Using and learning Gifts
Gifts arise from relationships and agreements with spirits.
Rules
Unless a Gift says otherwise, activate it in glabro, hispo, or crinos. Its use is apparent to other Garou even if they cannot identify the Gift; human observers may mistake the signs for ordinary cultural or religious behavior.
Activate at most one Gift per turn. Resolve the Gift’s activation first, before resolving the turn’s other conflicts. Free actions do not penalize another action. A minor Gift imposes a two-die penalty on another action that turn. A full-action Gift can accompany a non-Gift minor action. Shapeshifting is a two-die minor action: a minor-action Gift used alongside it counts as full and takes that penalty.
Pay the stated Rage or Willpower cost. A Rage check can accompany the Gift roll, and losing the wolf from that check does not cancel the Gift being activated. Purely cosmetic use without mechanical benefit may be free at the Storyteller’s discretion.
Native Gifts are broadly available; other Gifts require the relevant auspice or tribe. Meet the listed Total Renown threshold. When both eligible access paths have different thresholds, use the lower one. Obtaining a spirit’s instruction can require negotiation or a story.
Once a Song has been used during a scene, the pack cannot introduce another successfully before that scene ends. Claw Gifts also exclude one another: starting a new one immediately replaces whichever was already active.
References
Entry information
Revision 3 · Published
Reference rules; not automatically enforced on character sheets.