This trick literally makes the werewolf's foes too clever for their own good. The Garou can cause her enemies' thought processes to speed up so radically that they literally think too rapidly to put any one plan into motion. The victim of the Gift can only stand still as his thoughts run away with him, rushing madly from one brilliant plan to another or considering all the multiple alternatives for their 'next' action.
The player spends a point of Willpower and rolls Wits + Subterfuge (difficulty of the victim's Willpower). The number of successes determines how many turns the victim stands 'lost in though'. When the victim recovers from the Gift, he is most likely highly disoriented, and may need to regain focus and otherwise discover what's been happening while he 'was out'. A failure simply means that the Gift does not work, while a botch gives the victim not only rapid thought but the ability to translate those thoughts into immediate action - usually to the detriment of the character. Taught by: Mitanu