Source Material: Werewolf: The Apocalypse 20th Anniversary Edition
General Gifts may be chosen by any Garou Character and purchased using available XP. While a Garou must have obtained the associated Rank in order to open up that Rank's Gifts, some Rank 0 General Skills available to all Garou are automatically provided upon Character Creation. No XP points are required for these Gifts and they will automatically be available for use in your Character Sheet.
Description:
The werewolf can sense manifestations of the Wyrm, the Wyld or the Weaver in the nearby area, approximately a 20 ft. radius around them. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using the Gift sometimes say things like, “This place stinks of the Wyrm” (with a few more colorful adjectives). Garou should remember that the Wyrm’s taint can cling to relatively blameless souls. Werewolves may sense an innocent person who happens to work in a Wyrm-controlled factory or who has eaten tainted food. The same can be said for anyone who has the scent of the Weaver clinging to him if he works with computers. This power, while passive, requires active concentration. Any spirit of Gaia may teach this Gift.
System:
GIVEN AT CHARACTER CREATION: This is a Passive skill and does not require the use of Gnosis or a successful roll. However, it does require the Garou to actively focus in order to detect the Wyrm Taint. Vampires register as Wyrm-tainted. The higher in Rank a Garou is, the farther and the more accurate their sense of Wyrm Taint becomes.
Description:
Gaia's Might is a blessing from Gaia to her children, allowing them to do double damage on a natural roll of 80+. The only exception is if the Garou is using a Gift and that Gift has it's own rules for extra damage.
System:
GIVEN AT CHARACTER CREATION: This is a Passive Gift and is always active. Every time a Garou Character rolls a natural 80+ (a roll without counting applicable modifiers) for a hand-to-hand, Street Fighter Marital Arts, or a Melee attack, the damage delivered for that specific attack is doubled.
NOTE: This does not apply to Firearms, Ranged Weapons, or Explosives.
Description:
By learning to control their shifting abilities, a Garou can hone their skills to a high level of detail. A Garou may attempt to shapeshift a single part of his/her/their body, allowing the Garou to form claws in Homid form, grow a pelt in Glabro to keep warm or shift paws into hands in Hispo, just to name a few.
System:
GIVEN AT CHARACTER CREATION: The Player spends one Point of Energy/Gnosis and makes a successful roll. Failing the roll means the transformation did not take place.
Botching the roll (1-10) means the transformation had unexpected results. (See Botch Chart below) The effects last for one scene OR until you shift to another form.
Botch Chart
Description:
This Gift allows the Garou to clear their thoughts while in battle and focus fully on the fight. This gives them a +2 to Initiative and a +2 to Awareness. This lasts for the length of the scene. This gift is taught by a fox spirit.
System:
GIVEN AT CHARACTER CREATION: The Player spends 2 Points of Energy/Gnosis and makes a successful roll. For the duration of the scene, the Character receives a +2 to Initiative rolls, and a +2 to Alertness rolls.
Description:
The Garou who possesses this ability can smell the unsavory presence of creatures that defy nature. It will sense vampires, undead, ghouls, mages, fae or other supernatural creatures or spirit beings.
System:
GIVEN AT CHARACTER CREATION: The Garou must be within 10 feet of the unnatural being. The Garou will know where and who the scent is originating from, or multiple beings, but not specifically what they are. Only that they are not human, not Garou and possibly of an unnatural origin.
Description:
A Garou in homid form can Target a specific person (or other sentient being) out of a crowd to cause a sudden feeling of unease, apprehension and fear. This ability only effects one person and is not noticeable by any others in the vicinity. The person this Gift is aimed at will notice the Garou staring at them and feel a sudden sense of dread and fear.
System:
The Garou Character makes initial eye contact with the Target. If the Target fails to resist, he/she/they will feel an unshakable sense of fear that causes them to not be able to focus on a task and make mistakes, make an excuse to leave the room or vicinity, or submit to the intimidation of the Garou and give in to whatever request he/she/they may make (if they have made one).
This Gift cannot make a Target do self harm, force him/her/them to do anything dangerous, illegal, or something that is against the Target's morals.
Description:
The Garou is capable of sensing silver, whether as a melee weapon, jewelry, etc. It does not matter if it is hidden beneath clothing or within another object. If there is silver, the Garou who possesses this Gift is aware of it within a 10 foot radius. This Gift is taught by an Earth Spirit.
System:
When this gift is purchased, it is always active and does not require a roll or any Energy/Gnosis to be spent. It does require that the Garou is actively sniffing for the scent, unless there is so much silver in the area that the Storyteller lets you know that you can smell it.
Description:
This ability allows the Garou to instantly change to any of their forms.
System:
The Player uses 2 Rage Points and makes a successful roll. The Character may now instantly shift to any of their forms.
NOTE: No roll or energy points required when shifting back to your native breed form.
Botching Instant Shifting (a natural 1-10) will have unforeseen results.
NOTE:
To recover from a Botched shifting roll, you must again use "Instant Shifting" to extricate yourself from the mess of a Garou you've become, requiring a successful roll, expending another whole turn to transform and incur the same use of Rage points to achieve the desired from. On the plus side, all botches add one point of Rage to your Rage Meter, so hopefully you have enough points to use Instant Shifting again.
Description:
Mental Grit is the perseverance, passion, determination and drive to focus on singular goals and resist influence from outside sources. It is a "learned" skill, not an inherent one like Willpower or Primal Urge. A Garou is not "born" with Willpower, though they are born with toughness, stubbornness and passion -- all key qualities that allow them to develop their Mental Grit.
System:
This is a passive skill that adds permanent bonuses to Mental Skill and Willpower.
Description:
One must be a master of oneself before he/she/they can expect to be a leader of others. Being able to shift at will is an important skill that more experienced Garou can learn over time. This Gift allows the Garou to instantly shift to whichever form they wish without using any Rage Points.
System:
This is a Passive Gift and does not require the use of Gnosis, Rage or a successful roll to initiate. Instantly shift to any of your forms without the use of Gnosis or Rage.