Originally from Greece, this all female tribe are renowned for their ferocity and severe codes of honour. They are the defenders of the Wyld, punishers of men, daughters of the great Artemis. They keep the secrets of Mother and Woman sacred, and any male child is given to a trusted one for care (uaually the Children of Gaia). Only a few metis males remain within the tribe. They have a natural hatred for mindless destruction, a fact which has caused severe friction between themselves and the Get of Fenris. In Gaia’s name they Rage against any wrongdoings to women or mother Earth herself.
Heightened Senses (Level One) — The Garou may vastly increase her sensory input for a short time. When in Homid or Glabro form, her senses become as sharp as those of a wolf, while in her wolf forms, her senses become preternaturally potent. This Gift is taught by Wolf-spirits.
System: The Garou spends a Gnosis point. The effects last for one scene. Homid and Glabro forms: Perception difficulties are reduced by two; roll Perception + Primal-Urge (difficulty 6) to perform sensory feats impossible to humans. Crinos, Hispo and Lupus: Perception difficulties are reduced by three, +1 to Primal-Urge Dice Pools.
Sense Wyrm (Level One) — The Garou can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although Garou using this Gift are likely to say, “This place stinks of the Wyrm.” This power requires active concentration. This Gift is taught by any spirit servant of Gaia.
System: The Garou rolls Perception + Occult. The difficulty for this Gift is based on the concentration and strength of the Wyrm’s influence) sensing a single formor in a room would have a difficulty of 6). Vampires can be sensed using this Gift, but only those with Humanity scores lower than 7.
Curse of Aeolus (Level Two) — The Garou summons an eerie, chilling fog to shroud the landscape, unnerving her enemies. The Garou can see through the god, but others will have trouble navigating the mists. This Gift is taught by a spirit of Aeolus, a totem spirit.
System: The Garou rolls Gnosis against a variable difficulty (4 near the sea, 6 normally, 9 in a desert). The Garou’s vision in unhindered by the mist, but all others halve their Perception rolls. Additionally, the mist is creepy and unnerving to enemies; -1 to Willpower rolls.
Sense of the Prey (Level Two) — The character, if he knows anything about his prey, can track it down as rapidly as he can travel. This unerring sense of direction operates anywhere, and is used to track spirits through the Umbra as well as to find beings on Earth. This Gift is taught by a Wolf- or Dog-spirit.
System: No roll is required unless the target is actively hiding, in which case a Perception + Enigmas roll is made against a difficulty of the target’s Wits + Stealth. If the target is a spirit, the difficulty is the spirit’s Gnosis.
Coup De Grace (Level Three) — The Garou studies her foe, seeking the best place to land a blow, then sets herself up to deliver a devastating attack the following turn. This Gift is taught by an Owl-spirit.
System: The Garou spends one Willpower point and rolls Perception + Medicine (difficulty of the targets Stamina + Dodge). If successful, the Garou doubles the damage dice on her next blow, assuming it hits.
Visceral Agony (Level Three) — The Garou turns her claws into barbed talons dripping with black venom. The pain caused by these claws is excruciating. This Gift is taught by a Pain-spirit.
System: The Garou spends one Rage point with each attack. The claws inflict no extra damage, but any penalty to actions caused by the claw’s wounds is doubled for the duration of the scene (i.e., a foe at Wounded would have a -4 penalty to actions). Even if the foe is in a frenzy or otherwise resistant to pain, he suffers normal wound penalties.
Body Wrack (Level Four) — The Garou can cause a target to suffer immense pain. This Gift is taught by a Pain-spirit.
System: The Garou spends a Gnosis point and rolls Dexterity + Medicine (difficulty of the opponent’s Stamina + 4). Each success causes the victim to lose one die from all Dice Pools as agonizing pain sweeps over his body.
Wasp Talons (Level Four) — The Garou may actually hurl her claws through the air at a foe. The Garou is incapable of using this Gift or making a claw attack next turn, for her claws must actually regenerate. This Gift is taught by a Wasp-spirit.
System: The Garou rolls Dexterity + Brawl. Damage is normal for the Garou’s Strength, while the difficulty is determined by range as though the Garou were using a firearm. The medium range is 20 yards; the Garou receives no modifier at this range. Twice this range (40 yards) is the farthest the claws can be hurled. The difficulty at long range is increased by one. On the other hand, attacks made at targets within a yard of the card are considered “point-blank” (difficulty 4).
The Thousand Forms (Level Five) — The Garou may take the form of any animal between the sizes of a sparrow and a bison, gaining all special abilities thereof (flight, gills etc.). This Gift is taught by an Animal Father Incarna avatar. No monsters et al., may be mimicked.
System: The Garou spends a Gnosis point and rolls Dexterity + Animal Ken. The difficulty depends on the form chosen.
Wyld Warp (Level Five) — The Garou calls out to the Wyld, the primal force of chaos itself. Success summons one of the great Wyld spirits, or a number of lesser ones, to the Earth. They (or it) will probably help the Garou, but nothing is certain about these creatures of chaos; this is a desperate tactic at best. This Gift is taught by a Wyldling.
System: The Garou spends one Gnosis point and one Rage point. She then rolls Wits + Enigmas against a difficulty of Wyld spirits.