Level 4 Gifts
Balor's Gaze
Lasts 1 scene, all who see the Garou suffer the effects of Visceral Agony unless the caster decides otherwise.
Bridgewalker
The Garou teleports to anyplace they have been within their Rank in miles. They cannot take anyone with them.
Form of the Great Beast
The Garou grows an additional foot in height and gains 2 physical traits and an extra health level for an hour.
Gift of the Porcupine
The Garou's fur or body hair sharpens to razor like quills. Anyone attacking the Garou with a barehanded attack, yes, claws and fangs count, takes the full damage of their attack themselves. Also the Garou does an additional level of damage to grappled opponent with attacks while grappling. Activating this Gift does not take an action.
Gnaw
The Garou's bite does an additional level of aggravated damage and the Garou can chew through any inanimate object that is not magically reinforced. Note, he is not eating the object, just crushing it to uselessness in his jaws. You may only bite an opponent if you have already established a grapple.
Grasp the Beyond
Garou can bring any object they can carry into the Umbra. If it leaves their hands for any reason, it falls back into the real world at the analogue of their current location.
Hero's Stand
The Garou is rooted to the spot and cannot move. They win ties on all combat challenges until their enemies have all fled or perished. Also, they cannot be surprised.
Luna's Blessing
Garou takes lethal Damage from silver instead of agg so long as they are in direct moonlight.
Mindblock
Garou gets an additional discipline retest on mental and social defense.
Open Wounds
The Rage is spent upon a successful attack. The target will then bleed 1 level of lethal damage per round. Multiple uses of this Gift will stack. They will continue to bleed for a number of rounds equal to the Garou's rank. This will even cause entities which do not or cannot bleed to hemorrhage structural integrity, from brick walls to promethean constructs to vampires. All the damage from uses of open wounds happens as one attack at the end of the round during the explosives phase of the round.
Preternatural Awareness Mental challenge with target, Awareness retests. Victim loses ties on all attempts to attack you for one hour.
Quicksand
Anyone within 100 feet of the caster moves at 1/2 speed, rounded down.
Sense of the Prey
Caster knows the correct direction to go to reach their quarry provided they know something about the quarry to designate it. A vampire will not suffice, but the vampire who bit my brother will. If the target is actively hiding, there is an opposed mental challenge using Investigate as a retest in which the quarry can use stealth to cancel. The quarry can NOT use willpower, though. The power follows the simplest and most straightforward path that the Garou can traverse. Note, all vampires are considered to be actively hiding on some level as a matter of course. This power cannot be used by the same Garou on the same target more than once every 24 hours and the tracking effect lasts for one hour. This power uses the Auspex vs Obfuscate rules for detection. Sense of the Prey does not automatically win if the user has a higher rating than the targets obfuscate.
Silverclaws
For one hour, the Garou's claws do damage as if they were silver, because they are.
Spirit Drain
Social challenge vs a spirit. If the Garou wins, the spirit loses 2 Willpower and the Garou gains 1 Willpower.
Spirit Ward
Mental challenge, retested with Occult. All spirits in the room except the caster's totem(s) suffer a penalty to all challenges equal to the Garou's Rank for one hour.
Stoking Fury's Furnace
A Garou with this gift regains an additional rage at the beginning of every round in which they have spent a Rage.
Strength of the Dominator
Rage is spent upon a successful strike. The victim loses one Rage per round which is transferred to the attacker. Lasts for 1 hour or until the victim leaves the attacker's presence.
Wasp Talons
The Garou can make a Brawl attack at ranged as their claws shoot out at an opponent. The attack is resolved as normal as if the Garou were adjacent to the target except that they are at range. Must be in the same room as the target. This power can only be used once every other round as the claws take a full round to regenerate and they cannot be used for claw attacks while regenerating.