120 min read
SILVER FANG

We Silver Fangs claim the Death Wolf as our ancestor, for his blood is stronger in our veins than in any other bloodline. The purity of our fur shows this. We also follow his example to lead and act where others shirk their duties. Remember, no other animal would act to save Gaia at the risk of its own life - except for Wolf. If for no other reason, this sacrifice alone would allow the Silver Fangs to rule over all other wolves. - Tribebook: Silver Fangs (Revised)


THE ROYAL LINE
The Silver Fangs are first among the tribes, as they are quick to point out. Descendants of great heroes and monarchs, the tribe of Falcon claims the role of leadership of the Garou Nation. They trace their bloodline back to the Progenitor Wolf, a genealogy of the noblest human blood, royal heritage, and the finest wolf ancestors. Through the ages, they have been at the forefront of the war, the proudest and most magnificent Garou — and to hear the Silver Fangs tell it, that is still true.


SILVER FANG SOCIETY
Other tribes have their doubts, though. Some charge that the Silver Fang’s obsession with pure blood has brought them to inbreeding, and their once-clear minds have grown feeble and clouded through the generations. Weak kings demand respect for the deeds of their ancestors, not their own. Mad leaders care more for the details of their courtly traditions than for the war against the Wyrm. Far too many fall to Harano for them to be a healthy tribe.

Both viewpoints have some truth to them. The Silver Fangs do indeed descend from great heroes, and they have also suffered from their preference for aristocratic Kinfolk over healthy and intelligent Kin. Many are as bad as their critics claim, but some still shine with the light of old heroism. In some ways, they are exactly the exemplars of the Garou they claim to be — the strengths and the afflictions of the Garou Nation are reflected in the story of the Silver Fangs. 


BEING A SILVER FANG
From their First Change, the Silver Fangs learn that they are meant to rule — not that it is their destiny, or their right, but their purpose. The best of them interpret this mandate as a form of noblesse oblige: that they must lead by example in peace and in war. The worst seize upon it as justification for tyranny. Their aristocratic Kinfolk families raise their children with a sense of being “above the rest.” Their lupus Kin, of course, have no real sense of nobility per se. But the Fangs carefully protect them with the fullness of their resources, so many Silver Fang lupus still enjoy a more privileged youth than do the wolf-born of other tribes. Metis are treated somewhat paradoxically: on the one hand they are signs of impurity that impugn the famous Silver Fang pride, but on the other, Metis with two Fang parents have arguably some of the purest blood in the Nation. A Metis may never be king, but he may still receive some respect for his forebears (if not for his parents’ shame). 

Silver Fang society borrows a few “regal” traditions that are not seen in other tribes. They organize into Houses first and camps second, and their territories (or “protectorates”) are ruled by kings — traditionally Ahroun. They divide their courts into two lodges: the Lodge of the Sun deals with material and worldly matters, while the Lodge of the Moon focuses on spirituality and issues concerning the wolf lines. Their moots are remarkably convoluted, hinging on baroque rituals of etiquette that would scarcely be tolerated by any other tribe. 

As the Apocalypse unfurls, the role of the Silver Fangs is deeply controversial. Many Garou uphold tradition by acknowledging the Fangs as still worthy of leadership. Others treat them as figureheads to be openly respected and then quietly ignored when necessary. Still others chafe to be rid of them, the Shadow Lords most of all. 

But the Silver Fangs have yet to fall completely. The charisma of their forebears is still strong in the tribe; those that are willing to reach out to the other tribes are surprisingly adept at rallying septs to unite for war. Time will tell if these last vestiges of true nobility will be enough to keep the tribe, and by extension the Garou Nation unified, or if the Silver Fangs have been tarnished and blunted too long.


APPEARANCE

These noble Garou are known for their physical beauty, courage, and honor. Silver Fangs are of aristocratic human stock, and tend to have strong family resemblances within their bloodlines. Their wolf forms have clean silver or white coats, long jaws and full tail brushes. They are fond of jewelry, fine clothing, and ornately worked equipment as a sign of their status. In human form, they are fair of complexion and tend toward white to blond hair. Blue eyes are prevalent, but green are also not uncommon. Violet-blue eyes are also a Silver Fang eye color, but are exceptionally rare.

These old-money wolves generally dress in the latest high fashion apparel, but typically lean toward the conservative classic styles. While most are human-born, there are small packs of lupine kinfolk that run wild in the Adirondack Mountains of New York, the Canadian Rockies, Alaska, and the East Siberian Mountains. These wolves are almost always pure blood and aggressively protected by their human kinfolk brothers and sisters. 

Because of the relatively small pool of Silver Fang pure bloods, these wolves are greatly valued as potential mates for Silver Fang Garou if no suitable human Silver Fang kinfolk are available. While Garou mating with full blood wolves is not unheard of, it is more common for the Silver Fangs where elders will select proper mates for less motivated Silver Fangs of breeding age. Humans may cringe at such forced matings, but it is perfectly acceptable and proper in Silver Fang Garou society.


KINFOLK & TERRITORY
Silver Fangs are very concerned with the genealogy of their Kinfolk, keeping extensive records about the bloodlines of their human relatives. Their human Kin come from noble blood, though not necessarily wealthy. Their wolf Kin obviously have no equivalent, but the Fangs still carefully protect their wolf cousins on tribal preserves. 

Their Apex Kinfolk are known as Princeps. Each is celebrated at birth, protected, sheltered, and guarded. Princeps are natural leaders in the human world, educated in only the most prestigious universities. Their natural charisma and social skills have led them to presidencies, monarchies, and marriages in the most powerful countries on Earth. Often a particularly advantageous birth will be assigned a Garou guardian to watch over them and protect the Apex to ensure their line, and influence at the top levels of society continues. Many times a Metis will willingly volunteer for the task.

The Silver Fangs had their origins in the lands that are now Russia, and today they claim septs in the most desirable territories around the world, often commandeered from other tribes. And they will not hesitate to "rescue" territories from Black Spiral Dancers or lands where the Wyrm has driven out other tribes. These lands they keep them for themselves, no matter which tribe it previously belonged to before it had fallen to the Wyrm.



SILVER FANG GIFTS

◎◎◎◎◎: RANK 1 SILVER FANGS - Call The Breeze (Debuff)

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

Description:
The Garou calls up a strong (20 mph), cold breeze and directs it at whim. This breeze chills anyone not prepared for it, and it disperses (or redirects) clouds of vapor (including tear gas or airborne toxins) or swarms of insects. A wind-spirit teaches this Gift.

System: 
This is a Passive Gift and does not require the use of Gnosis or a successful roll. The Garou simply whistles to call the breeze. Anyone caught in it suffers -5 Mod Penalty from Alertness rolls for one turn. This can also be used to blow out small fires, like candles, torches or small camp fires.


◎◎◎◎◎: RANK 1 SILVER FANGS - Eye of the Falcon (Buff)

  • Base Roll: n/a
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: Passive
  • Resist: n/a
  • Permanent Affects: 
    • +1 Mental Skill
    • +5 Alertness
    • +5 Investigation
    • +5 Mod Ranged Weapons

Description:
Falcon is a great predator, with keen eyes and a sharp beak. As he soars in the sky, he can spot the tiny movement in the grass that betrays the location of his prey at great distances. He shares this Gift freely with his children so they may spot their foes easily and lead the Garou into battle with confidence. Any Falcon’s brood may teach this Gift.

System: 
This is a Passive Gift and does not require the use of Gnosis or a successful roll. Gain a permanent:

  • +5 Mod Initiative
  • +5 Alertness
  • +5 Ranged Weapons 

◎◎◎◎◎: RANK 1 SILVER FANGS - Falcon's Grasp (Debuff)

  • Base Roll: 50
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Primal Urge
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: None
  • Temporary Affects:
    • Targeted Foes suffer -15 Mod to break free for the duration of the scene.

Description:
A leader must keep a tight grip on his power, and this Gift allows the Garou to do so, literally. The Garou’s hands or jaws tighten in a mighty death-grip, making it nearly impossible to escape. A falcon-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. For the remainder of the scene, the Garou’s grip with either hands or jaws become vice-like. In game terms, the Garou’s Strength is considered the Vampire Skill Potence 3 for purposes of grappling or maneuvers such as the jaw lock. The Garou may not use this extra Strength to inflict damage. Any rolls to break free of the Garou's grasp must me rolled with a -15 Mod.


◎◎◎◎◎: RANK 1 SILVER FANGS - Flame Dance (Physical Defense)

  • Base Roll: 70
  • Energy/Gnosis Cost: 5
  • Damage: 5
  • Mods: Athletics/Reflexes
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects:
    • +1 Athletics/Reflexes

Description:
With the nimble agility of flickering flames, the Silver Fang responds to an attack with a precise practiced movements that allow them to easily defend and attack in one seamless motion. Similar to a martial arts move, this Gift acts first as a defensive move, and then as a claw, fangs, or a kick attack (if in human form). A mongoose-spirit teaches this Gift.

System: 
This is a Defensive Gift, and can only be used in response to a hand-to-hand or melee attack. In the HUD, it is treated just like a Street Fighter Martial Arts defensive move, which uses the purple Defense Menu.

How To Use:
When attacked, do not use the Blue Defense Popup Menu. Instead, open your Roleplay Menu by clicking the Fist Icon on your HUD. Select Flame Dance from your Roleplay Menu. This will open your purple Defense Menu (the same menu used for SFMA). But unlike SFMA moves that require a human form, Flame Dance can be used in any of your Garou forms. 

The Player then spends 5 Points of Energy/Gnosis and makes a successful roll to use Flame Dance as a defensive move. (You do not need to beat your Attacker's roll number, but you must roll 70+ or higher to execute this move.)

IF the defense roll was successful, the Player not only successfully dodges the attack, but they have used the momentum of their Dodge to spin around and attack with claws, fangs or a kick for 5 HP of damage to their attacker. There is no defense and the attacker is automatically hit.

For Example: The Garou is attacked by a Foe who successfully made their roll with 97 to hit the Garou with a dagger. Instead of immediately rolling a standard defend, the Garou uses their Flame Dance Gift, rolling 82. Even though this number is lower than the Attacker's roll of 97, Flame Dance was successful. The Fianna successfully defends and delivers a choreographed return attack that delivers 5 HP of damage to the Attacker. 

NOTE: This gift has a one turn cool down, meaning it can only be used every other defensive move.


◎◎◎◎◎: RANK 1 SILVER FANGS - Full Moon Cleansing (Mental Defense)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Primal Urge
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: None
  • Temporary Affects:
    • +10 Mod Mental Defense

Description:
This Gift allows a Garou to turn her own Rage against any effects of madness, real or supernaturally inflicted, thereby defeating it like any other enemy. Thus, she learns how the anger of the Full Moon may be made part of herself. This Gift is taught by a Moon Spirit.

System: 
The Player spends 2 Points of Energy/Gnosis and 2 Points of Temp Rage, then makes a successful roll. This permanently negates any effects of induced madness, supernatural or otherwise. The Character also receives a Temp +10 Mental Defense Mod on any rolls that attack the Garou's mental state,  emotions or emotional state for the duration of the scene.


◎◎◎◎◎: RANK 1 SILVER FANGS - Ice Dance (Physical Skill)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +10 Athletics/Reflexes

Description:
This Gift is a legacy of the tribe’s deep roots in Russia and the frozen north. The Wyrm often chooses its battlegrounds with cunning, using Gaia’s own snow and ice against Her defenders. This Gift allows the Fangs to face the Wyrm on equal terms, or even turn Gaia’s own beauty to their advantage by moving freely across snow and ice, as if it was a flat plain of green grass. An ice elemental teaches this Gift.

System: 
This is a Passive Gift and does not require the use of Gnosis or a successful roll. All Athletics-based rolls while on ice or snow are at +10 Mod bonus difficulty, and the werewolf may move normal speed across both deep snow and ice. 

NOTE: As this is a Gift of balance, Philodox Silver Fangs gain more from it than most: their Athletics rolls on snow and ice are at +15 Mod bonus and they may double their normal running speed when they are on snow or ice.


◎◎◎◎◎: RANK 1 SILVER FANGS - Inspiration (Buff)

  • Base Roll: n/a
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: Scene, See System
  • Resist: n/a
  • Permanent Affects:
    • +3 Mental Skill

Description:
Other Garou look to you for leadership in battle. Similar to the Shadow Lord Gift "Grim Resolve," this Gift lends new resolve and righteous anger to the Silver Fang's allies and brethren. Either a lion or wolf spirit teaches this Gift.

System: 
This is a Passive Gift and does not require the use of Gnosis, or a successful roll. However, it must be "invoked" by declaring it in local chat BEFORE any Willpower roll is to be made. All comrades (but not the Silver Fang using the Gift) receives a Temporary +5 Willpower Mod for their next Willpower Roll. This can only be used once per Silent Strider, per scene.

NOTE: This Gift can only be used a total of once per scene and cannot be used a second time by a different Garou with the same Gift.


◎◎◎◎◎: RANK 1 SILVER FANGS - Hand Blades (Physical Attack)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 5
  • Mods: Physical Attack, Athletics/Reflexes
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: 
    • +1 Physical Attack
  • Temporary Affects:
    • 2 Attacks Per Turn

Description:
Many Silver Fangs specialize in Klaive dueling and swordplay. On occasions, they are disarmed or attacked when they are unarmed. This Gift allows them to rely on their skill in swordplay by turning their arms into razor-sharp blades that slice and cut like the best-forged swords. An ancestor spirit, usually a former Klaive dueling master, teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll to attack with their Hand Blades. For the rest of the scene, the Character may use his/her/their arm like a sword:

  • DIF: 60
  • MOD: Physical Attack, Athletics/Reflexes
  • DMG: 5 HP
  • 2 Attacks Per Turn

NOTE: While your arms "act" like swords for the duration of the scene, they still look like arms. This Gift cannot be used in lupine form.


◎◎◎◎◎: RANK 1 SILVER FANGS - Merlin's Call (Physical Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Persuasion, Occult
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects: None

Description:
This Gift allows the alpha of a pack to call out to the Garou's allies, letting them know exactly where he/she/they is and allowing them to rally around the Garou, even in complete darkness or other situations in which the werewolves are effectively blinded (such as heavy fog, or intervening walls). However, the sound that the alpha makes cannot be used by other creatures to locate the Garou. A merlin-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Any other member of the character’s pack or allies will know exactly where the Garou is, relative to their own position, for a number of 4 turns to the successes rolled; any creature within earshot who is not a member of the pack or are allies hears nothing.



◎◎◎◎: RANK 2 SILVER FANGS - Osprey's Eye (Buff)

  • Base Roll: n/a
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: Passive
  • Resist: n/a
  • Permanent Affects: 
    • +10 Alertness

Description:
Osprey can spot her prey in the water from high in the air above, despite the distorting effect of the water itself. She gives her children the same ability, so they may hunt the enemies of Gaia as easily in the water as in the air. This Gift is taught by an osprey spirit, or by her ally, Salmon

System: 
This is a Passive skill and does not require the use of Gnosis or a successful roll. The character can see into water as if there was no distortion at work. In addition, if the character is submerged in the water, he/she/they gain a +15 Mod for any any vision-based rolls while under water.


◎◎◎◎: RANK 2 SILVER FANGS - Austere Mind (Buff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Mental Skill
  • Duration:
  • Resist: n/a
  • Permanent Affects: None

Description:
The Silver Fangs have always valued self-control. To this end, they successfully petitioned a stone elemental to teach them this Gift that grants them the emotional stoicism of a rock.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou will instantly lose 5 Points of Both Permanent and Temporary Rage. Also, the Character cannot gain any rage points for the duration of the scene. This is not reversible. 


◎◎◎◎: RANK 2 SILVER FANGS - Crescent Moon's Awareness (Buff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Mental Skill
  • Duration: 4 Turns
  • Resist: n/a
  • Permanent Affects: None
    • Temporary Affects:
    • +10 Bonus to communicate with Spirits

Description:
This Gift allows the Garou to make others around her/him/them more aware of the spirits of the place. Garou catch glimpses and hear incomprehensible whispers of the spirits in the Penumbra, while Kinfolk and other humans feel an unsettling awareness of an alien world that they are normally oblivious to and have no means of understanding. This teaches them the power of the Crescent Moon. This Gift is taught by a Falcon Spirit.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. All creatures in the immediate area around the Garou (20 yards or so) become aware of the Penumbra at the edge of their senses. Garou may then step sideways or communicate with spirits at +10 Mod.

Humans, all Kinfolk, and animals find the effect profoundly disconcerting and suffer a -10 on all rolls for the 4 turns this Gift is in effect. 

The feeling is much like a deep, bass vibration that resonates in the body, mind and ears. If they come into contact with the penumbra, the sensation is something like an invisible, electrically-charged piece of impenetrable, yet flexible, invisible cellophane. 

Crescent Moon Awareness lasts for 4 turns. 

NOTE: The effects and duration are doubled when a Silver Fang Theurge uses this Gift.


◎◎◎◎: RANK 2 SILVER FANGS - Deep Roots (Physical Skill)

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

Description:
This Gift allows the Garou to stand their ground against their foes. Nothing can move a werewolf rooted with this Gift, although he is as vulnerable to other forms of attack as ever. Any forest-dwelling spirit can teach this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The character then becomes rooted to that spot for a number of turns equal to the number achieved on the roll. Any attempt to push, pull, drag or lift the Garou automatically fails to move the character, although the character can still attack, defend and do damage as long as they can do so rooted to the spot.

Roll Chart:

  • 1-10: Botch! The character takes a -5 on all attacks and defense for 3 turns.
  • 11-69: No effect
  • 70-75: 1 turn
  • 76-79: 2 turns
  • 80-85: 3 turns
  • 86-89: 4 turns
  • 90-95: 5 turns
  • 96-99: Scene, and cannot move until the end of the scene.
  • 100+: Scene, but can end the effects and move when they choose.

◎◎◎◎: RANK 2 SILVER FANGS - Eagle's Beak (Physical Attack)

  • Base Roll: 70
  • Energy/Gnosis Cost: 5
  • Damage: 12 HP
  • Mods: Physical Attack
  • Duration: n/a
  • Resist: Physical Defense
  • Permanent Affects: None
  • Temporary Affects:
    • +5 Physical Attack

Description:
The eagle’s beak is a sharp, tearing weapon that can tear its prey apart in seconds. Eagle's Beak makes a Garou's bite attack even deadlier. An eagle spirit can teach a Silver Fang the secret of eviscerating his enemy swiftly through this Gift.

System: 
The Player spends 5 Points of Energy/Gnosis and makes a successful roll. If the Target fails to resist, the Target takes 10 HP of damage.


◎◎◎◎: RANK 2 SILVER FANGS - Lion's Bite (Physical Attack)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 10 HP
  • Mods: Primal Urge, Physical Attack
  • Duration: Scene
  • Resist: Physical Defense, Athletics/Reflexes
  • Permanent Affects: 
    • +2 Physical Attack

Description:
Silver Fangs are students of other predators and have learned many things through their observations, including some hunting tactics more familiar to big cats than to wolves. The Garou with this Gift gains an unerring ability to bite down on the throat of his prey, choking it unconscious or to death, or even crushing its windpipe as lions do. The initial successful bite does full normal damage. The second turn establishes the choke hold, and the third turn kills or renders the Target unconscious. 

Due to the supernatural power of this Gift, it can be used on creatures much greater in size than the foe, although the Storyteller may apply a higher base roll to succeed against a foe of such size.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll to attack, AND the Target must fail to resist. On that turn, the Target takes 10 HP bite damage. However, the Garou's teeth have sunk into the neck of their Target. For the next 2 consecutive turns, the Target must then roll again (using the Unspecified Modified Roll in the HUD's Roleplay Menu at a -5 Physical Defense adjusted in the TEMP Menu) to resist Lion's Bite:

  • Succeed Resist Roll: 
    If the Target makes any of these rolls to resist, the effect ends and the Garou lets go of their hold. The Target is considered in a prone position once they successfully resist.
  • Failed Resist Rolls: 
    If the Target fails to make their second or third resist roll, no further damage occurs but the Target suffocates at the end of their third turn. NPC characters will die from this hold. Player-Characters will fall unconscious for the duration of the scene.

NOTES: 

  • Attacking/Defending While in a Lion's Bite:
    • Targets held in the Lion's Bite are unable to defend other attacks, but may still attack the Garou holding them. 
    • Attacks are limited to kicks/punches, small melee weapons (daggers or knives), small firearms (pistols or revolvers), or claws. 
    • Successful Target attacks do full damage, but do not release the Target from the Lion's Bite hold unless the Target kills or renders the Garou unconscious.
    • A held victim may take actions other than trying to escape, but any such action is at -10 difficulty.
  • Attacking a Target Held in a Lion's Bite:
    Anyone attempting to attack a Target held by a Garou in a Lion's Bite must do so at a -5 Attack Mod. If the new Attacker rolls a botch on the attack (rolling a natural 1-10), that attack will automatically hit the Garou using Lion's Bite. (Storyteller will adjust the HP damage in the Silver Fang's HUD.)

◎◎◎◎: RANK 2 SILVER FANGS - Gaia's Gift (Buff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge
  • Duration: 5 Turns (see system)
  • Resist: n/a
  • Permanent Affects: None
  • Temporary Affects:
    • +15 Physical Defense

Description:
Because the Silver Fangs were the only tribe of Garou to stand and protect Gaia, saving her from death, she has returned the favor and protects those Silver Fangs who ask for her aid. The Garou may call for Gaia's protection in battle. An avatar of Gaia teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Character then receives a +15 Temporary Physical Defense for the next 5 turns. 

NOTE: A natural unmodified roll of 90+ extends this protection for the duration of the scene.


◎◎◎◎: RANK 2 SILVER FANGS - Osprey's Flight (Buff)

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

Description:
When Osprey hunts, she can hover over the water. She wishes her children to hunt over rivers just as easily, so she teaches this Gift to those who prove themselves worthy.

System: 
This Gift is Passive, does not require the use of Gnosis or a successful roll, and is always active. The character may move, walk or run over the surface of a river or lake as if it were solid ground. 

However, for the character to do anything other than just walk or run across the water, the Player must make a successful Athletics/Reflexes roll (Difficulty determined by the Storyteller). This would include attempting to retrieve something floating on the surface, push a boat or other floating object, or any other additional activity. Failure sends the unfortunate werewolf to a humiliating bath. This Gift only applies to rivers and other freshwater bodies. It cannot be used on the sea or on saltwater estuaries.


◎◎◎: RANK 2 SILVER FANGS - Word of Honor (Physical Skill)

  • Base Roll: n/a
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: Always active 
  • Resist: n/a
  • Permanent Affects: Affects of this Gift are permanent and always active.

Description:
To a Silver Fang, honor is everything. This Gift imbues a Garou’s words with his honorable bearing. As long as the Silver Fang speaks the truth, others believe him. If the Silver Fang attempts to deceive or tell a lie, all who hear it will know it is a lie. An eagle-spirit teaches the Silver Fangs how to speak clear and true.

System: 
This Gift is Passive, does not require the use of Gnosis or a successful roll, and is always active. The Silver Fang can make every word he/she/they says bear the ring of truth. Anyone who listens, will hear that the Gift user speaks the truth. 

NOTE: This Gift counteracts any attack on them that would suggest they do not speak the truth.

Listeners are not necessarily inclined to obey the Fang or follow the Fang's suggestions, but the facts are clear. The Silver Fang must speak the truth, as he/she/they knows it, or the Gift automatically backfires and all who hear the Silver Fang will know they are being deceived. Basically, the Silver Fang can only speak the truth and becomes an exceptionally poor liar.


◎◎◎: RANK 2 SILVER FANGS - Lambent Flame (Debuff)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Primal Urge
  • Duration: Scene 
  • Resist: n/a
  • Permanent Affects: 
    • +1 Athletics/Reflexes
  • Temporary Affects:
    • All foes in hand-to-hand attacks against the Gift User suffer -5 Physical Attack and Physical Defense Mods.

Description:
The Garou causes her body to ignite with silver light. A Lune teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Character's body ignites into a luminescent glow. The glare illuminates a 100-foot area. Any hand-to-hand attacks made against the Garou take a -5 Mod penalty on their Physical Attack and Physical Defense rolls.



◎◎◎: RANK 3 SILVER FANGS - Truce of Helios (Mental Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Persuasion
  • Duration: 5 Turns 
  • Resist: Willpower
  • Permanent Affects: None

Description:
Helios brings reason and tact to the werewolves who honor him. He teaches the Garou to temper their instinct and Rage with thought and logic. Thus, those who follow him often become skilled diplomats and negotiators.

Usually, the biggest problem in achieving a truce, treaty or alliance is getting the other side to listen to the argument that the character is putting forth. This Gift forces them to listen to what the Silver Fang has to say. However, Helios values truth and justice. He does not force the listener to accept what is said. Neither does he allow his followers to use this Gift to gain a combat advantage over another by using it to delay the listener while an ambush or attack is organized. Any werewolf using the Gift in that way will find that it doesn’t’ work, and may find it never working for them again. Helios sends a Child of Kamak or a Firebird spirit to teach this Gift to those he finds worthy.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the participants fail to resist, the negotiation proceeds under the force of a spiritually-imposed peace. All those involved in the debate who have failed to resist cannot attack the speaker, ignore him or otherwise disrupt the proceedings. If someone attempts to do so, those under this influence will fight to stop him/her/them.

The truce endures for 5 turns. However, should the Silver Fang calling upon this Gift break the truce, its effects immediately end and will never be effective against the same target again. Doing this is a terrible insult to Helios and could result in the Gift being taken away permanently. (Storyteller's Choice.)


◎◎◎: RANK 3 SILVER FANGS - Unity of the Pack (BUFF)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: Scene 
  • Resist: n/a
  • Permanent Affects: None
  • Temporary Affects:
    • Garou allies gain a +5 Physical Attack to all rolls for the duration of the scene.

Description:
It is only natural for those guided by canny leaders to excel. This Gift allows the Silver Fang’s pack to enjoy the benefits of his/her/their unifying aura, making them deadlier warriors against the Wyrm’s minions. A wolf-spirit teaches this Gift.

System: 
This Gift is Passive and does not require the use of Energy/Gnosis or a successful roll. Whenever the Silver Fang is present, all members of his/her/their pack (not including the Silver Fang) gain +5 on all Physical Attack rolls. This Gift’s benefits are permanent. The Silver Fang cannot benefit from this Gift when she is alone. This Gift is not stackable with another Silver Fang's Unity of the Pack Gift.

NOTE: This Gift only affects other Garou who are of your pack or who are your allies. It does not affect non-Garou.


◎◎◎: RANK 3 SILVER FANGS - Hidden Meaning (Mental Skill)

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

Description:
Sometimes what someone doesn’t say is just as revealing as what they do say. This Gift allows a listener a sense of exactly what a speaker is concealing or avoiding saying. A heron-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Character gains an idea of what worries the speaker most, even if they haven’t alluded to it in any way during the speech. The higher the roll achieved, the more information the Storyteller should provide. This is most effective when used right before a conversation has taken place, but can be used after during the same scene to analyze what the Garou has just heard.


◎◎◎: RANK 3 SILVER FANGS - Half Moon Mnemonics (Mental Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Alertness
  • Duration: See System 
  • Resist: n/a
  • Permanent Affects:
    • +1 Mental Skill

Description:
This Gift allows a Garou to remember a moment with perfect clarity, fixing it forever within their mind. They may recall that moment at any time, and examine the memory from any angle they wish. The memory does not dim with age, and the recall is always perfect and total.  The werewolf must seek an Umbral sea and meditate on the sound of its wave, until she can hear the sea spirit calling to her. She must then focus on those instructions while at the same time keeping total awareness of the moment to learn this Gift. Thus, she makes the wisdom and reflection of the Half Moon part of herself. A sea spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll to store a memory and fix it in the Character's mind. 

Rolling a Botch (a natural 10-10) means the memory vanishes, leaving a permanent hole in the character’s memory. The character may dump memories at any time, leaving only a normal fallible recollection of the event.


◎◎◎: RANK 3 SILVER FANGS - Half Moon Diplomacy (Mental Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Persuasion, Mental Skill
  • Duration: Scene
  • Resist: Willpower, Mental Skill
  • Permanent Affects:
    • +1 Mental Skill

Description:
Sometimes the first step to resolving a dispute is to prevent yourself saying anything to make the situation worse. This Gift allows a werewolf to try to calm an explosive moment by preventing everyone present from saying anything inflammatory, thus bringing them all the Half Moon’s wisdom. A harrier-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Everyone involved in the debate or conversation must concentrate for a turn by staying silent and then make a roll higher than the Silver Fang's roll, modified by Willpower and Mental Skill  to say anything that they know is likely to make things worse. The effect lasts for the duration of the conversation or debate. 


◎◎◎: RANK 3 SILVER FANGS - Talons of Falcon (Physical Attack)

  • Base Roll: 70
  • Energy/Gnosis Cost: 5
  • Damage: 10
  • Mods: Primal Urge, Physical Attack
  • Duration: n/a
  • Resist: Physical Defense, Athletics/Reflexes
  • Permanent Affects:
    • +1 Physical Attack
  • Temporary Affects:
    • Do two attacks per action
    • See System

Description:
Falcon’s talons are sharp, allowing him to grasp and impale his prey before it even realizes that he has swooped. He grants these same talons to the most worthy of his children so that they may impale their foes upon their claws. No matter in which for the Garou is in, this Gift turns fingernails or claws into wickedly sharp impaling weapons, able to slice through skin and muscle and deep into the entrails of the Fang’s foe. A falcon spirit of the Great Flock imparts the secret of this Gift.

System: 
The Player spends 5 Points of Energy/Gnosis and makes a successful roll. The Player may attack with Talons of Falcon twice per action. If the Target fails to resist, the Target takes 10 HP of damage. 

Any attempts to use a supernatural healing ability of any description on the Target's wounds are at -5 Mod difficulty. (This does not apply to Remedies, Potions, Serums, Blood Bags, and other types of healing.) Garou using this Gift often screech like a falcon that has just won its prey as they attack. 

RESIST BOTCH: Any Targets of the Changing Breeds (including Garou) who botch their defensive roll (natural 1-10), must roll vs. Willpower or fall into fox frenzy when confronted with such a fearsome strike.


◎◎◎: RANK 3 SILVER FANGS - Wind's Returning Favor (Counter)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 5
  • Mods: Athletics/Reflexes, Physical Skill
  • Duration: n/a
  • Resist: N/A
  • Permanent Affects:
    • +1 Physical Defense

Description:
A Garou may use melee weapons, but most need none. During a defensive move and if the Silver Fang is successful in his/her/their defense, this Gift allows a Garou to take the attacking opponent’s weapon when they attack. This Gift is taught by a wind-spirit.

System: 
This is a Defensive Roll and can only be used while defending a Melee Attack. Once a Foe has successfully attacked, instead of rolling a normal Defense using the blue Pop-up, the Player clicks the Fist Icon on his HUD, which opens up his Roleplay Menu.

Select Wind's Returning Favor on your Roleplay HUD. This opens up your purple Execute Menu. (It is the same menu used for Street Fighter Martial Arts.)  Using this expends 2 Points of Energy/Gnosis and makes a successful roll to activate this defensive Gift. There is no defense for the Targeted Foe to this action.

FAILING RESIST ROLL: The Attacking Target suffers 5 HP of un-resistible damage, and has had his/her/their weapon snatched from his/her/their hands. The Attacking Target losses the Weapon's Prim and must either drop it on the ground or pass it over to the Silver Fang's Player.

This is a defensive response to an opponent’s close-range Melee attack. The Garou not only avoids any damage (if any), he/she/they manage to grab the opponent's melee weapon and yank it out of their hands. This weapon may be used on the following turn (if the Garou is skilled in wielding that type of weapon. If not, the Player puts it into the SL Inventory, gives it away, or sets it on the ground for someone else to pick up).


◎◎◎: RANK 3 SILVER FANGS - Wrath of Gaia (Area of Affect)

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

Description:
The Garou shows himself in full, terrible glory as Gaia’s chosen warrior. His splendor overwhelms minions of the Wyrm, (this includes Vampires) driving them before him in terror unless they can master their instinctive fear of this predator. An avatar of Gaia herself teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou takes a terrifying and powerful stance. This can be subtly intimidating or emitting a deep threatening growl (think Kahl Drogo from Game of Thrones)

Any minions of the Wyrm who look upon the Garou for the next scene must successfully roll to resist or flee in terror. The Wyrm minion cannot return for each turn in which they fail to make a successful roll (Player Characters), or the entire scene if they are an NPC. Once a minion of the Wyrm has made a successful roll, he/she/they has conquered their fear and can return with no adverse affects.

NOTE: Minions of the Wyrm include, but are not limited to, vampires, demons, mummies, and fomori.



◎◎: RANK 4 SILVER FANGS - Gibbous Moon Song (BUFF)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects:
    • +1 Mental Attack
    • +2 Levels of Persuasion

Description:
The Gift allows a Garou to learn the benefits of a smooth tongue and social awareness. It makes the werewolf talkative, interesting and likable, the very life and soul of any gathering. The moon’s own light seems to make her more interesting and attractive than she might normally seem. A Great Green Cheese spirit, a lively and somewhat aromatic member of Luna’s brood, best known to the Bone Gnawers, teaches this Gift. 

System: 
This is a Passive Gift that is always active and does not require the use of Gnosis or a successful roll. Once the character knows the Gift, he/she/they gain a permanent +2 Levels in Persuasion/Intimidation. This can go over an above the max level of 8 on that Character's Character Sheet.


◎◎: RANK 4 SILVER FANGS - Harrier's View (BUFF)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects:
    • +1 Mental Skill
    • +10 Mod on Pack Tactics and locating a packmate

Description:
The Gift allows a pack alpha to have a perfect sense of where his packmates are, relative to his own position. This allows him to howl or shout orders more effectively and plan the tactics of the group better. A barrier-spirit teaches this Gift.

System: 
This is a Passive Gift, is always active and does not require the use of Energy/Gnosis or a successful roll. The Garou with this Gift has an uncanny sense of his packmates’ location. All rolls related to finding a packmate/ally, or any rolls related to pack tactics gain a +10 Mod. This could mean a +10 on Stealth when you are with your pack and are attempting to sneak past guards, or on Athletics for climbing a building, etc. It is not applicable to combat rolls since this Gift is only for the tactical part of a mission.

NOTE: Because this modifier is situation-specific, you will need to add this in to your Temp Menu manually, and let your Storyteller know that you are doing so.


◎◎: RANK 4 SILVER FANGS - Claim of Authority (BUFF)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects:
    • +5 Mental Skill

Description:
There are times when a Silver Fang cannot be present at important moots or meetings, and must send another Garou in her/his/their place. To make sure that any advantages to be gained aren’t neglected, a Silver Fang with this Gift can grant a messenger some of the Silver Fang's own natural authority. It is taught by an ancestor-spirit.

System: 
This is a Passive Gift that is always active and does not require the use of Gnosis or a successful roll. For up to an OOC week thereafter, the representative is considered to possess the same level of Pure Breed as the Silver Fang, so long as she/he/they notes the name of the Silver Fang she/he/they speaks for. This Gift may not be used on an unwilling target-messenger.

NOTE: This Gift should only be used on very trustworthy Garou. Any actions done by the messenger on behalf of the Silver Fang are the responsibility of that Silver Fang and will be expected to be honored.


 ◎◎: RANK 4 SILVER FANGS - Dominance Blow (Mental Attack)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Persuasion, Primal Urge
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects:
    • +5 Physical Attack
    • + 1 Mental Attack
  • Temporary Affects:
    • +5 Persuasion/Intimidation per every successful blow (see system)

Description:
Smart Garou know to pay the Silver Fangs their due. Stupid ones openly challenge them, and force the Silver Fangs to assert their dominance. This Gift allows a Silver Fang to easily knock down would-be rebels by connecting physical dominance with rightful leadership. 

When this Gift is working, might does make right. Lupus Silver Fangs are fond of this Gift, which resembles wolf understandings of alpha standing. A wolf-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. After which, every physical blow the Silver Fang successfully strikes any Target grants the Silver Fang an additional +5 mod in Persuasion/Intimidation rolls for the duration of the scene, allowing the Silver Fang to browbeat or intimidate others more easily. The blows need not be full force or do any damage to grant the bonus for the scene.

NOTE: This will need to be added manually to your TEMP Menu on your HUD for every successful blow.


◎◎: RANK 4 SILVER FANGS - Merciful Blow (Physical Skill)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Medical
  • Duration: Scene
  • Resist: Willpower, Primal Urge
  • Permanent Affects:
    • +1 Physical Attack

Description:
The Garou can subdue a foe in combat without harming him, strategically striking blows that are painful and perhaps humiliating, but not damaging. A mongoose-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll to attune himself to the body of his foe. This is not considered an action, so can be done and attack at the same time, or during any other action. If the Garou's next attack (hand or weapon) is successful, and the Target fails to resist, the Target keels over helpless for one turn. 

This Gift inflicts no actual health levels of damage, just incapacitates the Target. This Gift lasts for the duration of the scene when the Silver Fang attacks that specific Target. The Player can end this Gift at any time earlier than that.

NOTE: If the Player rolls a natural 90+ when activating this Gift, the opponent is allowed two rolls to resist. If both rolls fail, OR if any resist roll is a botch (natural 1-10), then the target is fully incapacitated for the duration of the scene.


◎◎: RANK 4 SILVER FANGS - Gibbous Moon's Understanding (Physical Skill)

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

Description:
This Gift allows the werewolf to howl out general or specific instructions to her/his/their allies, and have them heard and understood even over the noise of battle, thus showing everyone the Gibbous Moon’s wisdom. To learn this Gift, the werewolf must persuade three different Lunes to spend a whole night in the character’s company. Just before dawn, one of them will teach the Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. For the duration of the scene, the Silver Fang's orders will be understood by any ally fighting in the same battle as the character.


◎◎: RANK 4 SILVER FANGS - Ignore Death Blow (Physical Skill)

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

Description:
Also known as "Sidestep Death," the old legends say that when the first Silver Fang died, he was reborn with this Gift. A Fang with this Gift simply sidesteps what would have become his deathblow. A lion-spirit teaches this Gift.

System: 
This Gift is Passive and does not require the use of Gnosis or a successful roll. Once per scene, the Fang can strategically sidestep all damage from a single attack by instinctually shimmying into the Preumbra for a fraction of a second. This is purely a reflexive skill, much like flinching or sneezing. The damage simply does not occur; no special handicaps take effect, either. It is as though the attacker failed to land the blow.

NOTE: The number Health Points subtracted from your HUD by the Attack will need to be added back in by a Storyteller or Moderator.


◎◎: RANK 4 SILVER FANGS - Leshii's Boon (Debuff)

  • Base Roll: 60
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Persuasion
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects:
    • +1 Physical Attack
  • Temporary Affects:
    • All enemies of the Gift User suffer -5 Mods on all rolls.
    • All enemies who eat anything they find in the forest suffer 10 HP Damage.

Description:
This Gift allows the Fang to turn the very plants and trees of the forest against her/his/their enemies. Tree branches lash against them and roots trip them up, animals nip at their heels and insects swarm around them. A leshii spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Every enemy of the werewolf within 20 meters radius of the Silver Fang suffers -5 mod on all rolls for the duration of the scene.


◎◎: RANK 4 SILVER FANGS - Mastery (Mental Attack)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Persuasion
  • Duration: Scene
  • Resist: Willpower, Mental Defense
  • Permanent Affects:
    • +5 Mental Attack

Description:
With the power of this Gift, the Fang can command other Garou, including Black Spiral Dancers, to do her/his/their bidding. A falcon-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou can give the Target one non-suicidal command, which he/she/they must obey for one turn per the Roll Chart below of the Silver Fang using this Gift. This Gift works only on other Garou.

Roll Chart:

  • 1-10: Botch! The Garou you are using this against recognizes the attempt to manipulate him.
  • 11-69: No effect, but the Garou you are using this on does not know there was any attempt to manipulate him.
  • 70-75: 1 turn
  • 76-79: 2 turns
  • 80-85: 3 turns
  • 86-89: 4 turns
  • 90-95: 5 turns
  • 96-99: 6 turns
  • 100+: Full Scene

◎◎: RANK 4 SILVER FANGS - Mindblock (Buff)

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

Description:
Upon learning this Gift, the Garou’s mental defenses are strengthened to the utmost. A falcon-spirit teaches this Gift.

System: 
This is a Passive Gift and is always active without using Gnosis or a successful roll. This Gift strengthens the Garou's mind against any direct mental attacks or attempts to control the Garou’s mind, as well as more insidious psychic assaults (mind-reading, mentally implanting illusions/memories or possession). The effects of this Gift are permanent, but they do not apply to powers that sway emotion.

NOTE: This +1 Level of Willpower is over and above the maximum 8 Levels purchasable on your Character Sheet.


◎◎◎: RANK 4 SILVER FANGS - Submit (Mental Attack)

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

Description:
Both the Philodox and Silver Fangs have by nature a commanding presence that compels others who are lower in level to them to submit to their authority. By succeeding in a test of wills, they dominate their opponents. When used on humans, the humans will fall to their knees in submission. Wolves will roll over on their backs and belly to them. Garou will respectfully take a knee with their eyes lowered. The cowed opponent can take no action against the user of this Gift other than submission, unless he is in direct danger. A Lion or Wolf Spirit teaches this gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Target is allowed 2 rolls to resist the submission (you will need to attack twice and spend more energy). If both rolls fail, the Target must submit to the Garou. If either roll succeeds, the the opponent will have successfully refused to submit. 

This Gift cannot be used once combat has started and will have no effect on any Garou who is higher in XP Level or Rank than the Garou using this Gift. The only exception to this are humans and other non Garou.



: RANK 5 SILVER FANGS - Burning Blade (Physical Attack)

  • Base Roll: 70
  • Energy/Gnosis Cost: 3
  • Damage: 10
  • Mods: Primal Urge, Occult
  • Duration: Scene
  • Resist: Physical Defense
  • Permanent Affects:
    • +1 Physical Attack

Description:
This Gift manifests a Burning Blade melee weapon from thin air that burns enemies even as it bites into their flesh. A firebird spirit teaches this Gift.

System: 
The Player spends 3 Points of Energy/Gnosis and makes a successful roll.  A burning blade appears in the Garou's hands and disappears after one strike. If the Target fails to resist, the Target suffers 10 HP of burn damage.

Vampires successfully struck with a Burning Blade must roll vs. Rötschreck. 


: RANK 5 SILVER FANGS - Silver Claws (Physical Attack)

  • Base Roll: 90
  • Energy/Gnosis Cost: 10
  • Damage: 20
  • Mods: Physical Skill, Primal Urge
  • Duration: Scene
  • Resist: Physical Defense
  • Permanent Affects: None
  • Temporary Affects:
    • Garou Targets suffer -10 Physical Attack when defending against Silver Claws.
    • Garou Targets who fail to Resist the attack, add +3 Points of both Temporary and Permanent Rage.
    • The Silver Fang using this Gift adds +1 Points to both Temporary and Permanent Rage due to the pain of the Silver.

Description:
By transforming his claws into silver, the Garou establishes his supremacy in battle with every blow using this attack.  An Earth Spirit teaches this gift.

System: 
The Player spends 10 Points of Energy/Gnosis and makes a successful roll. If the Target is a Garou, that Target must defend this attack at a -10 Physical Defense. All Targets who fail to resist this attack receive 20 HP of Damage. If the Target is a Garou and fails to Resist the attack that Target also receives +3 Points of both Temporary and Permanent Rage, in addition to the 20 HP of damage. If Rage points exceed the character's max amount, the Garou will Frenzy. 


: RANK 5 SILVER FANGS - Inspire Awe (Buff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Persuasion
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects:
    • +1 Initiative
  • Temporary Affects:
    • All allies gain a +5 Mod on Initiative. This does not apply to the Silver Fang using this Gift.

Description:
The Garou, simply by her/his/their bearing and strength, proves to others the worthiness of their mastery and right to rule other tribes. This Gift is taught by a Falcon spirit.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou's allies and friends of the Silver Fang feel an intense admiration of him/her/them, gaining a +5 to Initiative. 


: RANK 5 SILVER FANGS - Inspire Terror (Debuff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Persuasion
  • Duration: See System
  • Resist: Willpower
  • Permanent Affects:
    • +1 Mental Attack
  • Temporary Affects:
    • All Foes who fail their Resist Roll run from the field of battle every turn until they make a successful roll to Resist. Rolling a subsequent Botch has the Foe hiding from the battle for the duration of the scene.

Description:
There is nothing more terrifying than an angry Garou set upon destroying his/her/their foes in battle. With muscles rippling beneath a sleek pelt, eyes raging with battle-readiness and intelligence, it is no wonder that lessor foes run in abject terror to avoid such a confrontation. This Gift is taught by a Polar Bear spirit.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. All Enemies within a 20 meter radius of the Silver Fang must roll to Resist the affects of this Gift. If they fail to resist, they will run in terror (Fox Frenzy). Enemies will continue to run away each turn until they can successfully make a successful roll to Resist. 

Those who make their Resist Roll manage to stand their ground (or return after running in fear). Victims of the Silver Fang's powerful aura will remember how they felt and this will affect their reactions if they ever encounter the Silver Fang again. 


: RANK 5 SILVER FANGS - New Moon's Laughter (Buff)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Willpower
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects:
    • +1 Mental Skill
  • Temporary Affects:
    • All Social Rolls/Persuasion with a positive intent gain a +10 Mod.
    • All Opponent's Social Rolls/Intimidation with a negative intent suffer a -10 Mod.

Description:
This Gift allows a werewolf to make others around him/her/them more receptive to criticism and less obsessed with their own pride, thus showing them the wisdom of the New Moon. To learn this Gift, the werewolf must trick a Lune into revealing the Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. For one scene, the gathering that the character attended takes on a lighter mood. All Social rolls with a positive intent are at +10 Mod, while all Social rolls intended to disagree, provoke argument, insult or instigate misery are at -10 Mod. 

NOTE: If the Silver Fang character using the Gift is also a Ragabash, the bonus and penalties are doubled.


: RANK 5 SILVER FANGS - Full Moon's Wrath (Mental Skill)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Occult, Primal Urge, Mental Skill
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: None

Description:
Sometimes Luna’s wrath waxes so great that her enemies fall before her chosen like corn before a scythe. This Gift allows a hard-pressed werewolf to summon war-spirits to her/his/their aid, striking at the Garou's enemies. An Avatar of Luna teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. A variable number of War Spirits will then appear and attack the enemies of the werewolf. (See Roll Chart). The spirits remain part of the fray until they are defeated, the werewolf dies or the battle ends, at which point they depart into the Umbra once more. 

NOTE: War Spirits are played by the Player's Character who summoned them. For more information on War Spirits and their stats, visit the Bestiary. CLICK HERE

Roll Chart:

  • 1-10: Botch! One trickster spirit answers the call, but chooses instead to play tricks on the Garou who called it for 4 turns, before getting bored and leaves. (Played by the Storyteller.)
  • 11-69: Nothing personal, but No War Spirits answer the call.
  • 70-75: 1 War Spirit answers
  • 76-79: 2 War Spirits answer
  • 80-85: 3 War Spirits answer
  • 86-89: 4 War Spirits answer
  • 90-95: 5 War Spirits answer
  • 96-99: 6 War Spirits answer
  • 100+: 8 War Spirits answer

: RANK 5 SILVER FANGS - Kowtow (Mental Attack)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge, Persuasion
  • Duration: Scene
  • Resist: Willpower
  • Permanent Affects: None

Description:
While not a formal challenge to determine hierarchy within a pack, sept or tribe, this Gift helps to end arguments and skirmishes quickly amongst Garou of equal or lower level. With such rage moving like lava beneath the surface, fighting is a frequent occurrence within Garou society. While a Garou's Rage gives incredible strength when fighting together in battle, it is also their greatest weakness if left unchecked to eat away at a tribe from within. 

When done properly, an opponent, or several opponents, will concede to a more powerful wolf by acknowledging your authority in the matter and agreeing to resolve their differences without bloodshed. Think of this more like a strong smack on the back of the head to get their attention and realize they let their Rage rule their judgements. There is no shame to anyone involved in this acknowledgement. An owl spirit teaches this Gift.

System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. All opponents engaged in an open fight must make a roll to resist or be forced to acknowledge the wolf using this Gift by conceding. This is usually done non-verbally by simply nodding, lowering  their eyes and/or bowing to your authority. These simple actions end the conflict. If any wolves resist and continue to fight, it is now the responsibility of the Garou using this Gift to end it in a more physical way.

Failing to resist, or choosing not to resist, is not a show of weakness, but of wisdom, and does not negatively affect a Garou's standing in their tribe or sept.

NOTE: This Gift only affects Garou who are of the same Sept, tribe or pack of the Gift User and does not work on Spiral Dancers, Garou of other City-Sim Septs or any Garou with whom the user of this gift is not familiar.



: RANK 6 SILVER FANGS - Channeling (BUFF)

  • Base Roll: 80
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: Once Per OOC Day
  • Resist: n/a
  • Permanent Affects:
    • +5 Mental Defense
  • Temporary Affects:
    • Gain any +15 Mod on your next roll. See System.

Description:
A Garou using this Gift can channel her/his/their rage into a single action, helping to perform a single action with the best chance of success possible. This Gift is taught by a fire-spirit.

System: 
This is a Passive Skill and does not require the use of Energy/Gnosis or a successful roll. Once per OOC Day (which restarts at midnight SLT) the Player can then add +15 to any modifier in their TEMP Menu, which will only be applied to their next roll for success. 

For Example: A Garou is in a locked cell and must attempt to pick a lock, even though he has no purchased points in Larceny. Focusing his energy, and the Character gains a +15 additional Bonus Mod to his next Larceny roll. This Gift Bonus can be applied to any roll, no matter how many points/mods a Player has in any specific skill/ability or attribute, even if no points have been purchased in the particular skill/ability/attribute. This amount can go above and beyond the maximum number of bonus points. However, a botch is still a botch (rolling a natural 1-10), even if the Player has a 100 Mod. Disagree? CLICK HERE.

Cooldown: Can only be used once per OOC Day.


: RANK 6 SILVER FANGS - Luna's Avenger (Buff)

  • Base Roll: 80
  • Energy/Gnosis Cost: 5
  • Damage: 0
  • Mods: Primal Urge
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: None
  • Temporary Affects:
    • +15 Physical Defense
    • +10 Physical Attack
    • Attacking with Bite or Claws, other Garou defend at a -10 Physical Defense.

Description:
The Garou’s entire body, regardless of the Garou's current form, is changed to living silver. He/she/they becomes a nearly unstoppable warrior. A Lune teaches this Gift.

System: 
The Player spends 5 Points of Energy/Gnosis and makes a successful roll. For the duration of the scene, the Garou's body is infused with silver, changing the appearance of the fur to a glowing silver-white. The Garou is also immune to the effects of silver or any negative affects from the attacks of silver weapons. 

Any bite or claw attacks the Silver Fang makes on other Garou are defended against with a -10 Physical Defense. 


: RANK 6 SILVER FANGS - New Moon Legerdemain (Mental Skill)

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

Description:
This Gift allows the werewolf to summon and command a group of small trickster spirits. This last step in the Cycle brings the werewolf to an understanding of Luna’s need for the tricksters and the madness that she welcomes. 

The spirits, once summoned, dance around the Garou in the Penumbra, protecting her/him/them from harm but disturbing and unsettling all those around her. They play tricks on everyone in the vicinity; harmless and amusing ones on the werewolf’s allies and destructive ones on her enemies. An avatar of Luna herself teaches this Gift, which puts the Garou in her debt — and service — forever. 

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Depending on how high of a number the Player rolls determines how many Trickster Spirits answer the call (See Roll Chart Below). The Storyteller decides which types of  Spirits answer the call and plays the parts.

Types of Spirits:

Once the spirits are summoned, Strangelings, Chimera, Coyote and Wyldlings are the spirits that usually answer the Garou's call. For the length of the scene, they never leave their werewolf's side as they watch just on the other side in the Penumbra. They may occasionally play tricks on her or those around her if not engaged in other activities at the direction of the Garou who called them. If the werewolf wishes them to leave before the scene ends, the player must successfully use this Gift a second time to send them back. 

Once they are active, the spirits play games and vicious tricks on all the werewolf’s enemies within a 25-foot radius, pinching, tripping and interfering with them in all manner of ways. This creates a -10 difficulty to all the enemies’ mental and social rolls. The spirits may steal an object from an enemy in the Umbra once per day. It will only be a minor item of little worth or power, as defined by the Storyteller. 

The spirits might show their werewolf their prize, or they may not, depending on their whims. If no enemies are at hand, the spirits may turn their attentions to whomever is at hand (save the Gift’s master) — even allies are not quite safe, although the spirits harass them somewhat more infrequently. It is the wise Garou who sings the spirits back to slumber when the battle is done.

Roll Chart:

  • 1-10: Botch! One unpleasant spirit answers the call, but chooses instead to play tricks on the Garou who called it for 4 turns, before getting bored and leaving.
  • 11-69: No effect.
  • 70-79: 1 Spirit
  • 80-85: 2 Spirits
  • 86-89: 3 Spirits
  • 90-95: 4 Spirits
  • 96-99: 5 Spirits
  • 100+:  6 Spirits and 1 Greater Trickster Spirit

: RANK 6 SILVER FANGS - Paws of the Newborn Cub (Debuff)

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

Description:
With a glare and snarl, a Silver Fang strips a foe of all supernatural powers, Gifts and Abilities. Many servants of the Wrym have tried to employ their putrescent magic against the Fangs, only to realize that they face a mighty foe with only mundane methods of defense. A falcon-spirit teaches this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the Target fails to resist, he/she/they lose all their supernatural abilities (shapeshifting, Gifts, any sort of supernatural abilities or magical powers) for a number of turns determined by the Player's roll. (See Roll Chart below). 

This Gift can only be used/attempted on a Target once per scene. If the Gift fails or the Target successfully resists, the Garou cannot attempt to use it again on the same Target. 

Roll Chart:

  • 1-10: BOTCH! The Gift backfires and the Silver Fang cannot shift form or use any Gifts or supernatural abilities for the next 2 turns. This includes shifting form. Plus, the Garou cannot attempt to use this Gift again on any Target for the duration of the scene.
  • 11-69: No Effect
  • 70-79: 2 Turn
  • 80-84: 3 Turns
  • 85-89: 4 Turns
  • 90-94: 5 Turns
  • 95-99: 6 Turns
  • 100+: The target loses their ability to use magic, Gifts or supernatural powers for the duration of the scene.

: RANK 6 SILVER FANGS - Renew the Cycle (Mental Attack)

  • Base Roll: 80
  • Energy/Gnosis Cost: 2
  • Damage: 0
  • Mods: Primal Urge
  • Duration: Scene
  • Resist: Willpower
  • Permanent Affects:
    • +1 Mental Attack

Description:
One of the most potent powers available to the Garou, this Gift allows the correction of a grievous wrong to the natural cycle of Gaia. The undead, whose very existence is an affront to the natural order of things, wither and crumble to dust when struck by the power of this Gift. Whether the undead is a shambling, month-old animated corpse or an ancient vampire, the Fang can destroy it with but a glance. Only an avatar of Helios or Gaia Herself can teach this Gift.

System: 
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou and the Target enter into a resisted contest of Primal Urge versus Willpower with the undead required to beat the Silver Fang's roll. All ties go to the undead no matter how powerful or how high of a level the Garou using this Gift is. 

The Garou must then spend all their remaining Gnosis points, bringing their Energy Meter to zero, to activate the wrath of Gaia. There must be at least 50% of the Garou's Gnosis points remaining to satisfy this offering. If the Garou wins the contest, the vampire (or other undead) is reduced to its natural state: 

  • Vampires
    • NPC vampires of any level instantly turn to dust.
    • PC Vampires are torpored. 
      • However, the Vampire's Player may choose to roll a second Resist. If the second Resist roll succeeds, the Vampire is only stunned for 1 Turn and does not suffer any loss of HP. 
      • If the second resist fails, the PC Vampire is rendered to dust and suffers the true death. (See the Players' Rules, Death and Murder in Dominions of Darkness for full details or CLICK HERE.)
  • Reanimated Undead
    • Zombies will instantly fall to the ground in whatever state of decomposition they were in and cannot be reanimated. 
    • Skeletons also crumble to the ground in a pile of bones and cannot be reanimated.
    • Corrupt Liches, like Zombies, instantly fall to the ground but they quickly decompose to a putrid ooze of bodily fluids and rotting flesh.
    • Night Liches are harder to kill. Using this Gift on a Night Liche will instantly reduce the undead beast to 1 HP, causing the monster to Fox Frenzy and run away on its next turn. A Night Liche can be reanimated by a Necromancer if done so withing 24 OOC hours of its demise.
    • Freshly Dead exhumed corpses simply lose their animation. 
    • Abomino lose animation at the end of two turns and crumble to the ground like a deflated balloon. They cannot be reanimated by any means.
    • Mummies are forced into a dead season of sleep but this does not destroy them.
    • Other: Any other undead creature not listed here is determined by the Storyteller.

NOTE: Ghosts and other spirit entities are not affected by this Gift.


: RANK 6 SILVER FANGS - The Secret of Gaia (Buff)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects:
    • +1 Mental Skill
    • +20 Alertness
    • +10 Primal Urge
    • +10 Mental Defense
    • +20 Persuasion and Social Rolls when dealing with non-Wyrm Spirits
    • Automatically step sideways at any time or place
    • Open a moon bridge at any time or place on the physical plane

Description:
Some Silver Fang legends tell of a Great White Wolf who gave his own life to save Mother Gaia. He was the ancestor of the Silver Fangs, and of all the werewolves. Those Garou who rise to the highest rank amongst the tribe sometimes learn the secret that Gaia imparted to the Great White Wolf after his sacrifice, one that deepens their connection to Her and allows them to be completely aware of their surroundings.

Everything about the Garou's environment suddenly becomes part of the werewolf’s awareness. The Garou can sense the lay of the land, the type and nature of the plants growing on it and what forms of animal life live there. She/he/they can sense what spirits are at work in the area’s Penumbra. The werewolf also gains some sense of the health of Gaia in that area. In an urban area, the Garou might feel constricted or restrained, while in an area under attack by the Wyrm, she/he/they might feel itchy or in pain, depending on how successful the Wyrm minions are.

Any Silver Fang of sufficient rank may learn this Gift, but the majority of those who learn it are Theurges. Those werewolves who do learn this Gift are often changed as a result. Many choose to walk barefoot on the earth whenever they can, and show a greater than usual aversion to cities. None of them can actually articulate what the secret is, saying that it is either something you understand, or you don’t.

System: 
This is a Passive Gift and is always active. The werewolf gains an uncanny awareness of her/his/their surroundings for a one-mile radius, almost integrating the Silver Fang's awareness into the very landscape. 

The Garou can automatically see into the Penumbra, step sideways, and may look at both the Penumbra and the material realm simultaneously if she/he/they wishes. This Gift also allows the Silver Fang to open a moon bridge anywhere on the physical plane in which others may also travel if the Silver Fang wishes.

Some Theurges have likened this experiences to what the world must have been like before matter and spirit separated. All local spirits that are free of Wyrm taint sense the character’s oneness with Gaia and are well disposed towards the Silver Fang. 


: RANK 6 SILVER FANGS - Deflect Attack (Counter Move)

  • Base Roll: 70
  • Energy/Gnosis Cost: 2
  • Damage: 5
  • Mods: Athletics/Reflexes
  • Duration: Scene
  • Resist: n/a
  • Permanent Affects: None

Description:
Silver Fangs of this level have little fear of an enemy's attack, even one that may appear to be of greater power. The Fang's defensive moves are of such skill that no matter what type of Physical Attack an enemy attempts, the Garou can artfully avoid it and at the same time, redirect some of that damage back to the attacker.

System: 
This is a Defensive Move only and is used just like a Street Fighter Martial Arts move. When Attacked, click the purple COUNTER button at the bottom of the pop-up menu. This will open your Counter Defense Menu where you can select Deflect Attack

The Player spends 2 points of Energy/Gnosis and makes a successful roll of 70 or higher. The Player avoids any damage and delivers 5 HP of damage to their Attacker. There is no resist to this and the Attacker will take the damage.

Unlike Streetfighter Martial Arts, the Garou DOES NOT need to beat the Attacker's Roll to successfully use this Counter Move. The Player only needs to roll a 70 or higher to successfully use this Gift.


: RANK 6 SILVER FANGS - Wisdom of the Ages (Buff)

  • Base Roll: 0
  • Energy/Gnosis Cost: 0
  • Damage: 0
  • Mods: Passive
  • Duration: n/a
  • Resist: n/a
  • Permanent Affects:
    • +10 Intuition
    • +10 Occult
    • +10 Choice

Description:
With age comes wisdom, if a Silver Fang is lucky enough to survive that long. While not all Garou who manage to reach a venerable age display advanced wisdom (there's no fool like an old fool), there are spirits who have watched a Silver Fang all of their lives and if that Fang has lived a good and noble life, will teach them the last lessons to show how all those life experiences fit together in Gaia's great tapestry. A great owl spirit teaches this Gift.

System:
This is a Passive Gift and is always active. The Player's Character receives permanent bonus mods of +10 to Intuition, Mental Skill and a Skill or Attribute of the Player's Choice. Contact the Dominions of Darkness Admins to have your character sheet updated with you selection.