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Theurge Gifts

Basic Gifts

 

Airt Perception

Activation Time: At will

Effect: When moving through the Umbra, a spirit leave a mystical trail called an airt. This Gift makes airts visible to you, so that you may make ordinary tracking challenges (involving such skills as Investigation and Primal Urge) to hunt down the spirit.

 

Command Spirit

Cost: One Willpower

Challenge: Social vs. target spirit

Retest: Leadership

Followup Cost: 0 to 5 Willpower Traits

Effect: By the force of your will and your auspice, you compel a spirit to obey a simple command. For each additional Willpower you spend, you may add an additional simple command. This Gift is not strong enough to force a spirit to leave areas or items that they're bound to; the intermediate Theurge gift Exorcism provides that capability.

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Find the Portent

Required: Meditate on the future for at least three minutes (in character).

Cost: One Gnosis

Effect: You place yourself in a receptive state and open yourself to omens about the future. Tell a Storyteller about your general concern (e.g., "I meditate upon the battle we are planning") and then tell them what you look at for a sign ("I watch a flock of birds in flight"). The Storyteller then provides a general hint about the future by describing something you see ("a strong red bird rules the flock").

 

Name the Spirit

Required: A spirit within 50 feet on either side of the Gauntlet

Challenge: Mental vs. the spirit

Retest: Investigation

Followup Cost: (optional) one Willpower

Effect: Your eyes see into the very essence of a spirit, telling you its type and its approximate levels of Rage, Gnosis and Willpower. If you spend a Willpower Trait as well, you also sense the spirit's true name, which can be useful for summoning or tracking it.

 

Sense Chiminage

Challenge: Social vs. Storyteller difficulty 7

Retest: Occult

Followup Cost: (optional) 1 Gnosis

Effect: the Gift user learns the target‟s state of debt among the spirits as well as his Spirit Affinity and Spirit Enmity ratings to all broods. The Gift user can spend a Gnosis Trait and learn the name of one spirit that target most recently wronged.

 

Sense Weaver

Challenge: Mental vs. Storyteller difficulty based on intensity of Weaver influence (high intensity is low difficulty, low intensity is high difficulty)

Retest: Science or Investigation

Effect: A mystical sense not unlike a scent tells you whether the Weaver has reinforced anything in the area. This "Weaver-Taint" may mean there is a Weaver-servant nearby, or it may simply mean that an ordinary person attends a Weaver-designed church or keeps a very orderly house. You can discover Hunters this way, also items under the influence of Hunter Praxis.

 

Sense Wyld

Challenge: Mental vs. Storyteller difficulty based on intensity of Wyld influence (high intensity is low difficulty, low intensity is high difficulty)

Retest: Enigmas or Investigation

Effect: A mystical sense not unlike a scent tells you whether the Wyld has changed anything in the area. This "Wyld-Taint" may mean there is a Wyld-spirit nearby, or it may simply mean that a random passerby employs Wyld-touched childcare or spends a lot of time in the verdant wilderness.

 

Sense Wyrm

Challenge: Mental vs. Storyteller difficulty based on intensity of Wyrm influence (high intensity is low difficulty, low intensity is high difficulty)

Retest: Occult or Investigation

Effect: A mystical sense not unlike a scent tells you whether the Wyrm has corrupted anything in the area. This "Wyrm-Taint" may mean there is an enemy nearby, or it may simply mean that an innocent bystander ate Wyrm-manufactured food or works at a spite-filled office.

 

Sight From Beyond

Effect: You sometimes receive cryptic visions of important events in the near future. These visions are always shrouded in metaphor and dream symbology: a wheeling owl might signify a death, a writhing pool of leeches could indicate vampires, and drops of your own blood could signify family or packmates. The Storytellers will give you these visions. They might permit you a Mental Challenge (retest with Enigmas) to interpret the vision if they feel like it's especially cryptic.

 

Spirit Knife

Required: An ordinary weapon you made yourself (not a fetish or weapon created by Reshape Object); a Gauntlet equal or less than your permanent Gnosis rating

Cost: One Gnosis

Effect: You imbue your chosen weapon with the ability to inflict damage on both sides of the Gauntlet. For the duration, as long as the Gauntlet is equal or less than your permanent Gnosis, your weapon can deal damage to targets on either side of the Gauntlet. This doesn't give you any special ability to see across the Gauntlet, unfortunately, so some assistance or foreknowledge in that department is helpful.

Duration: One Scene or Hour

 

Spirit Skin

Required: The gift only works in the Umbra

Cost: One Gnosis

Effect: You hide your flesh nature, disguising yourself as a spirit to all mystical senses. By default, you cloak yourself as a wolf-spirit, taking on the appearance of your Lupus form. With some effort you can imitate other spirits, but this is not at all a robust disguise: it doesn't give you any new spirit capabilities, and you're still recognizable to anyone who knows you. ("Billy? It's you, isn't it! I'd know those eyes anywhere...") Theurges find this Gift most useful to blend in with unfamiliar spirits or avoid notice from spirits who don't know them.

Duration: One Scene or Hour

 

Spirit Speech

Activation Time: Always on

Effect: You understand spirit languages used around you, and you can communicate back in kind. Because relatively few spirits can communicate in the werewolf High Tongue (let alone human speech), this gift is absolutely invaluable for Garou of the Theurge auspice.

 

The Spirits' Displeasure

Frequency: You may only have one curse active at a time per target.

Challenge: Social vs. target

Retest: Occult

Effect: You levy a minor curse against the target, a warning that they have offended the spirits. The target will automatically fail one challenge of the Storytellers' choosing. The challenge will not be life threatening. The target sees an omen of bad luck appropriate to their culture that informs them the failure was not chance.

 

Umbral Tether

Required: You are in the Umbra

Cost: One Gnosis each hour you maintain the tether

Effect: You spin a strand like spider silk behind you as you explore dangerous realms in the Umbra, allowing you to retrace your steps. While you are usually the only Garou who can see your tether, some perceptive spirits of Gaffling strength or better can notice it -- and if they're mischievous, they might cut it or alter it.

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Intermediate Gifts

 

Castigate

Required: The target has offended the spirits. Rebuke your Garou target loudly, calling out those offenses; they must hear you.

Cost: One Gnosis

Follow up: 0-5 Gnosis

Challenge: Social vs. a Garou target

Retest: Intimidation

Effect: The Gift user then spends entire round
verbally stating the target‟s offenses against the spirit worlds to the target, and then must defeat the target in a Social Challenge (retest Intimidation). Each additional Gnosis Trait spent removes one temporary Renown of the Gift user‟s choice to a minimum of zero temporary Renown (it cannot result in a reduction of permanent Renown). This Gift also blocks use of one Gift of the Gift user‟s choice from the
target for the remainder of the session. This Gift can only be used once per session, but the removal of Renown can only occur once per month per target.

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Evocation of Ceremony

Required: You are performing a ritual

Challenge: Mass Social (with an innate 4-Trait bonus) vs. multiple targets

Retest: Rituals

Effect: You enhance the sense of the sacred around the rituals you cast, evoking wonder, reverence or even fear in the onlookers and participants. Those who lose the challenge find their mood affected as you desire, although this does not compel any particular behavior.

Duration: the duration of the performance of the rite

 

Exorcism

Cost: One Gnosis

 

Vs. spirits that are not bound, or that are bound to a place:

Challenge: Social vs. the spirit

Retest: Intimidation

Effect: You compel a spirit to leave this place, even if it is unwilling. This breaks any binding present.

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Vs. spirits that are bound to a fetish, object, or person:

Challenge: Social vs. the owner of the fetish or object, or against the person themself

Retest: Intimidation

 

  -  Temporary Fetish Use: In order to Disable a Fetish Not in your possession - Contested Social Challenge, Success disables Fetish for the remainder of the scene.

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  -  Perminent Fetish Use: In order to Permanently Exorcise a Fetish - Must be in your possession, Static Social Difficulty 3 times the level of the Fetish.

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  -  In order to Exorcise the Bane from a Fomori - Contested Social Challenge. Success causes the victim to fall unconscious. Any damage done to the victim will allow the bane to reassert it's possession and the fomori to awaken. If the victim is unconscious and a second exorcism attempt is successful, the bane is permanently exorcised from the fomori and the host body dies unless the Theurge succeeds on a Static Mental challenge difficulty 12, and has a way to immediately heal the host within the following round. Failure on the challenge, or failure to heal at least 2 health levels worth of aggravated damage, causes the host to die immediately

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Grasp the Beyond

Required: A firm grasp on the target (may require a Physical Challenge)

Cost: One Willpower for pocket-sized items; two Willpower for larger, backpack-sized items; three Willpower for large items or other people

Challenge: normal Stepping Sideways challenge or Gnosis expenditure; Willpower challenge vs. unwilling target

Effect: You may pull objects in and out of the spirit world without using the Rite of Talisman Dedication first to attune them to your own spirit. You may even bring companions along who cannot ordinarily access the Umbra at all. Take firm hold, spend the Willpower cost, and make a standard challenge to enter or leave the Umbra (or, as usual, pay a Gnosis to do so. If the target is unwilling, you must win a Willpower challenge against them as well. If successful, you take the objects or passengers with you as you cross the Gauntlet. Unfortunates who get left in the spirit world without any means of their own to return will face a harrowing journey to a place with a low Gauntlet (three or less) to find their way out again; if they cannot do this, they eventually turn into spirit matter themselves.

 

Placation

Challenge: Mental vs. Storyteller 11 difficulty

Retest: Occult

Effect: You empathically share in a moment of a spirit's displeasure, gaining an accurate sense of what the spirit will require to placate that anger. You can use this gift on your own behalf, or for others, but unless the object of the spirit's wrath is present to pay their debt, the spirit is likely to require a stiffer chiminage than otherwise.

 

Prophecy

Activation Time: Five minutes of meditation in-game

Effect: Similar to Sight from Beyond, this gift grants you visions of the future. Consult the Storytellers before taking this gift, as its effect is entirely up to their whim. This gift offers more detailed, significant visions than Sight from Beyond, but they are every bit as enigmatic. It also grants an immediate precognition that makes you immune to Surprise retests.

Duration: The session

 

Pulse of the Invisible

Challenge: None if the Gauntlet is equal or less than your permanent Gnosis rating; a Static Mental vs. the Gauntlet if it's higher

Retest: Primal Urge

Activation Time: At will

Effect: Your mystical senses transcend the Gauntlet. You see nearby Umbral spirits even when you are on Earth. You can interact with these spirits as if you were in the Umbra.

Duration: One scene or hour, or until you go where there's a higher Gauntlet.

 

Shadow Play

Requirement: You can take no action but pantomiming the movement of the shadow while you use this gift.

Cost: One Gnosis

Effect: You lend form to your own shadow, sending it to do your bidding. It manifests with your current Physical/Social/Mental Traits, Ability Traits and Health Levels. It has no Rage, Gnosis or Willpower; it has no Gifts and does not benefit from Gifts, Fetishes or Talens you are using. By focusing on acting out what you want your shadow to do, you can send it away to perform tasks for you, including combat.

Duration: Until you take an action other than pantomiming the shadow's actions.

 

Spirit Drain

Challenge: Static Gnosis vs. target spirit

Retest: Occult

Effect: You siphon off a spirit's power to fuel your own strength of will. The spirit loses two essence; you gain one Willpower. Any Willpower you gain that exceed your rank maximum are lost after the duration.

Duration: The scene

 

Spirit Path

Required: A spirit's true name (usually gained via Name the Spirit)

Cost: One Gnosis

Challenge: Mental vs. the spirit's location (8 Traits in the penumbra, 12 in a near Realm, 15 in a deep Realm)

Retest: Enigmas

Effect: If you know a spirit's name, you know the spirit's location in the Umbra. You focus on its name and gain a precise sense of just where it is, wherever that may be.

 

Ultimate Argument of Logic

Required: You are explaining a topic covered by one of the Abilities Occult, Science, Spirit Lore or Umbra Lore.

Challenge: Social vs. target

Retest: Expression

Effect: When you discuss the mysteries of existence, your words take on a supernatural power to persuade -- whether or not they are entirely true. You convince your target of a new "fact" you have explained, as long as that knowledge is covered by one of the Abilities Occult, Science, Spirit Lore or Umbra Lore. E.g., church bells repel faeries (Occult), alcohol is a deadly poison (Science), Unicorn is one of Fenris' brood (Spirit Lore), or there is no such realm as the Abyss (Umbra Lore).

Duration: Until the end of the session, or until your target sees evidence that contradicts your explanation.

 

Umbral Tracking

Cost: One Gnosis

Effect: You gain the ability to see others' Umbral Tethers (as described in the basic Theurge Gift of the same name). You can't tell whose they are, but you can determine which direction leads to the Garou maintaining them. You may even make a Physical Challenge versus a tether's creator, retest Occult, to violently break the thread. The other Garou becomes aware of your attempt regardless of whether you succeed or fail.

 

Web Walker

Required: You must be capable of moving at least one step.

Initial Cost: Two Gnosis (or only one Gnosis if you're a Glass Walker)

Effect: You travel through the Umbra along the Pattern Web as if it were a moon bridge. It takes one percent of your usual travel time to use this bridge (so if you can run a six-minute mile, you can travel a mile by Pattern Web in three seconds).

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Advanced Gifts

 

Feral Lobotomy

Cost: Two Gnosis

Challenge: Mental vs. target's Mental

Retest: Empathy

Followup Cost: 2 Gnosis per Mental Trait destroyed (no more than 3 mental traits)

Effect: You strip reason itself out of a victim's mind, reducing them to their animal instincts. The number of Mental Traits permanently destroyed with successful use is one plus an additional Mental Trait per two additional Gnosis Traits spent. For each Mental Trait destroyed, the target also receives a permanent Bestial or Feral negative Social Trait. Feral Lobotomy works only once ever against a particular target.

 

Healing the Soul

Required: Being sequestered with a willing target for a week

Activation Time: One week

Effect: This gift manifests as a week-long ordeal, requiring fasts, trances and ecstatic communication with the spirits. Once a willing target endures these trials, the forces of the Triat within their soul are restored to balance. The precise effect of this is up to the Storytellers, but it tends to ease emotional trauma and cure Derangements. It cannot free a Silver Fang of their tribal disadvantage or remove the permanent madness of a Metis. If the target's own actions caused their own trauma, then they may never benefit from a use of this Gift again. In regards to Harano, this Gift can be used to grant the character a month-long temporary reprieve from the effects of the Harano. With presiding Storyteller approval and several months of successive use, a character may rehabilitate from Harano

 

Poisoned Legacy

Required: Confront your target and speak a curse on them

Frequency: Once ever per target

Cost: One Gnosis and one Willpower

Challenge: Social vs. target

Follow up: 0 - 4  Gnosis or specified.

Retest: Occult

Effect: You declare a permanent curse onto your victim, a stigma which will last the rest of their life -- which may now not be so long a life. The success you earn on the challenge gives your victim the Cursed Flaw with the corresponding Gnosis point value. Alternatively, the Gift user may spend three permanent Gnosis Traits and the target instead gains the Dark Fate Flaw. These Flaws can be bought off as normal, with presiding Storyteller approval and adequate roleplay.

Duration: Permanent

 

The Malleable Spirit

Challenge: Static Gnosis challenge vs. difficulty based on effect (see below) or the spirit's Gnosis, whichever is higher

Retest: Occult

Effect: You reconstruct the very essence of a spirit, changing its nature according to your own needs. Changing the spirit's disposition toward you (friendly, neutral or hostile) has a minimum difficulty of eight Traits; changing its Willpower, Rage or Gnosis has a minimum difficulty of nine Traits to add or subtract a single Trait; and changing its deepest nature (Naturae, Bane, Elemental, etc.) has a difficulty of 15 Traits. At the ST's discretion, certain spirits may be too powerful to be affected by this gift

Duration: Permanent

 

Spirit Vessel

Frequency: Once per session

Cost: One Gnosis

Challenge: Mental vs. twice the local Gauntlet

Retest: Occult

Followup Cost: Up to two additional Gnosis, each with an additional Mental challenges

Effect: You draw in the power of the local spirits, gaining a number of their Charms for your own use. If you succeed at the original test, you gain one Charm of your choice and you may pay Gnosis and test for up to two more Charms. If you fail the initial test, a Bane possesses you, and the Storytellers instruct you in what to do next.

Duration: One Scene or Hour

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