124 min read
BONE GNAWERS

For any werewolf, life is a struggle to survive - to the Bone Gnawers, that struggle's ten times tougher. Cities are full of vampires and sociopaths, their Kin are picked on and ignored by other humans, and the rest of the Garou Nation treats them like garbage. But that's okay. The Bone Gnawers are damn hard to kill, and they've learned to do whatever it takes to hang in there. ... The social pariahs of the Garou Nation, from their sardonic, pragmatic culture to their uncanny powers of survival, all updated. Now you can see what happens when werewolves are pushed to the limit. - Tribebook: Bone Gnawers (Revised)


OVERVIEW

Many disdain the Bone Gnawers as living proof of how far the Garou have fallen from grace. Ragged and luckless, hunting territories no other tribe wants and breeding with Kin no other tribe claims, the Children of Rat come across as mongrel scavengers taking whatever castoffs they can. The Bone Gnawers see it differently. They’re the most populous tribe in the Garou Nation. They’re not the picture of failure— they’re the picture of success, because they’re playing the game of survival.

The tribe’s actual origins likely lie somewhere in or across a band of land that stretches from Northern Africa to India, but the Gnawers stopped keeping track a long time ago. They spread out to follow humanity, and always attached themselves to the wretched and downtrodden. Their oral history is full of revolutionary stories of the oppressed defying and overthrowing their oppressors. Bone Gnawer folk heroes are creatures of the Robin Hood and John Henry mold — if somewhat more bestially violent when dealing out retribution and social justice.


BONE GNAWERS SOCIETY

The tribe’s mongrel reputation is bolstered by their seemingly haphazard traditions. Their septs are usually surprisingly democratic. Their fetishes and rites are scavenged from Gaia-knows where. They propitiate bizarre totems like modern urban legends or strange pop-culture zeitgeists. They strike odd alliances with other super naturals lurking in the lower strata of human society, maybe even Leeches or wererats, if the stories are true. They thrive in cities, occupy decaying suburban wastelands, even prosper in run-down rural backwaters. The Bone Gnawer creed is “Whatever works.” 

But it does work, or at least it has so far. The Children of Rat have access to all manner of interesting secrets that come from listening to people other Garou disdain as part of the herd. They’ve mastered a variety of vicious guerilla tactics suited to their hazardous environments. They know where to find food, or even how to conjure it out of trash. The Gnawers’ major weakness is that the other tribes tend to keep them at a distance, so they have fewer true allies. But even this weakness has contributed to their strength of self reliance, out of necessity. 

Another unfortunate weakness is a gradual thinning of the wolf blood. The Bone Gnawers have some lupus Kin, but not many, and have kept up their numbers mostly with human partners. They’re also thick with Metis, which accusers claim shows little respect for the Litany. There’s a hint of truth in that — plenty of Bone Gnawers have given in to forbidden desires — but the Gnawers are also prone to adoption. Many a Metis was abandoned by its parents in other tribes, but brought in to be a good soldier of Rat. Bone Gnawer pragmatism doesn’t overrule Renown, however. Honor, Wisdom and Glory still matter to them, and, the slurs of other tribes to the contrary, they aren’t all Ragabash.

Admittedly, their catch-as-catch-can character shines through even in these higher ideals. An honorable Bone Gnawer Philodox isn’t afraid to lay down an unorthodox twist on a law. Likewise, a sagacious Theurge might be mistaken for a filthy homeless person, babbling to herself about the voices of trash and desperation.

Even though they might build shrines to fallen celebrities or hold sacred rites tied to human sporting events like the Super Bowl or World Cup, the Bone Gnawers zealously guard some very old traditions at their heart. They honor hospitality and generosity as a measure of a Garou — the Gnawer who has very little but gives it away freely is as esteemed as was any gift-giving Nordic king. They treat their tribe like a family; their elders consider “mother” and “father” the most prestigious forms of address.

On the surface, their traditions look like reflections of the patchwork nature of modern culture — deep down, they represent the bonds that have allowed humans and Garou to survive as long as they have.


APPEARANCE

Bone Gnawers’ wolf appearance is ragged, often mismatched or multi-colored; some can be mistaken for dogs at a distance, though even a Gnawer who looks something like a yellow dingo is clearly an animal that was never tame. Their blessings as Garou make them surprisingly healthy in comparison to impoverished humans: most have strong (if crooked) teeth and wiry muscle under the dirt.


KINFOLK & TERRITORY

The Children of Rat interbreed with the savviest, toughest and meanest people that have been ground down by society. Lupus Kin are rare, and tend to be found in hardscrabble rural territories. Bone Gnawers have no issue with interbreeding with other Bone Gnawers, setting aside the Litany in this instance. Any Metis offspring are treated like the rest of the pack and suffer no mistreatment for their deformities or personality quirks. Such offspring make especially successful beggars (in human or lupine form) by gaining sympathy from humans with their abnormalities and imperfections. 

More often though, Bone Gnawers breed with humans or their own Kin. Apex Kinfolk are the preferred mates, especially those who demonstrate shrewdness, intelligence, and an ability to skate around society with the flexibility of a nineteen-year-old Yoga instructor. Having an Apex Unseen around usually ensures no one will go hungry and they make great buffers between the Bone Gnawers pack and the human world.

The Gnawers also stake out territories that are difficult to challenge — places that nobody else wants, but that they can defend easily enough. Urban decay supplies plenty of junkyards, abandoned buildings, underpasses, burned-out wrecks and other patches of real estate that anyone in their right mind avoids. Rural Gnawers prefer isolated valleys or mountain-tops, swamps, and dead-end roads. But the tribe also feels protective of institutions established for the average citizen’s betterment: museums, homeless shelters, public libraries and so on.


Tribal Totem: Rat. 

The Bone Gnawers venerate their tribal totem as a maternal figure, queen of a brood of ragged survivors. They also strike pacts with bedraggled spirits such as raccoon-spirits, Lost Dogs, and spirits of junk and rust.



BONE GNAWER GIFTS

◎◎◎: RANK 1 BONE GNAWERS - Desperate Strength (BUFF)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Willpower, Primal Urge
  • Duration: Scene 
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Attack
    • +1 Physical Skill

Description:
Through strength of will, a Bone Gnawer may channel that same desperate energy into feats of strength. If another packmate or Garou has fallen or been captured, the Garou may use this hideous strength in a desperate effort to help his pack.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou gains a +10 for making any rolls regarding strength, and during combat delivers an extra +2HP of damage to foes. This lasts for the length of the scene.

NOTE: This ability is circumstantial and can only be used if a packmate or fellow Garou has fallen, been capture, or is in immediate danger of death or serious injury.


◎◎◎: RANK 1 BONE GNAWERS - Declamation (Mental Skill)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult
  • Duration: Scene 
  • Resist: n/a
  • Permanent Affects: 
    • +5 Mental Attack
  • Temporary Affects:
    • +15 Mental Skill

Description:
By spending at least an hour studying a written text, the Garou can memorize vast passages of information word for word. The effects work like a cross between speed-reading and eidetic memory. Actually understanding or accessing the information is difficult, but repeating it by rote is simple. 

Lupus Garou cannot learn this Gift, but remarkably enough, illiterate homids can; for the Gift’s duration, they can decipher all sorts of “funny little squiggles” on paper. The Garou must be fluent in speaking the language he is reading. This Gift is often taught by Rat Finks and Frankweilers. 

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou Character can then repeat, word for word, anything he/she/they reads over the next eight hours. 

As a rough guideline, the Garou can read about a hundred pages in an hour; each time he “studies,” he must concentrate for at least an hour. As a side effect, for the duration of the scene, the user gains a +15 to Mental Skill in relation to the information he/she/they has memorized. 

Repeating the information word for word can take hours; however, a second Garou with the Gift: Mindspeak can sift through the information in the Gift user’s head in one scene if he doesn’t resist.

A supernatural creature can try to steal this information with a mind reading ability (such as the vampire Discipline: Telepathy, or any other mind reading skill). If this happens, the Garou can resist with a contested Willpower roll in addition to any other defense he would normally have against the ability.


◎◎◎: RANK 1 BONE GNAWERS - The Mark (Physical Skill)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: Scene 
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Skill

Description:
The Garou can mark a person or place with a scent only other werewolves can sense. The mark is subtle; placing it isn’t. This Gift is taught by lost-dog-spirits.

System: 
This is a Passive Gift and does not require a roll or the use of Gnosis. The Garou uses his own urine to mark his victim. Any Garou with at least one dot in Primal Urge can sense the mark within line of sight. With three dots in Primal Urge, the Garou can sense it up to a mile away. Any Garou with five dots in Primal Urge will instantly know where the mark is. The effects last for one OOC Day.


◎◎◎: RANK 1 BONE GNAWERS - Hungry Hound (Physical Skill)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Alertness, Primal Urge
  • Duration: Scene 
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Skill

Description:
A Bone Gnawer with this Gift can hunt down the closest source of discarded, safe, edible food. The user might find a bag of nacho puffs dropped out of a passing car window or the one perfect warm slice of cheese pizza buried at the bottom of a dumpster. The Gift may also reveal people who are willing to give a handout or spare some munchies. 

The Hungry Hound reveals food that’s available for free. For instance, it won’t automatically detect the hot dogs in a vendor’s cart, but if the man selling them would be happy to give one away to a hungry-looking wolf-dog, the chance of finding them improves considerably. This Gift is taught by a raccoon-spirit, often in exchange for liberating a few choice treasures the spirit really wants.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou can then catch the scent of tantalizing food  wafting past the werewolf’s nose. Depending on how high of a roll has been made will determine what the character smells. For the most part, expect to dig for the food beneath garbage or in a garbage can unless otherwise stated.

Roll Chart

1-49: You sniff the air...nothing, whimper.

50-60: You catch a scent. Half an apple, part of a donut, a piece of a candy bar, etc. It keeps your tummy from growling but you'll need to find something more substantial in the next few hours.

61-80: Mmmm, a piece of pizza, half of a sandwich, a bag of chips, etc.

81-90: A generous handout is about to come your way. Must be those cute puppy dog eyes your making. Take your pick at what kind of street food someone gives you. (Hot dog, hamburger, burrito, taco, fries, etc.) Take it nice! Good boy.

91+: Oh You lucky dog! For some reason someone has walked away from a full untouched meal sitting on a park bench, on a picnic table or on a restaurant's fresh air bistro table. From a quarter mile away you can tell exactly what it is by the way it smells. (“Wait! It smells like… a birthday cake… there’s writing on it…”) And no one is watching as you wolf down the food until your sides ache! (wags tail!)


◎◎◎: RANK 1 BONE GNAWERS - Resist Toxin (BUFF)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Physical Defense, Primal Urge
  • Duration: Scene 
  • Resist: n/a
  • Permanent Affects: 
    • +5 Physical Defense

Description:
Many Bone Gnawers learn a preternatural resistance to poisons and toxins of all kinds, doubtless due to their diet of refuse and American beer. A trash-spirit teaches this Gift.

System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. This nullifies the effects of most conventional, non-supernatural poisons, that are consumed including Wyrm-enhanced poisons. The effects last for the duration of the scene so eat up and enjoy! 

If the poison is introduced via a wound, breathing it in or other way of bodily introduction, the Garou only suffers half damage and the effects are completely nullified after two full turns.


◎◎◎: RANK 1 BONE GNAWERS - Cardboard Shelter (BUFF)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Physical Defense, Primal Urge
  • Duration: 1 OOC Day
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Skill

Description:
A Bone Gnawer with this Gift can create a perfectly functional shelter for himself and a few pals. That Garou can fashion any ordinary cardboard box into a surprisingly large, waterproof, noise-resistant and insulated home. Despite conditions outside the box, the shelter remains dry, warm and quiet. A home or hearth-spirit can teach this Gift.

System:
Passive Gift. No roll or use of Gnosis Points required. The Bone Gnawer needs only a few cardboard boxes (about the size of a dishwasher or washing machine box) to make a comfortable, warm, dry and cozy home. In a pinch, tarps and old wood can be used to make a small tent-like structure with a flap for a door. The inside is completely empty and the floor is still just cardboard.

Crawling into the box or tarp dwelling from outside, the space inside is the size of a standard 10ftx10ft room and can sleep multiple Garou, as long as everyone is friendly. This only lasts for one real-life OOC day where the inside stays dry and warm for one day and night. After this time, the cardboard begins to fall apart and the space inside is the size of the boxes used. 


◎◎◎: RANK 1 BONE GNAWERS - Scent of Sweet Honey (Physical Attack)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: -5 Mod to all rolls for 5 turns
  • Mods: Subterfuge, Occult
  • Duration: 5 Turns
  • Resist: Physical Defense
  • Permanent Affects: 
    • +1 Physical Attack

Description:
A Target the Garou touched at some point during the scene begins to exude a wonderfully sweet aroma, and their skin, hair and clothing becomes slightly sticky to the touch. All manner of vermin quickly appear and stick to the victim. The resulting coat of gnats, flies, bees and beetles crawls, stings, and generally impairs vision and hearing. Insect-spirits teach this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the Target makes his/her/their defense roll, then the Gift fails. If the Target fails to defend, he/she/they are covered in a sticky sheen of honey. By their next turn, insects of all kinds begin to converge on the Target. The target may resist Mod OCC. The target suffers a –5 penalty to all actions for five turns. During this time, the smell or sticky honey will not wash off.


◎◎◎: RANK 1 BONE GNAWERS - Urban Ward (Physical Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Subterfuge, Occult
  • Duration: Scene, or dusk till dawn
  • Resist: Alertness
  • Permanent Affects: 
    • +1 Physical Defense

Description:
If your home has no walls, sleeping can be a nightmare. There’s no guarantee that someone won’t sneak up on you to steal your stuff… or even take your life. Some werewolves solve this problem by sleeping in packs, but it never hurts to take extra precautions. Rural Garou set twigs and branches that easily snap underfoot; Bone Gnawers rig the same warnings with tin cans, tripwires, or even broken glass. With a little mystical aid, a werewolf can enlist spirits in similar defenses. The werewolf can never be sure exactly where the boundary of the urban ward is set but he may be paranoid enough to spend more time setting multiple layers of trash around his encampment. This Gift is taught by a Rat-spirit, who usually warns its student to always collect trash  for just this purpose.

System:  
The Player spends 2 Points Energy/Gnosis and makes a successful roll. Trespassers can Roll for Awareness to notice the strategically placed trash, but it does not allow them to go unnoticed in the area by the Garou using this Gift. 

The Bone Gnawer can ward an area against intrusion. The “area” can be anywhere between the size of a room and the size of a building. Trash is set around the periphery, usually junk that makes noise when its disturbed. If anyone crosses this imaginary boundary, the Bone Gnawer hears the spirits scream a silent warning to him. This ward remains in effect for eight hours (or in some cases, from dusk ’til dawn).

Any supernatural creature attempting to use its powers to overcome the Urban Ward (for instance, with the vampire Discipline: Obfuscate) must score higher on its roll to activate the proper supernatural power than the Garou did to create the Ward. For more mundane creatures like humans or anyone not deliberately using a supernatural power (for example, they blew their Alertness roll), crossing the boundary automatically warns the Garou, who may consciously decide whether to wake up. 

If the trespasser is also using Stealth, the sleeping Garou can make an opposed Occult + Alertness roll without penalty, as if he was awake. Creatures that “teleport” in by means of Gifts such as Shadow Step still count as having crossed the boundary; instantaneous passage through the Umbra is still Umbral passage across the boundary.


◎◎◎: RANK 1 BONE GNAWERS - Cooking (Physical Skill)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 
  • Mods: Subterfuge, Occult
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Defense

Description:
The Garou must have a small pot (a metal coffee can will do) and a ladle or spoon to use this Gift. He/she/they places whatever can be found into the pot — trash, beer cans, old newspapers, etc. — adds water (spit counts) and stirs. The result is a pasty, bland-tasting mush that is nevertheless edible and filling.

System: 
The Garou collects a variety of different items, refuse, garbage, etc., and begins to cook it over a fire. The Player then spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou can then make an edible meal that can feed several people or wolves.  The difficulty depends on the items “cooked.” Inedible but harmless material are acceptable. Anything by its nature that is caustic, such as rat poison, radiator fluid, or the such cannot be used. The Garou's success level (and how good it is) is determined by the number he rolls.

Roll Chart

  • 1-59: WTF?! You decide it would be tastier to chew on a skunk's asshole than eat this. Find a deep hole to bury this in so the rats don't puke.
  • 60-70: Bland and tasteless like plain oatmeal but it fills the hole and keeps your guts from growling.
  • 71-90: Not bad. Not great, but still not bad at all. 
  • 91-99: Pretty good. Tastes like chicken.
  • 100+: You could sell this in a restaurant and charge good money! Tastes like a perfectly grilled T-bone steak with all the fixins!

◎◎◎: RANK 1 BONE GNAWERS - Stench and the City (Physical Attack)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult
  • Duration: 5 Turns
  • Resist: Physical Defense, Willpower
  • Permanent Affects: None

Description:
Many city Garou use this Gift when facing off against just about anything with a particularly sensitive nose: this can include other Garou, Black Spiral Dancers, and a host of normal animals or Wyrm-creatures. 

The Gift incapacitates its target by overwhelming its sense of smell with the stink of the city: sweat, blood, human waste, rot, smoke, car exhaust, and industrial fumes. Garou have been known to use this Gift to pull one of their own out of the thrall of frenzy, or to incapacitate a crazed wolf without permanent injury. The Black Spiral Dancers are said to be quite familiar with Stench and the City as well, and are perfectly willing to use it on Gaian Garou.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou should select a target with a sense of smell better than a human. If the Target fails to resist, then for the next 5 turns the Target suffers:

  • -10 Physical Attack
  • -10 Physical Defense
  • -10 Initiative

If your roll is 80 or higher, any Garou in the thralls of Frenzy will return to his natural breed form and run from the area to get away from the stench, incapacitated for two full turns. Anyone attempting to hold his breath longer than a couple of minutes will pass out.


◎◎◎: RANK 1 BONE GNAWERS - Trash is Treasure (Physical Attack)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Craft, Physical Skill
  • Duration: Scene
  • Resist: Physical Defense, Willpower
  • Permanent Affects: None

Description:
The refuse of humanity provides all a canny Bone Gnawer needs to survive and thrive. Through the use of this Gift, any broken object can be temporarily restored to full functionality and usefulness. A raccoon-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Any broken object in their hands is temporarily fixed and functions perfectly for the duration of the scene, plus it also supplies its own power, fuel, or ammunition — a dull knife cuts, a busted microwave runs (without being plugged into anything), an old rusty Saturday night special fires even without bullets, a junked car starts up and runs. It still looks like garbage or trash, but now it works.


◎◎◎: RANK 2 BONE GNAWERS - Kitchen Chemistry (Physical Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Chemistry
  • Duration: Scene
  • Resist: Physical Defense, Willpower
  • Permanent Affects: 
    • +1 Mental Skill

Description:
With ten minutes, a bit of elbow grease and everyday household chemicals, you can unleash a firestorm of vengeance against an uncaring world. You have a deep and instinctive understanding of the principles of modern chemistry, one that allows you to scratch-build and detonate explosives. Rat-spirits teach this Gift, occasionally with the help of a few furtive cranks on the internet.

System: 
To start, the Garou will require at least three household kitchen chemicals approved by the Storyteller. These are cooked down on a stove, over a fire or even a bunsen burner. The Player then spends 2 Points of Energy/Gnosis and makes a successful roll. The Result? This is determined by how high your roll is. (See Roll Chart below.)

Roll Chart

1-10: Botch! It blows up while cooking and does 5 HP of Damage to you and anyone else within a 3 meters radius.

11-69: It smells funny, has the translucent consistency of slime and seems to jiggle. Better dispose of it before it gains sentience and demands equal rights.

70-89: Success! The explosives will detonate at the specified date and time with an unsophisticated triggering device, such as wires and a mechanism that delivers a small electrical charge. (Line of sight) 5 HP of damage to all those within a 5 meter area.

90-99: You can put this in bottles or other small containers you can throw (distance equal to the Garou's purchased Primal Urge points in yards). They will explode on impact. 10 HP of damage per Target within a 10 meter area.

100+: Expert level explosives. You can pretty much do whatever you want with what you've made, from throwing it to using a sophisticated remote triggering device from up to a quarter mile away. Other options include a timed matchbox fuse, trip wire, weight-sensitive pressure plate, or sound of a particular television personality’s voice. Damage is 15 HP per Target in the designated area or room. Throwing distance is equal to the Garou's number of purchased Primal Urge points in yards


◎◎◎: RANK 2 BONE GNAWERS - Smell of Success (Physical Attack)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Intuition
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +1 Mental Skill

Description:
You’re good at sizing people up. With a few sniffs, you can smell how successful someone really is. Even on a bad day, you can sense whether he’s got money in his pocket, a steady job, or a place to stay. When passing by street folk begging for change, some people claim they don’t have anything to give. By repeatedly sizing up people on the street, Bone Gnawers learn to distinguish a real bad-luck case from a cheap bastard who doesn’t give a damn. After mastering this elemental talent, the Garou can then sniff out deeper secrets from passers-by.

This insight can also be used on people who beg for food, money, or assistance from the Garou; for instance, Garou can use this ability to distinguish someone who really needs help from a scam artist. Either way, this Gift is taught by a rat-spirit.

System:
Find a mark within line of sight, spend one Gnosis and make a roll to learn what you can learn. If the mark is able to resist, the Garou will sense the Mark is not human AND, the mark will know a supernatural power was being attempted on him, though not what or by whom. If the mark fails to resist, he is not aware this Gift is being used on him. Depending on your roll determines what you discover:

Roll Chart

1-10: BOTCH! Not only do you learn nothing, your mark notices you staring at him. It's up to the Storyteller to decide if he reacts badly to you.

11-59: Nothing, nada, you draw a complete blank.

60-79: You can determine whether the person has money in his pocket and about how much.

80-99: Plus, you can determine whether he has a job, or whether he has a home (Storyteller's choice regarding the specific information if it's an NPC). 

100+: Booyah! Just by looking at your mark, you have a really good idea exactly how much money he's carrying, what kind of job he has, how expensive his home is, and what neighborhood or area he lives in (within a block). You also know if he's armed and how likely (or unlikely) he is to kick your ass if it comes down to a fight. The Storyteller may also add some specific information that comes to the Garou, whispered by a helpful Gaffling. (“Guess what a little rat told me.”) Alternatively, at the Storyteller’s discretion, it can also reveal the number of dots a character has in his Resources Background. (Att/Def, or other important stats useful to the Garou.)


◎◎◎: RANK 2 BONE GNAWERS - Road Ward (Physical Attack)

  • Base Roll: 50
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Athletics/Reflexes
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +5 Athletics/Reflexes

Description:
You’ve been tossed out enough times that you've turned falling and landing into an art form. Now the spirits help you survive falls that would cripple just about anyone else. Leaping out of a car on the freeway is a minor inconvenience. Getting pushed off a building is a bitch. Either way, this Gift can still reduce the damage from the fall. Wanderlust-spirits teach this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Typically this is done at the beginning of a scene, but can be done before attempting a dangerous escape or maneuver. 

For the duration of the scene where this Gift is active, the Character will always land on their feet. The Player (unless they roll a Botch) cannot be tripped or thrown to a prone position. However, the Player will need to roll to for each instance of falling (or being thrown) to determine "how well" you fall and if any damage occurs.

As a side effect, Road Ward cancels the Ahroun Gift: Falling Touch, as well as any trip attempt, push or leg sweep that attempts to make the Garou lose their footing. You must still make a roll for every action that triggers this gift to see how well you pulled it off

NOTE: This Gift can be used as a defense against for any attack that tries to do damage by knocking you down, sweeping your leg, or attempting to put you in a prone position (this includes these types of martial arts moves.)

Roll Chart
1-10: Botch! You flail your arms about like Wile E. Coyote trying to fly and land ungracefully on your ass. Are you sure you're a Bone Gnawer? Take an additional 2HP of damage.

11-49: You take whatever damage you would normally, or suffer whatever happens during a leg sweep attack, but your fall was graceful, if not entirely effective.

50-80: Nice! You fall without injury if jumping from a car going 50 miles an hour, or from a 5 story building, or avoid falling from trips, knockdowns or leg sweep attacks.

81-98: Awesome Reflexes! You can jump from a 10 story building without injury, or from a car going 75 miles an hour.

99+: God Mode! Or practically. You can jump from the top of a skyscraper and land on your feet as if it were nothing. No vehicle can go fast enough that you can't jump or be thrown from it and not look cool as hell when you roll once, hop to your feet, light a cigarette and walk away unscathed.  This, however, violates the Veil when done in the presence of Humans.


◎◎◎: RANK 2 BONE GNAWERS - Stone-Throwing Devil (Physical Attack)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 5 HP
  • Mods: Athletics/Reflexes, Occult
  • Duration: Scene
  • Resist: Physical Defense
  • Permanent Affects: 
    • +1 Physical Attack

Description:
Anything you can throw as a weapon becomes deadly. If your Garou is the sort of bastard that throws rocks during city riots, dumps garbage on policemen from a fire escape or tosses around furniture in bar brawls, then this Gift is for you.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Projectiles thrown can be a rock, a can of green beans, garbage can or other similar objects become weapons capable of actual damage. If the Target fails to defend, the impromptu projectile does 5HP of Damage instead of the normal mild scrapes or bruise.


◎◎◎: RANK 2 BONE GNAWERS - I've Got a Big Rock (Physical Attack)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 15 HP
  • Mods: Athletics/Reflexes, Occult
  • Duration: Scene
  • Resist: Physical Defense
  • Permanent Affects: 
    • +1 Physical Attack

Description:
Instead of throwing a weapon to cause greater injury, the werewolf throws large and/or heavy projectiles with greater accuracy. This Gift is taught by an air-spirit.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll to attack. Large, oddly shaped or unwieldy objects are usually more difficulty to throw than aerodynamic ones. However with this Gift, if the Garou can lift it, he can throw it. 

The Storyteller may still increase the difficulty because of range or other modifiers, but with this Gift, a motorcycle becomes as aerodynamic as a baseball. Note that a werewolf can’t use Stone-Throwing Devil and I’ve Got a Rock in the same turn). Also note that throwing a motorcycle like you’d throw a knuckleball violates the Veil. 


◎◎◎: RANK 2 BONE GNAWERS - Trash Magnet (Physical Attack)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 5 HP
  • Mods: Physical Skill, Occult
  • Duration: Scene
  • Resist: Athletics/Reflexes
  • Permanent Affects: 
    • +1 Physical Attack

Description:
Ordinary street garbage becomes the Bone Gnawer’s ally as it swirls about his opponent or engulfs his rival. All the trash nearby assails and hits the target of this Gift, making life difficult. Older Bone Gnawers can completely immobilize smart-mouth, upstart Garou in heaps of trash and piles of garbage. Trash-spirits teach this Gift, although Rat-spirits teach a version that animates sewer flotsam.

System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll.  If the target fails to resist, the results depend on the roll made by the Garou using this Gift to attack to determine the amount of trash involved. 

NOTE: This Gift does not create trash but instead draws upon the garbage in an area. An attempt to use this Gift in a sterile laboratory would fail.

Roll Chart

1-10: Botch! (rolling a natural 1-10) Instead of the trash attacking the target, it gathers all the surrounding garbage into a neat pile. The entire area looks so much better. You're the new Molly Maid of the Garou.

11-69: Nothing happens but a few swirling Butterfingers wrappers are caught up in a wind that dissipates quickly.

70-90: The target finds himself blinded by swirling debris, garbage, old newspapers, etc., and is incapable of taking any actions other than to cover his head for the next two turns suffering 5 HP of Damage.

90+: The target is buried by the mounds of swirling garbage. If the Storyteller says there is enough garbage to use for this attack, the target must take the next 2-3 turns to dig himself out and suffers 5 HP of Damage. (Storyteller's choice.)


◎◎◎: RANK 2 BONE GNAWERS - Odious Aroma (Physical Attack)

  • Base Roll: 50
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Physical Skill
  • Duration: 3 turns
  • Resist: Physical Skill
  • Permanent Affects: 
    • +1 Physical Attack

Description:
The Bone Gnawer can amplify his (probably already formidable) body odor to the point that it debilitates any who can smell it. A stinkbug-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. All those who fail to resist (and who have a sense of smell) will suffer -5 Mods on Mental Defense and Mental Skill for 3 full turns.


◎◎◎: RANK 2 BONE GNAWERS - Guise of the Hound (Physical Skill)

  • Base Roll: 50
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Subterfuge
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Skill

Description:
Bone Gnawers can blend into the urban landscape, disguising their Lupus forms so they appear as very large dogs rather than a wolves. Despite its enormous utility, most other tribes spurn this Gift as degrading to the dignity of the Garou. A dog-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and make a successful roll. For the duration of the scene (or unless the Bone Gnawer wishes to end it earlier) the Garou disguises his/her/their wolf form as a large dog. Any of the very larger dog breads (90-100+ pounds such as a mastiff, newfoundland, St. Bernard, etc.) can be used for this Gift.


◎◎◎: RANK 2 BONE GNAWERS - On Patrol (Physical Skill)

  • Base Roll: 50
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Alertness
  • Duration: 1 Hour
  • Resist: Physical Skill
  • Permanent Affects: 
    • +1 Physical Skill

Description:
Bone Gnawers who hang out on strategically chosen street corners have a chance to sniff out supernatural creatures in the neighborhood. Using the Gift takes 20+ minutes of casual observation and moderate focus. During that time, if a Wyrm-tainted creature passes within about a city block, there’s a chance the werewolf will pick up his scent. Galliard Bone Gnawers use this Gift while performing on street corners; Ragabash do the same thing while begging for change. Lost-dog spirits teach this Gift.

System: 
The Garou places himself strategically on a street corner or other well traveled area. The Player spends 2 Points of Energy/Gnosis and makes a successful roll. After about 20 minutes (Real Time), the Storyteller will be able to tell the Player if their Garou has sensed any beings with Wyrm-taint in the vicinity of about a city block.  

The effects last for one hour, as long as the Garou is attempting to sense Wyrm-tainted creatures. After a RL hour, the Gift must be used again, though a successful roll will extend the time limit for another hour. (In the wilderness, the range is up to the Storyteller based on surroundings.) 

As one would expect, a Bone Gnawer sitting on a street corner reacting to stuff that isn’t really there looks like he’s strung-out, drunk, stoned or insane. Even while “chemically enhanced,” he can still sense the taint of the Wyrm around him. 


◎◎◎: RANK 2 BONE GNAWERS - Between the Cracks (Mental Skill)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Intuition
  • Duration: three turns
  • Resist: Willpower
  • Permanent Affects: 
    • +1 Mental Skill

Description:
Urban blight is the very underbelly of the Wyrm, and the Bone Gnawers know it better than any other tribe. The werewolf’s instincts guide him to the nearest barren spot within an urban area — a place where no human has set foot for at least a week, and one which is not only isolated and currently unoccupied, but also likely to remain so for the rest of the night. This may be a boarded-up, abandoned building, a vacant apartment, or even a dead subway station. Bone Gnawers find this Gift useful for securing ritual spaces, setting up ambushes while preserving the Litany, and finding a place to sleep for the night. Any urban spirit can teach this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou will locate a place within a city that is abandoned, quiet and unlikely to have any human traffic.

Any non-Garou attempting to enter this space must roll vs. Willpower (DIF: The Garou's Roll to find the place) or have an overwhelming compulsion to leave. This lasts until Dawn. If the intruder makes their roll, they may choose to enter. 

NOTE: Humans must roll with a -5 penalty to Willpower.


◎◎◎: RANK 2 BONE GNAWERS - Cornered Rat (Physical Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge
  • Duration: See System
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Skill
    • Temporary Affects:
    • +15 to Physical Attack

Description:
When backed into a corner with nowhere to run, there are only two options — beg for mercy or turn and fight. Rat-spirits teach Bone Gnawers to excel at the latter. 

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. This Gift boosts the Garou's Physical Attack by a +15 Mod for the duration of the battle.


◎◎◎: RANK 2 BONE GNAWERS - Blissful Ignorance (Physical Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Stealth, Athletics/Reflexes
  • Duration: See System
  • Resist: Alertness
  • Permanent Affects: 
    • +1 Athletics/Reflexes
    • Temporary Affects:
    • +15 to Physical Attack

Description:
The Garou can become completely invisible to all senses, spirits or monitoring devices by remaining still. A chameleon-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. After one full turn of inaction, the Garou will essentially become invisible and unnoticed. As long as you do not move, even if someone has noticed you sitting or standing in the same spot previously they will no longer perceive you in the room or area. Your body blends into the background. This lasts for the duration of the scene, or until you move.

Depending on the Garou's roll will effect the level of from the Perception + Alertness rolls of those looking for the character actively. If no one is doing so, then just one success indicates complete concealment.

Roll Chart

  • 1-10: BOTCH! Not only can everyone see you perfectly, every turn for the next five turns your body make some kind of noise that attracts attention to you, whether sneezing, coughing, farting, giggling, knees cracking loudly, etc.
  • 11-69: Failed. You are seen normally.
  • 70-89: -10 Alertness to see you
  • 90-99: -20 Alertness to see you
  • 100+: You are invisible to all. No roll to resist will work for the duration of the scene.


◎◎◎: RANK 3 BONE GNAWERS - I've Got a Toothpick (Physical Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 15HP
  • Mods: Stealth, Physical Attack
  • Duration: See System
  • Resist: Alertness
  • Permanent Affects: 
    • +1 Athletics/Reflexes
  • Temporary Affects:
    • +15 to Physical Attack

Description:
This deceptively deadly Gift allows the Garou to turn any small, harmless little thing handy into a deadly projectile. While the Garou using this gift can walk in a secured place without a weapon on his body, the unassuming toothpick he has dangling from his lips or the ballpoint pen behind his ear can be thrown with the accuracy, velocity and deadly effect of a dagger. This Gift is taught by a Mosquito Spirit.

System: 
The Player spends 2 Points of Energy/Gnosis and (on his turn) declares exactly what the Character is using for his throw that is no bigger than a golf ball or longer than a pen (toothpick, fork, marble, walnut, lipstick case, pencil, Zippo lighter, etc.), then making a successful roll. If the Target misses his defense roll, then the Garou's attack hits where he declared it would hit, doing 15HP of damage. Plus, if the target was an eye, throat or other vulnerable spot, the Storyteller can assign negative modifiers requiring the use of the body part that's now been impaled.

NOTE: If the Target Botches their Physical Defense roll, then damage is doubled.


◎◎◎: RANK 3 BONE GNAWERS - Find the Prize (Physical Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 15HP
  • Mods: Alertness, Occult
  • Duration:  See System
  • Resist: Alertness
  • Permanent Affects: 
    • +1 Athletics/Reflexes

Description:
The Garou employing this Gift closes her eyes and thinks about finding a thing of great value, either a specific item or a general class of things. 

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou is then able to locate a prize equal to the success level of their roll.  The clue is decided by the Storyteller and must be worked into the story: “Turning the corner, you see an ad for the Hound Dog Cafe… perhaps the Elvis Collector's Plate you're looking for could be there?” 

Note that just because an item has been located does not mean it can be easily gotten. This Gift can only be used once per scene.

Roll Chart

1-69: There's either nothing in the area or you're just not sensing it.

70-79: The Storyteller can give you one clue regarding the whereabouts of the item you seek.  For example: "You get a funny sensation that you should head downtown to look for that collectors Elvis plate.”

80-89: The Storyteller can give you two clues regarding the whereabouts of the item you seek. "For example: "You sense you should head downtown. Once downtown you see an ad for the Hound Dog Cafe… perhaps the Elvis plate could be there?”

90-98: The Storyteller can give you three clues regarding the whereabouts of the item you seek. "For example: "You have a feeling you should head downtown. The image of a run-down deli called the Hound Dog Cafe comes to mind and you feel compelled to check the place out in the hopes of finding that elusive Elvis collectors plate."

99+: Jackpot! The storyteller tells you exactly where the item is, plus another clue as to how to get it. For example: "All of a sudden, you instantly know exactly where the Elvis plate is located. It's downtown at a dive called the Hound Dog Cafe. But it's not hanging on any wall like the other memorabilia. It's actually in a locked safe in the manager's office, hidden behind a velvet painting of Elvis. But wait! There's more! The safe is broken and if you can find a screwdriver, you can pop the door open by prying the bottom corner. Whew! Could have wasted hours trying to pick that broken lock and never get in!"


◎◎◎: RANK 3 BONE GNAWERS - Cooter's Blessing (Buff)

  • Base Roll: 0
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: PASSIVE
  • Duration:  See System
  • Resist: Alertness
  • Permanent Affects: 
    • +1 Physical Skill
    • +5 Craft

Description:
Any Bone Gnawer who watches too much television knows about Cooter. He’s got a tow truck parked down the street from the Dukes of Hazzard, and he always has the right tool for the right job. This Gift not only makes proper automotive repairs much easier, it can also save your life if you’re caught unaware while changing a tire by the side of the freeway.

System: 
This is a Passive Gift and requires no Gnosis or roll for success. The character will need to have a heavy, automotive tool at least as big as a large crescent wrench (anything smaller than a half-inch crescent wrench won’t do).  

This Gift automatically reduces the difficulty of any automotive repair roll to 40, plus any additional Modifiers for the particular repair that you have earned.


◎◎◎: RANK 3 BONE GNAWERS - Cooter's Rage (Physical Attack)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 15HP
  • Mods: Primal Urge 
  • Duration:  See System
  • Resist: Physical Defense
  • Permanent Affects: 
    • +1 Physical Attack

Description:
Cooter can fix anything with a good tool, but if you piss him off he can turn that big crescent wrench into a deadly weapon. 

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. This Gift can make any heavy tool or metal item such as a wrench, crowbar, hubcap or any other heavy hand-held object a deadly weapon. 

Whether you prefer a tire iron or power drill, you can use your chosen tools to inflict a surprising 15HP of lethal damage for one scene. As an added bonus, you can do the same damage with all four hubcaps, the four wheel wells, and the spare tire of a car as ranged weapons. 

NOTE: You must have purchased Cooter's Blessing first in order to use Cooter's Rage.


◎◎◎: RANK 3 BONE GNAWERS - Lucky Bastard (Physical Skill)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive 
  • Duration:  Once per scene
  • Resist: n/a
  • Permanent Affects: None

Description:
By performing an epic feat to please the spirits, you’ve found a way to overcome the curse of your jackal’s blood. This Gift is taught by a jackal-spirit.

System: 
Passive Gift. This ability is always active but can only be used once per scene. This Gift allows the Garou's Player to reroll any roll for that character, including a botch, once during a scene. And even better, the second roll only applies if the roll is “better” (that is, scores higher) than the original roll. This Gift can be used once per scene.


◎◎◎: RANK 3 BONE GNAWERS - Call the Rust (Physical Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Occult 
  • Duration:  See System
  • Resist: Alertness
  • Permanent Affects: 
    • +1 Physical Attack

Description:
By whistling softly, the werewolf can summon sudden and destructive rust onto any ferrous metal he wishes within his immediate vicinity (10 meter radius). Guns corrode and jam, knives crumble, and cars become flaking hunks of junk. This only effects metals or alloys made of steel or iron. Silver, gold, platinum and titanium metals that are solid or plated are not effected by this Gift. This Gift is taught by a water elemental.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Difficulty level achieved depends on the amount of metal being corroded and the Garou's roll. 

Roll Chart

1-10: Any iron or steel on the Garou's person turns to dust. Well that's just embarrassing. This applies to buckles or buttons on clothing, metal fetishes, weapons, etc.

11-69: No effect.

70-79: Guns instantly corrode and become useless. Also, anyone holding a gun that has been rusted with this Gift will find his belt buckles, buttons or snaps or any other ferrous metal on his body disintegrate with rust.

80-89: In addition to Guns, all metal melee weapons are corroded to a point that they are useless in a fight. 

90-99: Plus, Cars within the vicinity turn to flaking hunks of junk with seized up engines.

100+: Plus, the range increases to 20 meters radius and includes all ferrous metals, such as the metal infrastructure of buildings, including any rebar rods in the road. Buildings may lose their facades, doors and gages may rust so that a sharp kick will blow them open, and exposed metal becomes brittle and crumbles away. The road starts to sink, crack or collapse as the metal structure beneath it turns to dust. Also, anyone besides the user of this Gift and his allies that happens to have buttons or snaps or any other metal on his body will have it disintegrate with rust. Unfortunately, this Gift knows no allies or friends.


◎◎◎: RANK 3 BONE GNAWERS - Laugh of the Hyena (Buff)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Occult 
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +1 Mental Defense

Description:
Hyena follows no one; instead, he laughs and mocks anyone who tries to command him. In the same fashion, a Garou who can actually convince a Hyena-spirit to teach him such defiance can steal the spirit’s mocking laughter. The Garou can learn to resist any attempt to command, cajole, force, or demand him to do something he doesn’t want to do. This is never subtle. The Garou must cackle like a hyena-spirit when calling upon this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Bone Gnawer will cackle like a Hyena as he uses the combined modifiers of his Willpower, Primal Urge and Mental skill when resisting any attempt at a mental control power or mental domination during the scene. This includes all effects of the vampire Discipline: Dominate, and any other Gift or Discipline that attempts to mentally influence the Garou.


◎◎◎: RANK 3 BONE GNAWERS - Friend In Need (Buff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Willpower, Mental Skill 
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +1 Mental Skill

Description:
It takes a lot for a pack to accept a Bone Gnawer as an equal, but once they do, the Bone Gnawer’s loyalty is unshakable. This Gift allows a Bone Gnawer to risk all, even his own life, to aid a packmate or tribemate. A dog-spirit teaches this Gift.

System: 
When a packmate or fellow Bone Gnawer is in danger, the Bone Gnawer may “lend” him what he needs, be it a Gift the Bone Gnawer knows, his Rage Points, Energy/Gnosis Points, his Willpower Modifier, or even his own life (in the form of Health Points). The Target needs to be within sight of the Bone Gnawer using this Gift to transfer the desired points, gift or modifiers.

The Bone Gnawer cannot lend a Gift of a higher rank than the recipient could know, nor can he lend Abilities or Attributes. 

The Player identifies the Target and exactly what he/she/they intend to give or lend. The Player then spends 2 Points of Energy/Gnosis and makes a successful roll for the transfer to take place. 

If the Player botches the roll to transfer a Gift or Points, the Bone Gnawer loses the Traits in question for the duration of the scene, but the recipient does not gain them. 

This Gift lasts until the end of the scene unless the recipient decides to terminate it early. If the recipient dies before the Traits/Points are returned, the Bone Gnawer loses them permanently.


◎◎◎: RANK 3 BONE GNAWERS - Dumpster Diving (Buff)

  • Base Roll: 50
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Skill

Description:
Just as entering a Moon Bridge helps Garou travel between caerns, dumpster diving allows Bone Gnawers and their packs to venture from one shrine of the Great Trash Heap to another. The werewolf burrows down into the trash, tunnels around in it, and then resurfaces inside another Heap in another part of town, another city, or even another part of the planet. Obviously this Gift is taught by a totem-spirit of the Great Trash Heap. 

System: 
The totem decides when to open and close these gateways and assigns their destinations. When the pack goes dumpster diving, the Player of the Garou using this Gift spends 2 Points of Energy/Gnosis and makes a successful roll.

The travel time is the same as for stepping sideways. Whether it works or not is determined by the Great Trash Heap Totem. (See Roll chart).

This Gift cannot be used more than once per RL day. Keeping these pathways open is difficult so the traveler and his pack must return to their original site within three days, If they don’t make it back in time, they’ll have to travel back by more conventional means. Distance is no obstacle and the destination can be anywhere on the planet.

Roll Chart

  • 1-10: Botch! You end up crawling out of a kitchen trash can in a house down the street. Not your pack...just you. You spend a turn picking egg shells and coffee grounds out of your hair or fur.
  • 11-49: You managed to travel as far as the bottom of the dumpster. Oooo! Found a Twinkie still in it's wrapper!
  • 50-89: The Great Trash Heap Totem looks favorably on you and your group. You emerge from a dumpster within 2 blocks of where you wished to travel.
  • 90+: Plus, you do not have to reroll to return and you have a full 7 days to do so instead of three days. You also get to narrow your location to the nearest dumpster to the exact location you wish to travel.

◎◎◎: RANK 3 BONE GNAWERS - Beg (Debuff)

  • Base Roll: 50
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult
  • Duration: Scene
  • Resist: Willpower, -10 Mod
  • Permanent Affects: 
    • +1 Mental Attack

Description:
Playing upon the compassion of others, Bone Gnawers can generate an amazing amount of pity. By exaggerating her miserable state, a clever Bone Gnawer can gain favor with people who have too much anyway. By groveling or telling his/her/their particular sob story, she might get a handout, a favor or at least a good meal. A pigeon-spirit teaches this Gift, which is one reason only Bone Gnawers ever learn it.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll as the Garou is telling his/her/their sad, sad story. If the roleplaying is particularly moving, the Storyteller can add an additional -5 WP to the Target's resist roll (for a total of -15 Mod) at their discretion. 


◎◎◎: RANK 3 BONE GNAWERS - Rant and Rave (Mental Skill)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Primal Urge
  • Duration: Scene
  • Resist: Willpower, -10 Mod
  • Permanent Affects: 
    • +1 Mental Attack

Description:
Suffused with the pure energy of the Wyld, the user of this Gift rants and raves in a torrent of nonsensical language. Only others who are properly attuned to his magic silver-hammer disco ball dimension can penetrate his tinfoil hat. More precisely, any member of his pack or the Bone Gnawer tribe can decode whatever nonsense thing he is saying. 

In addition, the Garou can instead project these thoughts at a distance to one listener; the ranting Garou chooses which individual receives his psychic transmission. The listener does not have to actually hear the ranting Garou. The distance of the projection depends on the Player's roll. (See Roll Chart.)

Ranting Bone Gnawers have been known to hold entire conversations from opposite sides of the same city, taking turns shouting violent imprecations to no one in particular. A Wyldling-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Each one of the Garou's Targets must either be a member of his pack or another Bone Gnawer. The duration of this Gift is for one full scene.

Roll Chart for Distance:

  • 1-10: Botch! (Rolling a natural 1-10) You can't communicate with anyone but you suddenly can hear everyone's thoughts in the area for two full turns. The mental assault is deafening. Storyteller's discretion on being able to hear anything discernable in the static-like noise. In any case, the Garou is incapable of any actions.
  • 11-59: No luck in reaching anyone. Everyone looks at you like a meth head having a bad day.
  • 60-69: Line of sight.
  • 70-79: Within the same building
  • 80-89: Within the same city block
  • 90-99: Same city
  • 100+: No limit

◎◎◎: RANK 3 BONE GNAWERS - Gift of the Termite (Mental Skill)

  • Base Roll: 50
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Mental Skill
  • Duration: See System
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Attack

Description:
The Bone Gnawer can cause wood to rot with astonishing speed. Furniture falls apart, documents disintegrate and even buildings collapse. Obviously, the best instructor of this Gift is a Termite Spirit.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The level of success determines the amount of wood or paper destroyed. Strategic use of this power and a little luck with the roll can have dramatic results even for users with little skill.

Roll Chart

  • 1-10: BOTCH! (Rolling a natural 1-10), not only does nothing rot, all termites, insects and rodents evacuate the premises and do not return for a minimum of 90 days. You should get a job at Terminix!
  • 49: No effect.
  • 50-60: You can rot a ream of paper.
  • 61-70: A wall with a wooden structure (does not include cement or brick walls) of your choosing has lost enough integrity that you can kick a hole through it.
  • 71-90: A wall and all furniture in the room has lost enough integrity that you can kick a whole through it or kick it apart. All paper products turn to crumbling dust. Doors made of wood can be pushed off their hinges with no effort at all. 
  • 91+: Plus, the roof of the building you are targeting opens up and begins to fall through. Anything made of wood is a crumbling mess you can easily pull apart with your hands as if it were made of tissue paper.

◎◎◎: RANK 3 BONE GNAWERS - Streets Tell Stories (Mental Skill)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Physical Skill
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: None

Description:
You’ve got an ear to the sidewalk… literally. By touching a road, sidewalk, or path of some kind, you receive a flash of impressions about what has transpired there during the last twenty-four hours. Urban spirits whisper words, waft scents, and even give a taste of events in the neighborhood. This Gift is bestowed by a City Mother or City Father Totem.

System: 
The Garou specifies exactly what sort of information he/she/they is looking for. The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Bone Gnawer gets a rush of images (described rapid-fire by the Storyteller). 

You may ask questions about any one of the bits of information given by the Storyteller and receive more specific details with all five senses. You can access complete recall about everyone who’s passed within the last day, including impressions from all five senses. 

NOTE: A botch on this roll (rolling a natural 1-10) will call unhelpful or trickster spirits that spend a full turn insulting the user of this Gift, the mangy cur!



◎◎: RANK 4 BONE GNAWERS - Cardboard Mansion (Physical Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Craft
  • Duration: 24 hours
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Skill

Description:
This Gift is an upgrade to the Level 1 Gift Cardboard Shelter. A Bone Gnawer with this Gift can create a perfectly functional and luxurious home for himself that appears like a large cardboard box (about the size of a dishwasher or stove box) from the outside. Inside however, it is as as spacious as a 2500 sqf./232 sqm house. 

The home is waterproof, noise-resistant, well-insulated and can be heated or cooled just like a real home. It also appears fully furnished.  Despite conditions outside the box, the “mansion” remains dry, warm and quiet. It is quite amusing to see a dozen or so Garou crawling out of a relatively small cardboard box like a bunch of circus clowns. Amusement aside, this is a handy Gift to have on cold winter nights or stormy summer days. A home or hearth-spirit can teach this Gift.

System: 
The Character must find a box no smaller than a 24 inches wide x 24 inches deep x 35 inches tall. This Gift works with larger boxes, but will not work with anything smaller. The Character must then cut a door into one of the sides for entry. After a suitable box has been located and set into place, the Player spends 2 Points of Energy/Gnosis and makes a successful roll. 

While the outside of the box is unchanged, crawling into the box the Garou and his/her/their friends will enter into a furnished 3-bedroom home with a kitchen, bathroom, and living room. The house has no windows and the only way to enter or exit the home is to crawl through the cut door.

The Cardboard Mansion will remain for 24 hours. After this time, the inside will return to it's original cardboard box dimensions. The Garou can use the same box to reinstate the Cardboard Mansion but the Player must again spend 2 Points of Energy/Gnosis and make a successful roll.

NOTE: Cardboard Mansions can be roleplayed without actually setting down a prim house. However, if a Player would like to have a prim Cardboard Mansion, they will need to rent a skybox for a more permanent structure, or contact the City Admin for permission to have a 24-hour skybox placed for them to use if one is currently available.


◎◎: RANK 4 BONE GNAWERS - Gift of the Skunk (Physical Skill)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Physical Attack
  • Duration: n/a
  • Resist: Physical Defense
  • Permanent Affects: 
    • +1 Physical Attack

Description:
With this Gift, the Garou can swell his musk glands, allowing him to spray musk like a skunk. It is, of course, taught by a skunk-spirit.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the Target fails to resist, he/she/they will spend their next turn retching. Afterwards, the Target suffers subtracts -5 from any roll for the rest of the scene. 

NOTE: Immersion in water negates the effects of this Gift, and it is ineffective against targets with no sense of smell or targets that are already submerged in water.


◎◎: RANK 4 BONE GNAWERS - Reshape Object (Physical Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Craft, Occult
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Skill

Description:
The werewolf can shape once-living material (but not undead!) into a variety of objects instantly. Trees may become shelter, buck antlers become spears, animal hides become armor, and flowers become perfumes. The item will resemble the object from which it was shaped (e.g., the aforementioned spear is made of antler, not wood). A Pattern Spider — one of the Weaver’s spirits — teaches this Gift.

System: 
Spending a point of Gnosis, the player makes a roll. If the roll is successful, the player may look to  turn a broken tree limb into a spear, turn a plant into a floatable raft, a rose into perfume, a bone into a teacup and saucer, etc. The created object is not necessarily permanent; it will last only until the end of the scene, unless the player has rolled a natural 90+, then the object is permanent.


◎◎: RANK 4 BONE GNAWERS - Attunement (Mental Skill)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Alertness, Occult
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: None

Description:
The Garou may commune with the spirits of a city or town and gain information about the area from them, including rough population, enclaves of Garou or other beings and secret tunnels. This Gift does not function in the wilderness, since the Bone Gnawers have lost the knack for conversing with such spirits easily. A rat-spirit teaches this Gift.

System: 
The player spends one Gnosis and makes a successful roll. The amount and accuracy of the information depends on the level of the roll. 

Roll Chart

  • 1-10: Botch! Playful spirits "can" lie (which can be fatal, depending on the nature of misinformation). Or, at the Storyteller's discretion, can tell a truth among the lies. Ignoring the truth as a lie could also prove to be fatal. But who knows which is truth and which is lie?
  • 11-59: The Spirits say nothing.
  • 60-80: The Spirits answer one question about the city or town.
  • 81-94: The Spirits answer two questions about the city or town.
  • 95+: The Spirits are chatty tonight! Whatever it is about you, the Spirits are vying for your attention. They not only answer 3 specific questions you ask them about the city, they tell you about any secret pasages, tunnels or doors in the city that they are aware of. They also tell you the name and species of the leading bad guy to watch out for.

◎◎: RANK 4 BONE GNAWERS - It's True! (Mental Skill)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +1 Mental Skill 

Description:
Once per scene, a Bone Gnawer with this Gift can tell an outrageous lie so well that ordinary humans accept it as truth. The story must at least be vaguely possible and end with the words, “Trust me.” What the human does with this knowledge is entirely a matter of roleplaying. Munchmausen Ratkin teach this Gift.

System: 
This is a Passive skill and does not require any Gnosis or roll for success. Any humans (Hunters, Gifted, Ghouls, Kinfolk, etc.) automatically believe the Bone Gnawer’s tale. This Gift does not work on supernatural creatures or animals.


: RANK 5 BONE GNAWERS - Shadow of the Rat (Physical Defense)

  • Base Roll: 50
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Occult, Mental Skill
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Defense 
  • Temporary Affects:
    • +5 Physical Defense

Description:
Rats are known for their resilience, persistence, and ruthlessness. Since Rat serves as the Bone Gnawer’s tribal totem, Garou of this tribe may learn a great deal about survival under the tutelage of rat-spirits.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. For the duration of the scene, the Player receives a +5 Mod on all Physical Defense rolls.


: RANK 5 BONE GNAWERS - Blink (Physical Skill)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: None

Description:
The Bone Gnawer can duck into a shaded area (an open dumpster, a dark alley, beneath a parked car) and pop out in another shaded or shadowy area some distance away, up to 10 yards. A rat-spirit teaches this Gift.

System: 
Passive. No roll or Gnosis points required.


: RANK 5 BONE GNAWERS - Infest (Mental Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Occult, PU
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: 
    • +1 Mental Skill

Description:
The Garou can summon a horde of vermin to invade a structure (no bigger than a large building or warehouse). The Gift summons any kind of vermin common to the area, which usually includes a lively variety of insect, slugs, and rodents, and it may also include carrion birds and snakes. These creatures will not attack humans mindlessly. They will act according to their natures, which often means fleeing to dark places and hiding out. Any vermin spirit can teach this Gift.

System: 
The player spends one Gnosis and makes a successful roll. What they call up is determined on their roll. 

Roll Chart

1-10: Botch! You just drew the attention of a Femori who shows up instead. 

11-69: Your summons didn't bring the horde of vermin you were looking for. But it didn't bring a Femori either!

70-79: A horde of cockroaches infiltrate the building, casing shrieks and a call to the exterminator.

80-89: You get a horde of cockroaches AND rats. Watch where you step!

90+: You call cockroaches, rats, AND larger nuisance animals (types depending on your area). For example, alligators, racoons, squirrels, pidgins, small bears, feral cats, etc.) The place will be unlivable for a long time. 


: RANK 5 BONE GNAWERS - Face the Crowd (Mental Attack)

  • Base Roll: 70
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Occult, Persuasion 
  • Duration: n/a
  • Resist: Willpower
  • Permanent Affects: 
    • +1 Mental Skill

Description:
You thrive in the midst of riots, angry mobs, lynchings, civil disturbances or any other situation with a crowd of humans who rebel, revolt, or resist authority. The Gift doesn’t actually enrage a crowd; it just adds direction to a riot already in progress. Wyldlings and Ratkin Twitchers teach this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. In the first turn the Player/Garou can use one noun and one verb in an attempt to direct what the angry mob will do. The Garou doesn’t need to vocalize these commands; the Player states them to the Storyteller. The effect becomes a compulsion to those who do not resist or who fail to resist the effects of this Gift.

Silly commands automatically fail. You must direct the crowd at something other than itself, so verbs like “sleep,” “vomit,” or “laugh” or the noun “suicide” have no affect at all. You could issue a command like, "Kill Vampires!" or "Government Revolt." The former would work if the humans knew vampires were real and where to find them. But the command "Drink Pepsi" would do nothing since the command is directed at the individuals in the crowd and not at some external source of potential angst. 

The Storyteller always has the right to veto any noun/verb that’s too abusive (“kill yourselves”) or just plain stupid "Start Breakdancing." However, if a Storyteller vetoes the noun/verb, the roll is done, the Energy/Gnosis is already used and the Player cannot "change their mind" to a new command that is more appropriate to the situation. Keep in mind, you're trying to direct a "CROWD," not the individuals. People can think for themselves, whereas Crowds behave with a singular purpose.


: RANK 6 BONE GNAWERS - Gluttony (Physical Attack)

  • Base Roll: 80
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Occult, Primal Urge
  • Duration: n/a
  • Resist: Willpower, Athletics/Reflexes
  • Permanent Affects: 
    • +1 Physical Attack

Description:
The Bone Gnawer in Crinos can open his jaws far wider than is normally physically possible, and can swallow things or beings whole. A werewolf with this Gift is even capable of gulping down an entire buffalo, or a whole pack of Black Spiral Dancers, only to regurgitate the creatures later. This Gift is taught by a catfish-spirit.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If a Target fails to resist swallowed objects/beings wind up in the Umbra, in a sub-realm that is a mystical “stomach” of the Garou using this Gift. 

The Garou can belch these objects out later. The werewolf can store objects in this mystical stomach for a number of hours equal to his level of Occult. After this time, the Garou automatically regurgitates them back into the physical world. The objects or beings appear next to the Garou, and are unharmed.

Should the Garou should die before the beings or objects are again regurgitated back into the Physical World, there is a 50% chance that they will spontaneously crawl out of the dead body of the Garou to return, or be stuck in the Umbra until found or rescued.


: RANK 6 BONE GNAWERS - Survivor (Physical Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Occult, Primal Urge
  • Duration: n/a
  • Resist: Willpower, Athletics/Reflexes
  • Permanent Affects: 
    • +1 Physical Skill

Description:
This Gift confers temporary immunity to many environmental factors. The Garou has no need of food, water or sleep, and she does not suffer from temperature extremes. The Garou is also immune to natural diseases and poisons. Wyrm toxins will still affect the Garou, but at half its normal potency.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The effects last for the duration of the scene. The Garou must sleep for at least eight hours when the Gift wears off, and will awaken ravenously hungry. 


: RANK 6 BONE GNAWERS - Help Me (Physical Skill)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: n/a
  • Resist: Willpower, Mental Defense (See System)
  • Permanent Affects: 
    • +1 Mental Skill

Description:
Once during a scene, a Bone Gnawer with this Gift can tell a tale of suffering so pitiful that he can elicit the help of an average human. With a high enough roll, he may convince the human to go out of his way to help the poor suffering bastard get back on his feet. 

Masters of this Gift have managed to walk with a mark to the ATM for a sizable donation, borrow the keys to a car for an evening, or sleep on someone's couch or spare room for the night. The tribe has spent millennia watching over the human race; after realizing on some subconscious level this great service, the human pays his protector back with a grand favor. Great Bone Gnawer heroes use this Gift when they need help protecting humans from the evils around them.

System: 
This is a Passive skill, requiring no use of Gnosis or a successful roll. Humans may attempt to resist:

  • DIF: 90
  • MOD: Willpower, Mental Defense

There’s a price to pay, however. Some rabble exploit these victims for all they can get, but this behavior is hardly considered honorable. Word gets around. Using this help for the common good is commendable, but if the werewolf uses this Gift from Gaia to rip people off, he’ll lose one point of Occult (which the Player must repurchase) if the local Garou find out. In any case, the Storyteller decides what help the human offers and whether or not they attempt to resist.


: RANK 6 BONE GNAWERS - Riot (Mental Attack)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Subterfuge, Occult
  • Duration: n/a
  • Resist: Willpower, Mental Defense
  • Permanent Affects: 
    • +1 Mental Attack

Description:
This Gift summons a horde of malevolent spirits to provoke and/or temporarily possess the human inhabitants of a city into violent rioting. The Gift plays on the hatred and fear of the down-and-outs of the city: the homeless, the poor, the suppressed, and even stray animals. 

The Gnawer can direct the riot to a degree, but such things tend to escalate and get out of control quickly, and the Garou has no power to stop the riot from doing so. A rat-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The spirits will immediately direct their hosts against a target of the Garou’s choice. The different hosts, however, will not necessarily work together — they may even begin to fight each other as the mob mentality takes over. 

NOTE: Rolling 90+ ensures the influence is strong enough to make even unlikely allies heed your call and fight together.