Driven out of Egypt a long time ago, these wanderers are the holders of the forbidden, descendants of the prophets. They read long forgotten languages, and signs as we would read a book. They see omens and portents more clearly than any other and are quite often advisors. They are the carriers of the soul beyond death.
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.
Speed of Thought (Level One) — The Garou can double her land speed. This Gift is taught by a Roadrunner- or Cheetah-spirit.
System: The Garou spends one Gnosis point. The effect lasts for one scene.
Blissful Ignorance (Level Two) — The Garou can become completely invisible to all senses, spirits or monitoring devices by remaining still. This Gift is taught by a Chameleon-spirit.
System: The Garou rolls Dexterity + Stealth (difficulty 7); each success subtracts one success from the Perception + Alertness rolls of those actively looking for the character. If no one is so doing, then one success indicates complete concealment.
Messenger’s Fortitude (Level Two) — The Garou may run at full speed for three days without the need for rest, food or water. After the duration expires, the Garou must sleep for a week. This Gift is taught by a Camel- or Wolf- spirit.
System: The Garou spends one Gnosis point and may do nothing save run; for an additional Gnosis point, he may imbue the effects of this Gift upon another being.
Adaptation (Level Three) — The Garou may exist in any environment, regardless of pressure, temperature, or atmospheric composition. The Garou also takes no damage from poison or disease, though concentrated flame or radiation still affects the Garou normally. This Gift is taught by a Bear-spirit.
System: The Garou spends one Gnosis point and rolls Stamina + Survival (difficulty 7). The effects last for one hour per success and may be extended by spending Gnosis. By spending another Gnosis point and rolling again, the Garou may affect another
The Great Leap (Level Three) — The Garou can jump incredible distances in one bound. This Gift is taught by a jackrabbit-spirit.
System: The Garou spends one Willpower point and rolls Strength + Athletics (difficulty 6). Each success enables the Garou to leap 100 feet.
Attunement (Level Four) — This Gift is similar to the Bone Gnawer Gift, but may be used only in the wilderness. By standing in a particular area, the character can commune with the spirits of the area, thus getting an overview of what exists or has happened in the area – rough population, secret traits, places of note and so on. This Gift is taught by an Owl-spirit.
System: The Garou spends one Gnosis point and rolls Perception + Survival (difficulty 6). The amount of in, formation gained depends in the number of successes; on a botch, the spirits lie.
Speed Beyond Thought (Level Four) — The Garou may run at 10 times normal speed. The Garou may do nothing save concentrate on running. The effects last for eight hours, after which the Garou will be famished and must eat immediately or risk frenzy and worse… This Gift is taught by a Cheetah- or Air- spirit.
System: The Garou spends one Gnosis point and rolls Stamina + Athletics (difficulty 7).
Gate of the Moon (Level Five) — This power only works at night, and there must be at least a sliver of a moon in the sky. The Garou can open a special type of Moon Bridge, allowing instantaneous travel to her destination. This Gift is taught by Lunes.
System: The Garou spends one Gnosis point for every 100 miles she wishes to travel, and rolls Intelligence + Alertness (difficulty depends on the distance of the journey and the accuracy with which she knows her destination – up to 10 for a far journey to an unknown place). Success enables the Garou to travel to that place instantly. She will be disoriented for a turn upon arrival unless she scored at least three successes. A botch means that the character is hurled through space in a random direction, arriving far from her destination (or even high in the air … ). The Garou may take others with her by spending one Gnosis point per person.
Reach the Umbra (Level Five) — The Garou may pierce the Gauntlet and instantly travel to the Umbra at will, without the need for a reflective surface. This Gift is taught by an Owl-spirit.
System: The Garou simply wills herself to step sideways. She does not have to make the usual Gnosis roll and can never get “caught.”