor, and she must target a power in terms by which she would understand it (“I wish to steal the wizard’s ability to command fire!”). This Deal grants no insight into stolen powers, so Dramatic Failures tend to be dramatic and memorable.
Action: Instant

This Deal costs 10 experience points.