Source Material: Werewolf: The Apocalypse 20th Anniversary, Onyx Publishing
Philodox - the Half-Moon are Judges and Mediators in Garou society. They usually are the leaders in time of peace.
The half moon is balance and duality, standing between two worlds. The Garou is both wolf and human, flesh and spirit, fury and wisdom, savage and savant. The Philodox embraces this duality, attempting to harness it with balance.
The Half Moon acts as counselor, mediator and law-keeper to his pack. Where the Ragabash must question the laws, the Philodox must interpret them, finding the wisest answer out of many.
Half Moons are called to judge, for better or for worse. It is their task to set punishment when the Garou stray from the path, and to determine when a werewolf’s actions are particularly meritorious.
They are frequently leaders in times of peace, but often cede command to Ahroun or Galliards when war breaks out.
These are the "free gifts" that all characters born under the Philodox Auspice automatically receive at startup at no additional XP cost.
Buried so heavily in his role as impartial judge and jury, the Philodox may seem aloof, even surprisingly cold-blooded for a werewolf. Those born under the waxing Half Moon may seem unusually serene and disaffected, their emotions only emerging when their Rage comes to a boil.
The waning-moon Philodox is more incisive and judgmental, his all-seeing eye always carefully watching his packmates and colleagues for any departure from the expected. The Half Moons’ opinions are somewhat feared, yet highly respected — a word of praise or condemnation means much coming from those born to see both sides of every struggle.
Description:
It is the responsibility of the Philodox to not only give judgement, but punishment as well for those who have violated their responsibilities to Gaia. This Gift causes the Garou's claws and fangs to burn with the righteous power of the law. This Gift is taught by a Wolf Spirit.
System:
This is a Passive Gift, always active, and does not require the use of Gnosis or a successful roll to activate.
When fighting those who are Wyrm corrupted, Garou's claws and fangs glow with a silver aura and do double damage to all those who have fallen from their original purpose and now serve the Wyrm. For example, Black Spiral Dancers, fomori, corrupted nature spirits. This does not apply to Banes or Vampires since they never served Gaia and no fall occurred.
Description:
Having a way with words and speaking with others can take a Garou far in this world without resorting to physical altercations. This Gift allows a Garou in Homid form to become more persuasive, or more intimidating, when dealing with others The Philodox's words can lend a great deal of meaning and credibility to his/her/their statements. An ancestor-spirit teaches this Gift.
System:
The Player spends 2 points of Energy/Gnosis and makes a successful roll. For the duration of the scene, the Character receives a Temp bonus of +10 Persuasion/Intimidation. If successful, the Storyteller may also reduce the difficulties of all Social rolls or difficulty questioning a hostile witness during the scene as well. With this Gift activated, a werewolf could win arguments with hard line opponents, or cause a cold-hearted psychopath to relent (at least for a little while).
Description:
Through force of will, the Garou is able to ignore the pain of his wounds and continue acting normally. A bear-spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Character may ignore all wound and pain penalties for the rest of the scene.
NOTE: A botched roll (rolling a natural 1-10) has the Garou incapacitated and prone on the ground writhing in pain for three turns.
Description:
This Gift allows the Garou to sense the true nature of a single person or being. This information is detected through scent that goes past what is seen and identifies the person or being by their own natural scent. A Dog Spirit teaches this gift.
System:
Passive. This Gift is always active, allowing the Garou to instantly tell if someone is a werewolf. The Garou may also automatically sense any other type of being (Vampire, Fae, other shapeshifter, etc.) IF they have learned the scent previously.
For Example: The Garou using this gift attempts to Scent the True Form of a being who happens to be a Vampire. But having never been exposed to the scent of a Vampire, the Garou is unable to identify the being, but he does know the being is not a werewolf or any other previously learned scent in which he is familiar. He will also able to know that this being is new to him. And IF the Garou discovers that the being is a Vampire, he will remember it and be able to use the experience for future identifications.
Description:
As judges of the Litany, the Philodox have the ability to tell if others have spoken the truth, or have spoken lies. A Gaffling of Falcon teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. This Gift only reveals whether the Target is speaking the truth (as they honestly believe it) or not. It does not give the Gift User any additional insight as to what the truth is, or how much of what was said was a lie or truth. How a question is asked can make all the difference in getting to the bottom of learning the truth.
Description:
Alarming as it is to a Lupis Garou, the lack of natural weapons at his disposal while in human form is of great concern. It's no wonder that a Lupus Garou so keenly senses the sheer vulnerability and inherent weakness of the Homid shape. This Gift is taught by a Wolf or Mountain Lion Spirit.
System:
The Player spends two points of Energy/Gnosis and makes a successful roll. This Gift allows the Garou to manifest sharp claws and fangs while still in Homid form. It can only be used while in human form and lasts for the duration of the scene, or ends sooner if the Garou deactivates it himself.
Description:
This Gift allows the Garou to send a foe sprawling with but a touch. Any aerial spirit can teach this Gift.
System:
The Character touches the Target. It can be as light as a hand on a shoulder, or as hard as a punch in the face.
The Player then spends 2 Points of Energy/Gnosis and makes a successful roll. If the Target fails to resist, the Target is thrown to the ground in a prone position and must take an action during their own turn to again stand.
Using this gift counts as an action; activating this Gift to send a Foe sprawling to the ground and then striking a him are two separate actions.
Another Example: Philodox A successfully uses a punch attack, striking Garou B. If Garou B fails to resist, he takes the damage. But this also counts as a "Touch." On Philodox A's next action (or turn if he only has one action per turn) he can roll for "Falling Touch." Garou B will then need to roll to resist or be thrown to the ground.
Description:
The werewolf can learn under which phase of the moon another was born under. Although this Gift can determine Auspice, this Gift gives no indication as to whether the subject is a werewolf, or even if it is supernatural in any way. Any Moon Spirit can teach this gift.
System:
The Player spends one point of Gnosis and makes a successful roll. The Garou will know under which phase of the moon a being was born.
Description:
The Philodox have a sharp sense for those whose minds have been damaged by trauma or supernatural forces. This comes off as if it were a scent, which is different if the damage occurred through trauma or supernatural influences. A Lune teaches this Gift.
System:
This is a Passive Gift and does not take Gnosis or a successful roll. Taking a turn to focus, the Garou can sense if a Target suffers from derangement, and can identify the type of derangement by scent. This Gift also allows the Garou to sense those under the influence of Delirium, and at what stage.
Description:
The Philodox are often called upon to make difficult decisions. Unfortunately, things are not always so clear cut or black and white. In these cases, the Philodox meditates or takes a moment to look around for an omen, such as a falling leaf, a fluttering butterfly or other tell tale sign to the answer he seeks. An Owl Spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Storyteller will give the player a hint to the answer he seeks. If botched, the Storyteller will also give the player the hint he seeks...albeit a possibly erroneous or deceptive one. Or it could be the truth.
Description:
Any minor spirit the Garou knows by name can be called upon to serve him. The werewolf uses one point of Gnosis to summon and command the spirit, calling it by name. If successfully summoned, the spirit can execute one command before departing after it fulfills the request. If the Garou is of Adren Rank or higher (and the roll is a natural 80+), he/she/they can summon one Elemental Spirit within one mile to protect or assist the Silent Strider, even if the Strider does not know its name. An Incarna avatar teaches this Gift.
System:
The Player spends 5 Points of Energy/Gnosis and makes a successful roll. If the Character knows the name of a minor spirit, he/she/they can summon it to perform tasks, such as search an area for a lost cub or stand watch and notify the Garou should anyone approach. Once the task is complete, the spirit returns to the spirit realm. The minor spirit cannot fight for or defend the Silent Strider and will vanish if attacked.
Any Philodox of Adren Rank or higher that rolls a natural 80+ will automatically summon an Elemental Spirit (Storyteller's choice of which Elemental Spirit answers the call, but the Player will play the Elemental Spirit and make its rolls.)
Description:
A Philodox's authority extends past the Garou and into the realm of natural beasts. Such is his/her/their power of authority to command the loyalty of any specific animal within 100 feet of the Garou. The animal will follow the Philodox's commands willingly and unconditionally for the length of the scene. The animal will attack, defend or perform a task it is physically capable of performing. A Lion Spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The animal must be within 100 feet of the Philodox for this to be effective. This only applies to natural animals and does not effect supernatural or spiritual animals. (See the Bestiary for Animal Stats.) The term of service lasts one scene, after which the animal will return to its natural territory and activities.
Description:
When in Rome, do as the Romans do, is a wise proverb when wishing to blend in like a native and how not to attract unwanted attention. And following the laws of a realm is the best way to go. This Gift is particularly helpful if a Garou finds themselves in an unfamiliar realm where the laws governing that realm are not always obvious. When this knowledge is critical, a Philodox needs to take a shortcut. By channeling the wisdom of a realm’s spirits, the Philodox can intuitively guess important facts about the realm. This Gift is taught by an ancestor-spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. This Gift works in any realm, altered reality, parallel dimension or zone. What the Player rolls determines how many laws of the land the Character will learn.
The higher the dice roll, the more relevant facts about the realm can be learned, to a maximum of five laws or important information. The Storyteller determines which facts are most relevant; for example, if the Player gains only one success in the Abyss, the Storyteller might feel that the most important fact is “don’t fall in; if you fall into the Abyss, you’re lost forever.” This Gift functions only once per visit to any given realm, and doesn’t prevent redundancy; a Philodox might “learn” the same fact twice in successive visits to a realm.
Roll Chart:
Description:
This Gift gives the Philodox a new resolve from within his deepest reserves. A Wolf Spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Philodox regains one point of both Perm/Temp Rage and 4 Points of Gnosis. There is no limit to how many times this Gift can be used within a scene, as long as the Garou has Energy/Gnosis Points available to activate it.
Description:
Gaining the attention of all in attendance around him, the Philodox loudly claps his hands, strikes a klaive to a shield, or some other attention-getting demonstration. Until the Philodox has had his say, none may depart or interrupt him. A Lion Spirit teaches this Gift.
System:
The Player spends one point of Energy/Gnosis and makes a successful roll. All in attendance will fall quiet and listen. Any individual who wishes to interrupt the Philodox or walk out before he has finished speaking must spend two points of Energy and roll 90+, Mod Willpower to do so. This attempt to resist can be done every other turn.
Description:
The Philodox has no time for the opinions or words of others who would seek to sway him from his duty. This Gift shields him from the subversive words of the Wyrm's minions and the misguided attempts of less righteous werewolves. A Falcon Spirit teaches this gift.
System:
This is a Passive Gift and is always active. This Gift shields the Philodox from attempts of supernatural persuasion or mind control of those lower in XP level than the Player's Character. If the mental attacker is of equal or higher level, then the Philodox may roll a normal defense roll, adding their Primal Urge Modifiers.
For Example: a level 2 Vampire attempts to use Dominate on a Level 3 Philodox. Using this Gift, the Level 3 Philodox will automatically resist the Level 2 Vampire's influence. However, if the Philodox is also a Level 2, (or the Vampire is of higher level) then he must roll to beat the Vampire's roll, modified by Willpower (per the Vampire skill Dominate) PLUS the Philodox's bonus for Primal Urge.
Description:
A Garou's heart is by his nature filled with Rage. Oftentimes, when his rage reaches a point at which he can no longer control his actions, the Garou may act in ways that are not in the best interest of his Sept, or himself. This Gift allows the Philodox to briefly hold back another Garou's fury. This is often times initiated by the Philodox using calming words. At this point reason will do little good, but it is more the sound of the voice that will help bring the Target back under his own control.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the Target fails to resist, then his Rage is decreased by 1. If the Target is already overtaken by Frenzy, then the Garou will immediately come out of the Frenzy.
Description:
The Philodox is a master of judgement and observation. And this skill even extends to the battlefield. By watching an opponent and how he fights and moves, the Philodox can judge his strengths and access any weaknesses. A Snake Spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. How high of a number the Player rolls determines how observant the Character is and what advantages he/she/they have gleaned through their observations. This advantage lasts for one scene.
Roll Chart:
Description:
As the tender reed bends in a torrent of water, so too does the Philodox flow past a foe's attack, or bypass his defenses. The Garou has learned there is a natural balance to both Physical Offense and Physical Defense that puts them in perfect harmony. A Water Elemental teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. For the length of one scene, the Garou can bring his Attack and Defense bonuses to an equal level, whichever is the higher.
For Example: If the Garou has a +5 in Physical Defense, but a +30 in Physical Attack, for the length of the scene he will have a +30 in both Physical Defense and Physical Attack.
Cooldown: This Gift can only be used or attempted once per scene.
Description:
This Gift allows the Garou to mentally communicate, even over vast distances. The Garou must either know the target personally, or have something personal that belongs to the target, such as a lock of hair, a necklace or ring, etc. An Owl Spirit teaches this Gift.
System:
The Player spends 2 points of Energy/Gnosis and makes a successful roll. The Character may hold a mental conversation with a target up to 50 miles away. This is not a mindreading Gift. Treat it as if you were speaking over the phone to someone, but in this case the conversation is non verbal and takes place in the thoughts of both people. During roleplay, communicate using IMs (Instant Message).
NOTE: This is one of the very few exceptions to being allowed to call for help by using IMs
Description:
An oath sanctified by a Philodox is a serious matter. This Gift grants the judges of the Garou Nation the ability to know when an oath has been broken and to track down the oath breaker to bring him/her/them to justice. A Dog Spirit teaches this Gift.
System:
This is a Passive Gift, is always active/available to use, and does not require the use of Gnosis or a successful roll to activate.
The Philodox Garou may sanctify any oath or promise he personally witnesses, no matter how formal or informal. If at any point in the future the oath is broken, the Philodox immediately becomes aware. All rolls the Philodox makes in tracking the Oath Beaker by scent are done at a +20 modifier.
Description:
The Philodox has a natural attunement with the forces of balance in both the world and individuals. This Gift allows the Philodox to detect an overabundance of any of the prime forces of the universe, allowing him to identify the ruling force whether Wyrm, Wild or Weaver. It can point out a Bane manifestation in a specific location, or the predominate nature of another.
System:
This Gift is Passive and does not require the use of Gnosis or a successful roll. However, it does require meditation and focus, and cannot be used during combat. The Garou can sense the balance of the Wyrm, Wild or Weaver in a place, a person, or an object. Sensing the Wyrm gives the Garou an oily, unclean, and vile feeling. The Weaver feels cold, unyielding, and without emotion. While the Wyld feels warm, trembling, and mysterious.
Description:
The Garou maintain a form of racial and subconscious accessibility to their ancestors through deep meditation. Using this Gift, the Garou can tap into these deep memories to remember ancient facts and lore. An Ancestor Spirit teaches this gift.
System:
The Garou Character meditates for at least two full turns. The Player then spends 2 Points of Energy/Gnosis and makes a successful roll. The roll the Player makes determines how much information the Character will receive from the Storyteller. For each level of success, the information gets more detailed and less cryptic.
Roll Chart
Description:
The Philodox is a mediator and judge, but he/she/they is also an investigator. This Gift allows the Philodox to reveal any emotions and opinions that exist between two people. Oftentimes it is helpful in quickly getting to the core of a disagreement, though it can reveal emotions or opinions that a party may not wish to expose, or even ones in which they were not entirely aware. Caution should be used when employing this gift. There is little in the way of discrimination regarding which emotions or opinions that may be revealed. An Ant Spirit teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Philodox whispers the name of the person with whom the Target has a relationship. If the Target fails to resist, the Philodox will immediately know every emotion and thought toward that person the Target has for the length of one scene.
These emotions feel as if they are real to the Philodox as he/she/they is experiencing them. It is wise for the Philodox to avoid the person to whom these emotions are directed for as long as the effect lasts, (at least one full OOC day) or risk acting on these borrowed emotions.
NOTE: This Gift lasts for up to an entire scene, but can be discontinued earlier if the Philodox wishes to end it.
Description:
Much like the skill Flow Like Water, the Garou's innate sense of balance creates such harmony in his movements that they become as smooth and as seamless as a warm summer's breeze through the trees. Because there is no waste of motion or effort, the defending Garou gains an instant retaliatory attack action against his attacker if he successfully makes his defense roll. In essence, he gains both a defensive AND an attack action in the same defensive move. A Porcupine Spirit teaches this Gift.
System:
The Player declares in open chat he is activating Float Like Air before he makes a defense roll. All standard Physical Defense Mods apply. If his defensive roll is successful, then the Garou may use whatever retaliatory attack he has available in his portfolio of attacks, whether physical or another ability (as long as it only takes one action to activate).
If he fails his defensive roll, then he takes double whatever damage is originally allotted to him.
NOTE: This Gift has a two-turn cool down. This only applies to Physical Attacks and has no impact on Mental Attacks.
Description:
While perception is subjective, a Philodox does not have the luxury of basing judgements on anything but the actual truth. This Gift allows the Philodox to sense if what the subject fully "believes" to be true is actually true, is in fact a deliberate deception to fool the subject, or not actually true at all even though for some reason the subject believes it to be so (for example, the subject does not have all the information related to the situation, or has been given a false memory). A Jaggling of Falcon teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Based on the number that the Philodox rolls determines how much information he/she/they can glean when using this Gift. This Gift will last for the duration of the scene, or ended earlier if the Philodox wishes to do so.
Roll Chart
1-59: You got nothing, Nada.
60-79: You are able to determine if the subject was deliberately mislead in the information they give. OR, if the subject is telling the truth.
80-89: You are able to determine if the subject was mislead in their belief, if the subject is deliberately being misleading, OR if the subject is deliberately not telling the truth. PLUS you are able to discern the real truth behind any lies told to or by the the subject.
90+: You are able to determine if the subject was mislead in their belief, if the subject is deliberately being misleading, OR if the subject is deliberately not telling the truth. PLUS you are able to discern the real truth behind any lies told to or by the the subject, who perpetrated any associated crimes, and who the perp worked for if someone else was behind the "lie."
NOTE: This Gift only works if the subject speaks what he or she truly believes to be the truth.
Description:
Like the great feathered serpent Incarna Quetzalcoatl once did, the Philodox sheds his blood over the bones of the fallen to briefly return a being to life. The corpse must have been dead no longer than a number of days equal to the number of the Philodox's Primal Urge points. (5 Primal Urge = 5 days.)
It should be noted that this ability may be considered suspicious or unnatural by other Garou and should be used sparingly. An Avatar of Quetzalcoatl teaches this Gift.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. Once the Philodox's blood has been sprinkled over a complete or mostly complete corpse, the blood will begin to fill in the muscles, skin, and any other missing fleshy parts. After three full turns, the corpse will be revived and animated.
The revived creature or being is loyal to the Philodox for the duration of its existence, but returns to its original state of decomposition at the end of the scene. The creature can obey simple commands, react to attacks and retains its combat abilities, but no longer has a consciousness or will of its own. If used on a sentient being, the reanimated corpse cannot speak and has none of its former memories or skills, operating on base physical instincts only.
For Example: a reanimated Vampire cannot use any of his/her/their former magical or mental abilities (such as Dominate, Obfuscate or Presence, etc.), but they can still fight and defend with whatever physical abilities and assets they once possessed in life. These would include any mods or abilities associated with Potence, Fortitude and Celerity.
NOTE: This Gift cannot be used on the same corpse twice.
Description:
The Garou can focus all of his senses on one spot with which he is familiar (even an Umbral site). Distance is not a factor. The Garou senses the site from a point of view as if he were standing in the middle of the area. While projected to the location, the Garou cannot effect anything in the scene, nor can he move from the spot he projected to. But he can see, hear, taste, touch, smell. The Gift lasts for the length of two turns.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou Character is then projected to the desired site in real time. The Character is glued to the spot to which they projected themselves and cannot move about a room or area, but must stay in the same place. The Character can hear, see, smell taste and touch but cannot be seen or sensed unless another Character is actively using Auspex. Because the Character has full use of their senses, they are subjected to the limits and weaknesses of those senses.
For Example: a Character who is projected into a burning room will feel burned by fire and start choking on the smoke.He/she/they will not be able to see due to the smoke, but they can still hear if someone is crying for help. The pain will feel absolutely real, but will not cause physical damage to the Garou's body.
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. 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.
Description:
A Philodox who has mastered this Gift has the ability to force a Garou to shift into his true breed form. This Gift is especially useful to abate Frenzy, prevent damage from silver, or as a combative advantage. A Wolf 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 will instantly shift back to their breed form for at least two full turns before they can choose to shift again. (Shifting will also require a full turn.)
Description:
While in contact with earth or rock, the Garou can raise a wall as hard as granite to protect himself. This wall moves with the Garou, defending him from all angles.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The wall's dimensions are three yards high, two yards long and one yard thick. It can soak 20 HP of physical damage before it crumbles to dust. The wall lasts for a max of one scene, or until it is destroyed by enemy attacks or released back to the Earth by the Garou.
Description:
By invoking the name of an epic ancestor, the Garou can force opponents to fight one-on-one according to the tacit rules of fair play. The opponents can launch no surprise attacks, employ no dirty tricks or accept no extra help from comrades or pack mates. However if the Garou using this Gift is the one also issuing or accepting the challenge, he also accepts the same restrictions – neither combatant can break off from the fight until one participant either concedes victory to the other, is rendered unconscious or dies.
System:
After the character has issued the challenge, the Player spends 2 Points of Energy/Gnosis and makes a successful roll. If the Target fails his/her/their roll to resist, they are forced to forego any unfair tactics and meet the Garou in single combat as described above.
If one of the combatants successfully rolls to resist, then neither are bound by the rules of fair play.
Description:
The Philodox has the ability to place a Geas on a single Target or a group/pack of Targets. This puts them under a sacred oath to obey the Philodox's bidding. The Geas is a compulsion typically placed on a person or group that compels them to perform a task or complete a quest.
The Geas cannot make a person or group act against their basic instincts, such as jump off a cliff, commit suicide or any other such act. It also cannot make its members attack and try to kill each other, unless of course they are a group of psychotics or werewolves without any tribal or pack bonds. An Incarna avatar teaches this Gift.
System:
The Player identifies the Target(s) in Local Chat, spends 2 Points of Energy/Gnosis and makes a successful roll. If anyone in the designated group makes their Willpower roll to resist, then the whole group successfully resists the compulsion of the Geas. If the Target(s) fail to resist, the Geas compulsion will last until the task is completed, or until the Target's have lost consciousness or died trying.
Description:
The Philodox can bring the weight of guilt to the surface, usually manifesting as a dark shadow across the subject's features. The deeper the shadow, the deeper the guilt the Target is feeling. This Gift only registers what troubles the individual.
For Example: a vigilante may sleep the sleep of the just and have no guilt at all about the rapist he just murdered in cold blood. While a pure soul may have nightmares about telling a packmate a tiny white lie. "I have no idea who ate the last chocolate chip cookie."
While the Philodox can see the shadow of guilt, or not, they must use some other means to compel the Target to reveal the source of their guilt. This Gift is taught by any spirit associated with Justice.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Garou must look at the Target and concentrate for one full turn, using all of their senses to bring the truth to the surface. If the Target has failed to resist, the Target must admit to whether or not they feel any sort of guilt. The Target may confess whatever the source of guilt is, or keep it to themselves if they wish. But the Target must admit whether or not they are feeling guilt.
Description:
This Gift shatters all types of mental bonds. From the blood domination of a vampire to a mage's mind control or a Half Moon's Geas. Those who know this gift can use it on any being that is bound to the mental will of another, excluding themselves. This Gift is granted by an Incarna or other powerful spirit.
System:
The Player spends 2 Points of Energy/Gnosis and makes a successful roll. The Target will always attempt to resist, even if they wish to be free of the mental compulsion. If the Target fails to resist, they will be free of the mental bonds that held their minds and their wills captive. Ironically, the Target will feel an immense sense of loss of purpose, though this is temporary and will only last for a day or two.