Absolute Balance (Level One)
-Rats have an
amazing sense of balance: they can walk along clotheslines, the moorings ofships, and narrow rooftops with amazing agility. A
rodens using Absolute Balance can maintain her footing on any solid surface, including ice, the slick bottom of a riverbank, a greased
surface, or a snowdrift. The best part: the rat doesn’t leave tracks.
System: Roll Dexterity +Athletics, difficulty 6; extremely treacherous surfaces may raise the difficulty to 7
or 8. If
climbing proves necessary, the rate still depends on the
Dexterity + Athletics roll,
but the Ratkin cannot fall for the duration of the scene. If
the feat is something an ordinary
rat can normally perform, no roll is necessary; this applies even if the Ratkin is in Homid or Crinos form. The Storyteller, of course, can still proclaim some feats of balance impossible.
Airt Perception (Level One) — Using this Gift, a Theurge can roughly
identify a spirit by its airt — the trail left in the wake of a spirit’s
passing. This works essentially like tracking in the corporeal world, and is no
more informative — a hunter can tell deer tracks from bison tracks, but can’t
learn anything meaningful about an unknown creature. Also, powerful and subtle
spirits are often able to disguise their airts. Any ancestor-spirit renowned as
a great hunter can teach this Gift.
System: Treat this exactly as a Garou identifying and tracking animals
(by scent or by looking for tracks, at the Theurge’s discretion), but apply it
to spirits instead. Note that Garou may not be able to go everywhere spirits do
to follow the trail — remember, spirits can fly.
Alms to the Poor (Level One) —
Beggars are an all-toocommon feature of the Bubasti homelands. As a kindness
(and perhaps as a bribe to the gods), the shadowcats developed this secret,
which allows one to conjure up a small bit of food or money to give to a beggar.
Naturally, the cat can use the “alms” for himself, but they taste slightly
bitter and leave the palm greasy if used for selfish means.
System: The player spends a point of Gnosis and
rolls his Gnosis against difficulty 6. Each success creates a handful of food or
cheap copper coins (no bills, silver or gold). Most Bubasti disguise this
“miracle” by reaching into a sack or box before sharing this wealth.
Alter Mood (Level
One) -The Wyrsta may slightly alter the mood of a sinyle individual, making
that person elated rather than just liappy or despairing instead of sad.
System: The werespider spends one Gnosis point to affect a target inher area
ofvision.The target may resist with a Willpower roll, difficulty 7. The Gift
lasts for one scene.
Aura of Confidence (Level One) — The Garou projects a demeanor of
control and superiority, preventing attempts to find flaws or read auras. This
Gift does not prevent supernatural attempts to read the Garou's thoughts,
although it may make doing so difficult (Storyteller's discretion). An
ancestor-spirit teaches this Gift.
System: The player rolls Charisma + Subterfuge (difficulty 7) to
activate the Gift; the effects lasts for one scene.
Balance (Level One)- as 1st Level Stargazer Gift
Banish Sickness (Level One) —
Cats have long been renowned for their healing prowess. With a purr and a lick, a skillful Bastet can cure minor diseases and chase venoms away. Although a Bastet never takes ill herself, this Gift is helpful when a loved one is unwell. Beast Speech/Sea's
Voice (Level One) — The werewolf with this Gift may
communicate with any animals from fish to mammals. This Gift does not change
their basic reactions; most animals are still afraid of predators such as
werewolves. Any spirit of nature can teach this Gift.
System: The player simply rolls Charisma + Animal Ken, although each
separate encounter or type of animal requires a separate roll.
Befriend (Level One)
- The Gurahl may alter the emotions of an individual in a more positive way.
System: The Gurahl takes a non-threatening stance as the player spends one
Gnosis and rolls Charisma + Empathy, opposed by the target’s Willpower. Success
reduces the hostile target’s feeling tciward the Gurahl to neutral, while
additional success move the individual’s emotions in more positive directions.
Zero successes indicate failure, while a botch adds to the target s hostility.
Bellow (Level One) - The MokolC can
shake the swamps with his powerful voice, terrifying all who hear him.
A
Crocodile-spirit or
Alligator-spirit teaches this Gift.
System: The player spends a Rage point and rolls Rage or Willpower. Difficulty is the target’s Willpower: if the roll is successful, then the listeners react as per the Delirium Reaction Chart, using the target’s Willpower minus the number of successes after the first as a guide.
Bind (Level One) -
The Ananasi with this Gift is able
to attach two objects together by means of a small invisible
bond. The bond between the objects cannot easily be broken.
System: The player spends one Gnosis point and make a Gnosis roll (difficulty 6). Anyone trying to separate the
objects must equal or beat the Ananasi's successes on a Strength roll (difficulty 7). The two obj ects that the character wishes to
bind must be in contact with each other, and the Ananasi must physically touch them both for the Gift to work.
Blessing the Blade (Level One) -The ~orcerercalls on a
local spirit to inhabit a blade for a finite time to enhance it with
supernatural power. The Nine-tails can use it instantly (such as in immediate
combat) or prepare such a blade ahead of time. Outside of combat, the Gift will
only function if the Kitsune activates it with a specific enemy in mind. Special
wrappings restrain the spirit until the bearer speaks the enemy’s name. Only one
weapon of this sort may be carried at a time. The Gift is taught by a
fire-spirit.
System: The players spends one Gnosis and rolls Wits
+ Rituals,
difficulty 7. The weapon does aggravated damage for one scene only.
Blood of Pain
(Level One) - The Hatar turns her blood into a debilitating poison
System: The player rolls Gnosis. Each success causes the targeted object
to lose one soak die. This Gift does not affect living creatures, #only
inanimate objects.
Blood of the Deeps (Level One)
-Darkwater Rokea are known for
braving the crushing pressures and frigid waters of the deep ocean in the search
for mystic knowledge. Thus, many of them learn this Gift early on. This Gift is
taught by any deep-sea fish spirit.
System: The player spends one Willpower point and rolls Stamina +
Survival (difficulty 6). The Rokea takes no damage from pressure or cold for 3
hours per success. Note that this includes travel time, i.e., the Rokea must
reach a safe depth before the Gift wears off to avoid taking damage. This Gift
protects the Rokea from environmental harm only; direct attacks using pressure
(like bear hugs) or cold (like the Wendigo Gift: Chill of the Early Frost) still
have their normal effect.
Blur of the Milky Eye/Blur of the
Weeping Eyes (Level One) — The Garou's form becomes a
shimmering blur, allowing him to pass unnoticed among others. Once the Garou has
been seen, however, this Gift is negated until the viewer has again been
distracted. A chameleon-spirit teaches this Gift.
System: The player rolls Manipulation + Stealth (difficulty 8).
Although he doesn't become truly invisible, each success increases the
difficulties of all Perception rolls made to detect him by one.
Bones as Coils (Level One)
Breach (Level One) -
Some breeds of shark are better at leaping from the water than others, but this
Gift helps. The Rokea propels herself
towards the surface and leaps a fantastic distance out. Weresharks use this Gift
to see for miles across the sea, and sometimes to board ships. A shark- or
marlin-spirit teaches this Gift.
System: As the lupus Gift: Hare's Leap. This Gift does work on
land, but Sea-bom Rokea don't always think to try it, as it feels strange to
leap in a bipedal form.
Breath of the Wyld (Level One) — As the Furies see it, the problem
with most humans (and some Garou) is that they have forgotten that the energy of
Creation is nourishing, refreshing and ever present. With this Gift, the Black
Fury may instill a feeling of vitality and life in a living being. A spirit
servant of Pegasus teaches this Gift.
System: The Fury must touch her target's skin, and this Gift must be
used outdoors in a natural setting (a city park is natural enough for the Gift
to function). The player rolls Gnosis (difficulty 6 for humans, 5 for Garou).
Success grants a rush of energy and clarity of thought. In game terms, this Gift
grants one extra die on all Mental rolls for the next scene. It also adds one to
the difficulty of any Rage rolls the target makes in that time.
Brief Sensation (Level One)
Call the Breeze (Level One) — The Garou calls up a strong (20 mph),
cold breeze and directs it at whim. This breeze chills anyone not prepared for
it, and it disperses (or redirects) clouds of vapor (including tear gas or
airborne toxins) or swarms of insects. A wind-spirit teaches this Gift.
System: The Garou simply whistles to call the breeze. Anyone caught in
it loses one die from Perception rolls as long as the breeze lasts.
Call the Rain (Level One)
A
power that has been responsible for more than one crocodile cult, this Gift allows the MokolC to summon rain from a clear sky. It is taught by Rainbird or Rain-spirits.
System: The player rolls Expression
+ Rituals,
difficulty
6. One success brings a
spatter. Three bring a steady drizzle. Five or more bring rain.
If
rain is already falling when the Mokok uses this
Gift,
it becomes a downpour. If
a heavy rain is already falling, the result is a catastrophic flood.
Call of the Wyld (Level One) — This Gift augments the Galliard's
natural task of communication through howls. The Galliard can howl a cry that
stirs and invigorates other werewolves, even those far beyond the normal range
of hearing. This Gift is most commonly used at the beginning of revels or other
events to charge up the sept, or to call for aid in times of peril. A
wolf-spirit teaches this Gift.
System: The player rolls Stamina + Empathy; the number of successes
determines how far away the Call can be heard and how stirring it is to those
who hear it. This Gift can be used in concert with any of the standard Garou howls. The Storyteller
determines the actual effects, but they should be linked to the type of howl
made and the intent of the Garou. Some examples are: every two successes gives
those at a revel an extra die to their dice pools; Wyrm agents are distracted by
the call and their difficulties rise temporarily; all Garou in the area do not
hesitate to respond to the Garou's Call for Succor.
Camouflage (Level One) — The Wendigo blends in with the surrounding
wilderness, which makes him very difficult to see. A deer-spirit teaches this
Gift.
System: The difficulties to spot the Garou increase by three, provided
that he is in the woods. The werewolf invokes the effects at whim.
Cat Claws (Level One) —
By calling on her heritage, a Bastet in Homid or Sokto form
can unsheathe her claws and attack as if she was in beast-form.
System: A simple Stamina + Primal-Urge roll
(difficulty 7) brings out a cat’s claws. They remain out as long as she cares to
keep them, but look damned peculiar and hurt to use (+1 to all combat or
Dexterity difficulties). Once resheathed, they must be called forth again.
Chi Sense (Level One) - The Kitsune may sense Yin and Yang,
feeling the flow of Chi. They may make use of the Gift to practice feng shui.
The Gift is taught by any spirit of the Middle Kingdom.
System: The player rolls Perception + Occult, with the difficulty and
information received dependent on the local Willdistribution of Chi. Discerning
the Yin of a graveyard might be a difficulty 3 task, while noticing the
surreptitious sabo- tage of a lab’s Chi flow could take a roll of 8 or 9.
Chill (Level One) -
The Darkwater may summon up a brief moment
of the numbing depths and saturate his immediate area with it. This has the
effect of not only chilling the water (or air) around him but also of unnerving
anyone in the area. A servant of Sea teaches this Gift.
System: The player rolls Charisma + Occult (difficulty 6). The
temperature in her immediate area drops significantly (as though under heavy
air-conditioning on land, or just past the sunlit zone in water) for one turn
per success. Also, if the player scores more successes than a character's
Willpower rating, that character suffers a +1 to all non-physical difficulties
for the next scene as the mystical chill distracts him.
Cloak of Shadows (Level One)
- The Ratkin can hide himself and anyone he's touching in shadows.
A
nightspirit teaches this Gift.
System: The player spends one Gnosis and rolls Manipulation
+ Stealth; if
there's a witness, the difficulty equals its Perception + Awareness dice pool.
(If
there are multiple witnesses, use the highest value.) The area cloaked depends on the number of successes. Successes Cloaks the Ratkin...
One - and no one else
Two - and one other human-sized person or object
Three - and three other human-sized people, or an object as big as a car
Four - and eight or more human-sized creatures, or an object as big as a van or
SUV
Five - and
12
or more human-sized creatures, or an object as big as a tractor-trailer truck
Cold Blood (Level One)
Command Attention
(Level One) —
A werecat can call on his feline presence to draw
attention the instant he steps into a room. Everyone in a given space (a room, a
clearing, whatever) will immediately stop what they’re doing to notice the
Bastet’s entrance. Their reaction from that point on will depend on what the
character does, and upon their feelings about him; an attractive Homid will get
a different reaction than an angry Crinos-panther would.
System: The
player rolls Manipulation + Expression (difficulty 7) to get everyone’s
attention for one turn. This Gift also reduces the difficulty of his next Social
roll by 1 for every success he rolls for the Gift. This bonus only applies once,
upon entering the space.
Control Simple Machine (Level One) — The Garou may command the
spirits of the simplest machines, causing levers to flip, doors to unbelt,
pulleys to roll and so on. Any technological spirit can teach this Gift.
System: The player spends a Willpower point and rolls Manipulation +
Crafts (difficulty 7). The Garou's control lasts until the end of the scene.
Create Element (Level One) — The metis has the power to create a
small amount of one of the four basic elements — fire, air, earth or water. In
this way, she can replenish the air supply in an airtight room, make a rock to
throw at someone, create a fire without matches or wood, or even fill a bathtub
without any faucet or pipes. The metis cannot create specialized forms of any
element. Precious metals (especially silver), lethal gases and acid are beyond
his reach. This Gift creates only natural air, earth, fire and water. Elementals
teach this Gift. Most Bastet favor the five Oriental elements (fire, wood,
metal, earth and water), but those born in the Western Hemisphere often know
them as earth, air, fire and water. An Eastern Bastet may create raw ore and
wood, but cannot conjure air. Neither version can create precious metals,
refined ores, gasses or poison.
System: The werewolf s player spends one Gnosis point and rolls Gnosis.
Each success allows the character to create approximately one cubic foot of the
desired element, to a maximum weight of 100 lbss, anywhere he can see within 60
feet. The element remains in existence until used up (breathed in the case of
air or burned up in the case of fire without any fuel to keep it going). The
flames created with this Gift are genuinely hot, but they are no substitute for
a flame-thrower. They inflict one health level of damage per success, to a
maximum of three health levels of damage.
Cooking (Level One) — The Garou must have small pot (a coffee can
will do) and a ladle or spoon to use this Gift. He places whatever he can find
into the pot — trash, beer cans, old newspapers, etc. — adds water (spit counts)
and stirs. The result is a pasty, bland-tasting mush that is nevertheless edible
and filling.
System: The player rolls Wits + Survival. The difficulty depends on the
items "cooked." Inedible but harmless material is difficulty 6, while actively
toxic substances are difficulty 10.
Curse of the
Great Web (Level One) -
The Viskr
using this Gift can make the way into and out of the Umbra more difficult for one target, by adding invisible spirit-fibers that catch onto the Gauntlet and make passage more difficult.
System: The Viskr touches his target and rolls Wits +
Occult, difficulty 6. Success increases the effective Gauntlet
for that target by one for the duration of the scene.
Danger Sense (Level One)
-
When a ship is sinking, the rats leave first. Tunnel Runners act as scouts for their race, so when danger is near, they may receive a flash of warning about a possible danger.
System: The Storyteller may roll for the character’s Wits + Alertness when danger
is near; this is normally difficulty 6,
but
subtle or supernatural danger may raise this to 7
or
8.
The warning doesn’t have to be
specific; it may just be an image affecting one sense. The player can then declare one quick-thinking or panicky reaction for the character before the threat of danger becomes real.
Darksight (Level One) -For the Mokole using this talent,
the ambient light of the Penumbra illuminates the physical world, even when
darkness surrounds her.
A
moonspirit of some sort teaches the Gift. For the Ratkin who has this gift:
All
Ratkin have a limited degree of night vision; this Gift magnifies and extends this ability. The Gift is taught
by
a night-spirit.
System: The player spends one Willpower; the effects last for one scene. In
complete darkness, the user can see only the outlines of his surroundings. In
any other lighting conditions, she sees as though
the sun was shining. RATKIN: The player rolls Perception +
Occult
(difficulty
7); each success
adds one die to all Perception rolls for the rest of the scene (maximum of three extra dice). With five successes, the Ratkin might even see sound or sense heat signatures. If
the
roll
succeeds at all, the wererat's "night vision" (as described under Traits) still costs
1
Gnosis, lasts for eight hours.
Death Mark (Level One) -
This
Gift is not invoked lightly. The Skulker invests a touch of Gnosis in a small piece of black cloth; when this is brushed across the forehead of
i
criminal, the victim is marked with an invisible spiritual sigil Any Knife-Skulker can see this with some effort; various “spiric sight” disciplines can also detect it. Depending on the severiq of the crime, the Skulker may give the criminal a head start offering him a chance to atone for his crime before the othei Knife-Skulkers catch up with him.
If
he doesn’t, the Death Mark makes the guilty bastard easier to track down..
and cripple or kill, if necessary.
System: The Skulker spends one Gnosis and rolls Intelligence
+ Enigmas to create
the death mark and store it in black cloth. A
Skulker can only maintain one Death Mark
at a time.
If he prefers, he can hand
off the ensorcelled shroud to an emissary (usually a Tunnel Runner) who will carry it to the criminal. Anyone can brush the clothover the victim’s forehead, who is usually restrained. Once this is done, the Skulker can
tell the direction and distance of the guilty party (rather like the
Rite of the Questing Stone). The victim may attempt to remove the mark with another Gift, Discipline, Arcanos, or the like.
However, his number of successes must exceed the Skulker’s initial roll, and
such “cures” never last for more than a
day.
Death Rattle (Level One)
Diagnose (Level One)
-The Gurahl can determine a person’s general health by studying that individual
carefully.
System: The Gurahl focuses on her target. Her player rolls Perception +
Medicine (difficulty 7). One success reveals the target’s general health. Each
additional success gives more specific information. Zero successes fail to
determine anything, while a botch produces a false (and possibly dangerous)
diagnosis.
Diagnostics (Level One) — At a glance, the Glass Walker can tell what
is wrong with a machine. He can then enlist the aid of the machine's spirit in
repairing the faulty device. Any technological spirit can teach this Gift.
System: The player rolls Perception + Crafts to determine the problem.
She then spends one Gnosis point as the Garou mentally convinces the spirit of
the device to aid her in fixing it. (Most such spirits are happy to do so — they
don't want to be junk!) The time to fix the device is halved, and the player may
subtract any successes on the Perception + Crafts roll from the successes
necessary to fix the device (see
Repair).
Dowsing (Level One) — By pawing
or sniffing at the ground, the Bastet tries to locate nearby water sources
(underground streams, pipes, etc.). With luck, she’ll be able to tell whether or
not that water is safe to drink.
System: A roll
of Perception + Primal-Urge will determine the water’s location, if any exists
within 100 feet of the Bastet. The difficulty depends upon the water’s distance
and quantity; a muddy puddle beneath debris would be 9, while a pure rushing
stream on the other side of a wall would be 5.
Eau de Rat (Level One) - (Level One) -
The intoxicating scent of rat is not fully appreciated by allmammals. In fact, most humans find it down right foul, as do the Jagglings and Gafflings of the Weaver.
System: Spend one Rage point and roll Charisma + Primal-Urge, difficulty 7. Humans and Weaver-spirits who are downwind from Eau de Rat lose one die from their dice pools when within 20 feet; lesser Weaver Gafflings are likely to flee. The effects last
for a scene.
Empathy of Hatred (Level One) — Using this Gift, an Ahroun can tell at a
glance how strongly a given individual is ruled by anger — both at the moment
and over the course of their life. An Epiphling of Rage teaches this Gift.
System: No roll is needed; the effect is automatic. By spending an action
focusing on a person, the Ahroun can learn the permanent and temporary Rage that
said person possesses. This is most useful for spirits and other shapechangers,
of course, although some fomori may possess Rage as well. The Shadow Lord Gift:
Aura of Confidence blocks the perception granted by this Gift completely.
Enemy Ways (Level
One) -This is a danger sense. Taught by one of Grandfather Thunder’s
Stormcrows, Enemy Ways is more than just a heightened (and reasonably accurate)
sense of paranoia. Instead, it provides solid information on what immediate
peril a Corax faces.
System: With a successful Perception + Stealth roll the Corax can pick up
hints as to the nature of enemies in the area. Usually a Corax who uses this
Gift successfully can pick out the number and type of his opponents; with five
or more successes sometimes more can be learned.
Eyes of the Dragon Kings (Level One)
Eye of the Raptor (Level One) -The creature can see for
miles, as if the distance were a mere twenty yards; this Gift is taught
by a
bird-spirit, usually one known for its amazing eyesight.
System: The player rolls Perception
+
Alertness (difficulty 8).
The number of successes equals the number of miles
the character can see clearly, although it does not grant the ability to see
through objects.
Eyes of the War God (Level One) - The name of this
auspice comes from a god of war who could never be surprised. The son of Shiva,
he had six faces and could watch all of his surroundings. This Gift grants a
similar blessing on a Nagah of this auspice.
System: The player rolls Wits + Alertness (difficulty
6 ) ,
and spends one Gnosis.
With
at least one success, the Nagah gains
full
360-degree vision for the remainder of the scene. In addition, each success
bestows an extra die to all Perception-based
rolls
for noticing enemies.
Fable (Level One) - With this Gift, the Kataribe may
use her natural expressive abilities and will. to sway an audience. By telling
an appropriate story, singing the right song, etc., she can plant a suggestion
into the hearts and minds of listeners. (For example, Sondok sings a ballad of
reverence for the earth at a folk festival; the attendees find themselves voting
Green in the next referendum.) Bird-spirits (Nightingele in particular) favor
Kataribe with this Gift.
System: The player spends a Willpower point and rolls Manipulation +
Empathy. Listeners are influenced by the experience for a number of days equal
to the Fox's Manipulation + Performance dice pool. This Gift will not work if
the targets are forced to listen, nor when the Kitsune is not actually in the
room; recordings and broadcasts of the tale have no effect.
Faerie Light (Level One) — The Garou can conjure a small, bobbing
sphere of light. The sphere illuminates only a three-foot area, but that is
usually enough to provide the necessary light — or to lead foes into ambush. A
marsh-spirit teaches this Gift.
System: The player rolls Wits + Enigmas (difficulty 6). The light can
appear anywhere within the Garou's line of sight. It can move, bobbing along at
10 feet per turn, if bidden to do so. The light lasts for one turn per success,
but the player can spend a point of Gnosis to make it last for the entire scene.
Falcon's Grasp/Iron
Coils
(Level One) — A leader must keep a tight grip on his
power, and this Gift allows the Garou to do so literally. The Garou's hands or
jaws tighten in a mighty death-grip, making it nearly impossible to escape. A
falcon-spirit teaches this Gift. For the Nagah who uses the gift,
the target is caught in the Nagah's coils, and does not bestow
any additional damage.
System: The player spends one point of Rage. For the remainder of the
scene, the Garou's grip with either hands or jaws (or both at a cost of two
Rage) is much stronger. In game terms, the Garou's Strength is considered three
points higher for purposes of grappling or maneuvers such as the jaw lock (see
Special Maneuvers ). The Garou may not use this extra Strength to inflict
damage.
Falling Touch (Level
One) — This
Gift allows the Garou to send her foe sprawling with but a touch. Any aerial
spirit can teach this Gift.
System: The Garou's player rolls Dexterity + Medicine (difficulty of
the opponent's Stamina + Athletics). Even one success sends the victim to the
ground. Doing so counts as an action; activating this Gift and striking a foe
with intent to harm are two separate things.
Fast (Level One) -
Sharks can survive for long periods of time by living off their internal store
of oil. Rokea can use this ability on land,
as well, to survive without food or water, by consuming their own Gnosis. This
Gift is taught by a shark-spirit.
System: The player spends one Gnosis point. The character need not eat or
drink for one week after longer than a week, she must reactivate the Gift (which
of course costs another point of Gnosis) before the first use of the Gift ends.
If she does not, the Gift will not function again until she has eaten.
Fatal Flaw/Slayer’s
Eye
(Level One) — The Shadow Lord can discern a target's
weakness, granting an advantage in combat. A Stormcrow teaches this Gift.
System: The Shadow Lord must concentrate for one full turn. The player
rolls Perception + Empathy (difficulty of the target's Wits + Subterfuge).
Success grants the Garou an extra die of damage during combat with that target.
Additional successes grant knowledge of further weaknesses (although no further
damage bonus is gained). Five successes reveal all of the target's flaws.
Fiddle Fish (Lev el One)
Find Land/Find Water (Level One)
- By focusing his attention onto the balance of land and water, the
Mokolb
can locate the nearest fixed land amidst the waters of swamp or sea.
This Gift is taught
by a
Turtle-spirit. For Find Sea
the Mokole can find any water within twenty
miles,and likewise tell if the water is contaminated if he achieves enough successes.
This Gift is taught
by a
Lizard-spirit.
System: The player makes a Perception
+ Survival roll,difficulty 6. One
success indicates the direction of the land. Three successes indicate the distance; five allow the Mokol6 to tell whether the land is dangerous or contaminated.
Find Sea (Level One) -
The Rokea with this Gift can always find
the fastest route to the ocean, regardless of how far inland she is. The fastest
route might not be the most direct, of course, especially if the Rokea is in a
vehicle of some kind. Any bird-spirit can teach this Gift.
System: The player rolls Perception + Primal- Urge (difficulty 6).
Success means the character knows how far and in which direction the sea lies.
Firebug (Level One) -
By focusing anger and destructive emotions, the Twitcher can ignite flammable materials within ten feet. You can’t hurl balls of abysmal flame, but you can torch things without carrying an incriminating lighter or book of matches. This inferno can only engulf wood, paper or cloth; you’ll need the Pyrotechnics Gift for anything less flammable. In addition, theGiftdoesnot workon items that are being worn or carried. This Gift is taught by a Wyldling spirit.
System: Spend one Rage and roll temporary Rage to ignite a fire. You just need one success. This may seem trivial, but no human investigator will
be
able to deduce the cause of your act of arson. The Gift is also instantaneous; imagine the efficacy
of setting a building on fire right in the middle of an epic fight scene.
Flow of Aura (Level One) - The Kitsune gains a perception
for the feel of a place, its general bent and any psychic residue left on an
area by strong emotion. Births, deaths, sicknesses, joys and other such emotions
may be sensed. The Gift is taught by wood and stone-spirits.
System: The player rolls Perception + Empathy (difficulty 7). One success
gives a vague notion of past events (a death occurred here). With three
successes, there is more detail (a betrayal led to a massacre here), while with
five or better, the exact emotional texture and intensity (a century past a
lover betrayed his intended bride to a group of foreign mercenaries to save his
own life).
Groom (Level One)
-This Gift enables the Tenere -This Gift enables the Tenere to look her best
regardless of the situation.
System: Once this gift is learned it is always active
Guided Strike (Level One)
-
This
Gift increases the Nagah‘s accuracy for his next
attack.
System: The player rolls Gnosis (difficulty
8) and
spends one Willpower. Each success adds one die to the next roll to hit a
target; the ability must beusedduring that scene, roll to hit a target; the
ability must beusedduring that scene, and the dice pool cannot be raised over
12.
Hare's Leap/Killer’s Leap/Leap
of the Kangaroo Rat (Level One/Level
Two Bastet) — By invoking this Gift, werewolf may leap
incredible distances. Hare-, frog- and cat-spirits usually teach this Gift. The
lost Bunyip knew this Gift as Leap of the Kangaroo, however marsupial-spirits
seem loath to aid werewolves these days. Today, many werewolves call this Gift
"Leap of the Kangaroo" in their fallen cousins' honor.
System: The player rolls Stamina + Athletics (difficulty 7). If
successful, she may double her normal jumping distance. (See Jumping.)
Heavens’ Guidance (Level One) - A
Strider with this Gift is never lost while the stars shine in the sky. This Gift
is taught by a spirit servant of the North Star.
System: Once learned, this Gift’s effects are always active from twilight
to dawn. The werewolf gains an innate sense of direction; he always knows which
way is north, and the path he took to reach where he is.
Heightened Senses (Level One) — The werewolf with this Gift tunes in
to the world around him, increasing his senses vastly. When in Homid or Glabro
form, her senses become as sharp as those a wolf, allowing him to hear sounds
beyond his normal range, granting him superior night vision and making his sense
of smell stronger than that of any dog. In wolf forms, his senses become
preternaturally potent, allowing him to perform feats that border on
precognition. This Gift has drawbacks as well. If a fire alarm were to go off
around a Garou using this Gift, it might render him helpless. Cities can barrage
the werewolf with a sensory overload. Wolf-spirits teach this Gift.
System: The player spends a Gnosis point. The effects last for one
scene. In Homid or Glabro forms, the werewolf's Perception difficulties decrease
by two, and he may roll Perception + Primal-Urge to perform sensory feats
impossible for humans (such as tracking by scent). In Crinos, Hispo and Lupus
forms, Perception difficulties decrease by three (which is not cumulative with
the ordinary Lupus-form Perception bonuses), and the werewolf gains an extra die
to Primal-Urge dice pools.
Humbaba’s Escape (Level One) —
One of the tribe’s first and most valuable tricks, this Gift allows a
wereleopard to dislocate her limbs and slide through small openings. Though the
Bagheera claim that the wise cat Humbaba invented the trick, the Simba maintain
that he originally learned it from Mouse-spirits.
System: The player rolls her Dexterity + Athletics
to dislocate her cat’s limbs. The harder the attempt, the higher the difficulty
becomes. Undoing your wrist to get out of handcuffs would be difficulty 6, while
dislocating your spine and ribs to get through an air shaft would be 10. While
the cat is out of joint, her Stamina rating drops by two. Simple adjustments
don’t cost any Gnosis, but large-scale body-shifts cost one point.
Hunter in Crowds (Level One)
Hush (Level One) — Though Ragabash are teachers, one thing they can’t
always teach is when to keep one’s mouth shut. Maybe a brash Ahroun is about to
say something unfortunate to a bigger Ahroun, or perhaps a talkative cub is
about to reveal too much about what she knows. In such situations, this Gift
acts as a temporary stopgap; it makes the target fumble for words, lose his
train of thought or become momentarily distracted. Besides keeping friends from
saying stupid things, the Gift can also be used against insulting rivals or the
fomori calling in reinforcements. Because of the bond between packmates, it is
easier to use this Gift within the pack — after all, it’s for the greater good,
right? A mockingbird-spirit teaches this Gift.
System: The player rolls Wits + Subterfuge (difficulty is the target’s
Wits + 4; for a packmate reduce the difficulty by one). Every success stalls the
target for one turn, preventing the target from communicating verbally (although
other forms of communication, such as sign language or writing, are still
possible).
Illusion of Size (Level One) - The Ananasi is able to project an aura that deceives those looking at the Myrmidon are deceived into thinking that he is much larger than his actual size. The character does not gain any physical benefit, but any character viewing him might give pause at the small man that now looks like an angry linebacker. System: The player rolls Manipulation (difficulty 6) against the opponent's Willpower (difficulty 7).
Inspiration (Level One) — Other werewolves look to the Ahroun for
leadership in combat. The Gift of Inspiration is one reason. The Garou with this
Gift lends new resolve and righteous anger to his brethren. Either a lion- or
wolf-spirit teaches this Gift.
System: The player spends one Gnosis point. All comrades (but not the
Gift's user) receive one automatic success on any Willpower rolls made during
the scene.
Inspire (Level One) -
This allows the Ananasi to pass along the spirit of creation to another around them. The Kumoti can cause a particular target to suddenly fill with creativity, finding the right word to make a speech,
discovering the insight that had been eluding their artwork, or just finding the courage to state something hidden. This Gift has a negative side as well, as the inspired individual can
sometimes act rather foolhardily.
System: The Kumoti must expend one Gnosis point and be within ten feet of her target. This Gift does not make
the target susceptible to suggestion; it merely enhances their creativity for a task that they would normally do, but for one reason or another have never been able to accomplish before. Even the most foolhardy won't be driven to selfdestructive acts — unless, of course, they are already on the edge of the building ready to jump.
Ishin Denshin (Level One) - The
Kitsune can communicate telepathically with others of her kind. Both Foxes must
possess the Gift and be willing conversationalists. The Kitsune find it very
difficult to lie through this Gift (its name means "Mind-to-Heart
Communication"), and
therefore use it less often than one would
expect. Ishin Denshin is taught by
Snake-spirits.
System: The player rolls Perception + Empathy (difficulty 6) while the
Kitsune gazes into the other Fox's eyes. No effort is necessary to sustain
contact once established, but any prolonged distraction (such as combat) will
break the link. For each success of the initial roll, the connection will
survive one round of combat or single scene of confrontation without breaking.
Jam Weapon (Level One) - The Garou may stop any Weaver-born
weapons from working within the range of his voice.
A dove-spirit teaches this Gift.
System: The Garou shouts a single, strange word and spends a
Gnosis point. The player rolls Perception + Expression, difficulty of the
Willpower of the nearest armed person. For each success, all manufactured
weapons will not function for one combat round. This includes guns, crossbows,
flame-throwers, and even tasers or cattle prods (anything with moving parts). It
does not include natural weapons (retractable claws don’t count as moving
parts).
Jump (Level One)
-
With this Gift the Ananasi can
leap amazing distances with ease. Ananasi can cover substantial distances anyway, but with this Gift they can cover
full city blocks.
System: The Ananasi must make a Strength + Athletics roll, difficulty 6. Each success doubles the normal jumping distance for the Ananasi. For example, three successes would change a normal vertical leap from 5 feet per success to 40 feet per success. 4 successes would allow vertical leaps that clear
80
feet per success. This Gift works only in Lilian and Pidius
forms.
Killing Bite (Level One) -
A Rokea can slay most enemies with one bite, but sometimes a more powerful
blow is needed to fell determinedopponents. This Gift allows the Rokea to deliver a fearsome bite in any form. A shark*spirit teaches this Gift.
System: The player spends one Rage point to activate the Gift. The next successful bite attack the character lands inflicts two additional levels (not dice) of damage.
King Fish (Level One) -Almost
all coastal and island cultures have developed myths about sharks, referring to
them as gods of some kind. Sharks are indeed at the top of their food chain, and
this Gift — taught by a shark-spirit — allows them to command respect.
System: The player rolls Charisma + Primal-Urge (difficulty 7). Success
subtracts one from the difficulties of any rolls the player must make in that
scene involving Leadership or Intimidation. This Gift does not inspire fear or
loyalty so much as respect for a powerful being.
Kitten’s Cry (Level One)
— Also called “Pathetamew” for its pitiful sound, this Gift imbues the werecat’s voice with a tone so pathetic that anyone who hears it goes out of his way to comfort her. This compulsion extends to attackers, who break off hostilities unless they’re attacked in return. Most Bastet consider this a dirty but useful trick.Relationship Difficulty
Lover/relative 4
Friend 5
Passerby 6
Total stranger 7
Rival 8
Enemy 9
Foe in combat 10
Lambent Flame (Level One) — The Garou causes her body to ignite with
silver light. A Lune teaches this Gift.
System: The player spends one Willpower point to ignite the light. The
glare illuminates a 100-foot area. Any hand-to-hand attacks against the Garou
take a +1 difficulty penalty, while missile attacks receive a -1 difficulty
bonus.
Lick Wounds (Level One) — As the
Theurge Gift: Mother’s Touch, this power heals normal or aggravated wounds (but
unlike the Theurge Gift, can be used to heal oneself). This Gift may be used as
many times as the player wants, but each healing “lick” costs another Gnosis
point. Bear in mind that even a cat may be loathe to lick up toxic waste or raw
sewage! Some substances, like silver or Wyrm-poison, might damage the healer in
proportion to her healing — that is, by one Health Level per Health Level healed
— if it’s still in or on the wound when she licks it.
Lizard's Favor (Level One)
Majesty (Level One)
— The first trick a good king learns is how to impress his
subjects. By employing the ancient right of command, any Simba may demand
respect and expect to get it.
System: Like the Level One Common Gift: Command
Attention, except that it lasts a whole scene and involves Manipulation +
Intimidation. Other Simba are immune to its effects.
Many Eyes
(Level One) - The Ananasi acquires a
vision that encompasses 360 degrees. Anyone looking directly at the werespider
notices nothing, but if an individual uses peripheral vision, the Ananasi
appears to have eyes all around her head.
System: The player spends one blood point. The Gift lasts for one scene.
Mark as Mine (Level One) — By
spraying a given area or object with urine and musk, a Bastet stakes a claim on
it. Any shapeshifter will know that a werecat has marked the place, and any
other mystically-inclined being (a mage, a vampire, etc.) will recognize the
sign as a “Keep Out” warning. This usually lasts until someone else removes the
Gift with some other magic, or until the Bastet sees fit to destroy the Mark
himself (not likely!).
System: This costs a temporary Gnosis point for
each object or area treated. Anyone making a successful Perception + Empathy
roll will feel distinctly uneasy when coming within 10 feet of the Mark, as if
they were trespassing in someone else’s house or stealing someone else’s
valuables. Through sensory magics, an intruder may actually see the Mark, even
after the spray dries, and may remove it through appropriate use of magical
powers. The Bastet may remove the Gift himself by spraying it a second time.
This Gift does work on live creatures, but does not harm them in any way.
Master of Fire (Level One) — Once humans tamed fire to keep them
warm and to drive off the wild beasts, they were on their way to civilization.
Werewolves with this Gift invoke humanity's ancient pact with the spirits of
fire. The spirits of flame agree to hold back their hunger when the werewolf
touches them. An ancestor-spirit or a fire-spirit grants this Gift.
System: This Gift allows a werewolf to heal fire damage as if it were
bashing. This requires the expediture of a Gnosis point; the effects last for a
scene.
Mercy (Level One) — Children of Gaia see no use for lethal force when
they are not fighting minions of the Wyrm, but even they succumb to frenzy. This
Gift, used chiefly by Children of Gaia with high Rage or in duels, allows the
Garou to use her natural weaponry and Rage without fear of killing her opponent.
A dove-spirit teaches this Gift.
System: The player spends one Gnosis point. For the rest of the scene,
all damage that the Garou inflicts with her own body (claws and teeth, but not
weapons of any kind) is considered bashing. A creature "killed" by such damage
merely falls unconscious, and he may heal the wounds at the usual rate for
bashing damage (see Healing}.
Mindspeak (Level One) — By invoking the power of waking dreams, the
Garou can place any chosen characters into silent communion. A Chimerling
teaches this Gift.
System: The player spends one Willpower point per sentient being chosen
and makes a Manipulation + Expression roll (difficulty of the victim's
Willpower) if the being is unwilling. All those included in the dream may
interact normally through the Mindspeak, although they can inflict no damage
through it. Their real bodies can still act, although all dice pools decrease by
two. The Mindspeak ends when all the participants want it to, or on the turn the
Galliard fails the roll against an unwilling member. The beings affected must be
within line of sight.
Mockingbird’s Mirror (Level One) — According to legend, an early Pumonca known as Three Spiders Climb mastered the art of mimicry and ventriloquism, and passed the secret on to his friends. This secret lets a cougar imitate whomever he wishes — birds, animals, humans, even machines — and allows him to throw his new voice for some distance. As the name suggests, a Mockingbird- spirit often passes the secret along, usually in return for food. System: The player rolls Manipulation + Subterfuge to imitate sounds within the normal human vocal range. So long as he’s successful, his mimicry is flawless. If he tries to mirror sounds outside the normal range — subsonic vibrations, explosions, highfrequency whines, etc. — the cat must spend a Gnosis point and the difficulty is 7. This Gift lasts roughly a scene, and sounds can be “thrown” up to 100 feet away from where the werecat stands.
Moon Lore (Level One)— Using this Gift, the werewolf can learn the phase
of the moon that heralded the birth of another. Although it can determine
auspice, Moon Lore gives no clue to whether the subject is a werewolf or even if
it is supernatural in any way; being born under a waxing gibbous moon means much
more to a Garou than it does to a normal human. Any moon-spirit can teach this
Gift.
System: A single success on a Perception + Primal-Urge roll (difficulty
6) is required to determine the moon’s phase at the time of the subject’s birth;
two successes determine whether it was waxing or waning.
Morse (Level
One) -There are messages that need to move
faster than any Corax can fly, and there are times when neither computer nor
phone is a safe method of information transfer.
At
times like that, a Corax still
has a method of getting his message to his nearest fellow wereraven, namely, the
use of this Gift.
By
merely tapping
out his message onto any hard surface and using this Gift, a Corax can make sure
that someone out there gets his message
right
now - because there may
not be time for a later. This Gift is taught by a Machine-spirit.
System: With this Gift, the Corax can tap out a Morse code message on any
surface and, by spending a Gnosis (and succeeding on a Wits + Empathy roll, difficulty
8),
have the nearest Corax hear the
message clear as day.
Of
course, the receiving Corax might not know Morse code, but that’s the
sort of risk you’ve got to take.
Mother’s Blessing/Curse (Level One)
— Folklore holds that a cat had the ability to either bless or curse a pregnant woman. In the case of the Ceilican, this legend is true. A kind Bastet can offer a boon to the mother, while a spiteful one can harm her in some minor but memorable way. Mother's Touch/Healing
Tongue/Ganga’s Caress/Rat
Mother’s Touch
(Level One) — The Garou is able to heal the wounds of
any living creature, aggravated or otherwise, simply by laying hands over the
afflicted area. The Garou may not heal herself, spirits or the undead with this
Gift. A bear- or unicorn-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Intelligence +
Medicine (difficulty of the wounded individual's Rage, or 6 for non-Garou). Each
success heals one health level. The Theurge may heal even Battle Scars in this
manner if the Theurge uses the Gift in the same scene in which the scar was
obtained and she spends a second Gnosis point. There is no limit to how many
times this Gift may be used on a person, but each use requires the expenditure
of one Gnosis.
Nature's Plenty (Level One)
Open Seal (Level One) — With this Gift, the Garou can open nearly any
sort of closed or locked physical device. A raccoon-spirit teaches this Gift.
System: The player rolls Gnosis (difficulty of the local Gauntlet
rating).
Pack Tactics (Level One) — While the Ahroun’s role as the overall leader
of Garou is questionable, there is no doubt at all who should take control of
the pack during a battle. By taking the lead and coordinating pack actions, the
Ahroun gifts all of her packmates with great competence in the heat of battle. A
wolf-spirit teaches this Gift.
System: The player spends a Willpower point before initiating a Pack
Tactics maneuver (Werewolf, page 212), and divides a pool of extra dice equal to
her Leadership score among everyone performing the maneuver. The dice should be
divided as evenly as possible, although the player may choose where to
distribute extra dice (or in case of the Ahroun’s Leadership score granting
fewer dice than the number of packmates involved).
Patience of Ananasa (Level One) -
The Tenere remains motionless for long periods of time without experiencing
discomfort. This stillness may make the werespider harder to notice.
System: The player rolls willpower (Difficulty 7) and the Tenere may remain
perfectly motionlessfor one hour per sucessachieved. Moving ends the Gift,
which may not be used again for an amount of time equal to the time spent
motionless.
Pathfinder’s Pride (Level One) —
Cats have a remarkably good sense of direction. With this Gift, a Bastet may improve that knack to find his way out of most kinds of mazes, deserts or woodlands. Worthy folk may learn this Gift from Bird-spirits, but no werecat willingly admits to it in public.
Perfect Recall (Level One) —Galliards often share one trait even before
the Change takes them. That trait is memory. Moon-Dancers often have good heads
for detail; this Gift, however, accentuates that capacity. Any Weaver-spirit can
teach this Gift, which is one reason it isn’t more common.
System: The player spends one Gnosis point. The Garou can then remember
any one detail, no matter how small, from her entire life. A name she only heard
once, a scent that she only smelled faintly — whatever the memory, as long as
she experienced it, she can call it to mind. Note that this Gift does not
provide context for the memory, but using it can lower the difficulty on related
rolls (remembering a conversation the character had with his father about cars
might aid in fixing an engine, for example). The Storyteller has final say over
whether or not the character has ever experienced a given detail.
Persuasion (Level One) — This Gift allows a homid to become more
persuasive when dealing with others, in such a way that his statements and
arguments are imbued with added meaning or credibility. An ancestor-spirit
teaches this Gift.
System: The player rolls Charisma + Subterfuge. If successful, the
Storyteller reduces the difficulties of all Social rolls by one for the
remainder of the scene. In addition, any successful Social rolls may have
significantly more impact than they would without the Gift. A werewolf could win
arguments with hard line opponents, or cause a cold-hearted psychopath to relent
(at least for a little while).
Poison
Food
(Level
One) - Health Department officials would cringe at the very thought of this
Gift. Common black rats and brown rats are capable of spreading food
poisoning under the right circumstances.
Add the ordinary rat’s capacity for breeding, and that means several hundred rats can drive a restaurant out of business if unchecked. Now picture a Plague Lord calling up his own assortment of Disease-spirits after learning this Gift from his ephemeral ally.
System: Spend one Gnosis and roll Intelligence + Enigmas. Anyone who eats the poisoned food takes a number of health levels of non-aggravated damage equal to the number of successes. This damage can be soaked with a Stamina roll, but the poison remains in the food for one scene. (Incidentally, taking multiple bites in the same scene does not inflict damage multiple times.)
Predator's Patience (Level One)
Prehensile Body (Level One) - In forms other than Balaram,
the Nagah can grasp and manipulate objects with her tail (or coils) as easily as
she can with her hands in human form.
System: Once the Nagah learns this Gift, its effects are permanent. Simple
acts, like turning a doorknob or holding a small object, shouldn’t require adie
roll. At the Storyteller’s discretion, more complex acts, like reloading a gun,
should require a Dexterity + Athletics roll (difficulty 7).
If a
complex physical action requires a different die roll, like fixing a car with
Dexterity + Repair, the Storyteller may elect to simply increase the difficulty
of the roll (instead of calling for an additional Dexterity + Athletics roll).
Primal Anger (Level One) — The metis learns to focus the anger within
her heart and use it to increase her Rage. The anger takes a physical toll on
the werewolf, and it is up to her to unleash it on her enemies. The spirits of
ancient metis teach this Gift. Few members of other breeds have suffered enough
shame and suffering to learn this Gift.
System: A character with this Gift may sacrifice a single health level,
once per scene, and gain two extra points of Rage in exchange (even if doing so
takes her above her permanent Rage rating). The health level is treated as
aggravated damage for purposes of recovery.
Raiding the Umbral Hoard (Level One)
Ravens Gleaning
(level One) - Raven’s Gleaning takes advantage of the legendary Corax predilection
for bright, shiny objects. In essence, a value detector, the Gift allows a Corax
to look at a shiny object and, at a glance, discover whether or not it’s worth
picking up. Raven himself, or a Raven-spirit acting under orders from the big
guy, teaches this Gift.
System: Raven’s Gleaning costs a point of Gnosis, and requires a Perception + Subterfuge roll (difficulty
5).
A
single success merely gives a
yes/no answer as to whether the item is worth snatching. Additional successes
can give the Corax an idea of value, composition, craftsmanship and so on.
Razor Claws/Diamond Claws/Slash
of the Death Bear/Slicing Teeth/Gold Claws (Level One) (Level One) — By raking his claws over stone or another
hard surface, the Ahroun hones them to razor sharpness. Either a cat- or
bear-spirit teaches this Gift. For a Ratkin who has this gift, it is used
for their teeth attacks.
System: The player spends one Rage point, and the Ahroun must take a
full turn to sharpen her claws. For the remainder of the scene, her claw attacks
do an additional die of damage.
Resist Pain/Ignore
Wounds (Level One) — Through force of will, the Philodox is able
to ignore the pain of his wounds and continue acting normally. A bear-spirit
teaches this Gift.
System: The player spends one Willpower point; his character may ignore
all wound penalties for the rest of the scene.
Resist Toxin (Level One) — Many Bone Gnawers learn a preternatural
resistance to poisons and toxins of all kinds, doubtless due to their diet of
refuse and American beer. A trash-spirit teaches this Gift.
System: The player rolls Stamina + Survival. Success nullifies the
effects of most conventional poisons, and adds three dice to the Garou's Stamina
for purposes of resisting Wyrm-enhanced poisons. The effects last for the scene.
Restraint (Level One) - Rokea, and Brightwaters in
particular, enter frenzy easily. This Gift, taught by a spiritservant of Sea,
allows the Brightwater to ignore her slewmates and allies entirely, even when
lost to Kunmind.
System: The Rokea must activate this Gift before entering frenzy. The
player spends one Gnosis point and rolls Willpower (difficulty 6). For each
success, the player chooses one character. The Rokea, if she enters frenzy, will
ignore each chosen character entirely.
Rhino’s Favor (Level One) — By
calling on the spirit of the rhino, a Khan may grow a temporary horn on her
skull. Although this protrusion is a bit unsightly, it allows the tiger to
head-butt an opponent for considerable damage.
System: The Khan
rolls Gnosis to grow the horn. This protrusion lasts for one scene, and allows
her to gore opponents for Strength +2 (aggravated damage, difficulty 7). Tiger
skulls aren’t built for ramming, however; botching such an attack inflicts
normal Strength damage back on the Khan.
River's Gift (Level One) -
Salmon Leap (Level One) — The old legends relate of Fianna warriors leaping over enemies and crossing rivers without getting their feet wet; this Gift is one way they did it. Taught by a salmon-spirit or ancestor-spirit, this Gift is functionally identical to the Lupus Gift: Hare's Leap.
Satyr’s Wisdom (Level One) — By
calling upon the talents of his tribe’s fae allies, a Ceilican can play any
musical instrument as if he’d been reared with it in his hands. Although this
talent is fleeting, it can make one hell of an impression.
System: With a
Manipulation + Occult roll (difficulty 7), the cat gains a few temporary points
in Expression, Performance or the optional Singing secondary Skill. For each
success, he adds one dot to the chosen Trait. This lasts for as long as the
Ceilican plays; afterward, the skill fades from his fingers until he either
learns it for good or uses the Gift again.
Scent of Running Water (Level One) — The Garou can mask her scent
completely, making herself virtually impossible to track. A fox-spirit teaches
this Gift.
System: The difficulties of all rolls to track the Garou increase by
two. This Gift becomes an innate ability to the Garou who learns it. She need
not expend any points or make any rolls. However, the Ragabash may still leave a
scent behind if she decides to do so voluntarily (which may be necessary to
blend in with wolf packs).
Scent of Sweet Honey (Level One) - As the Bone Gnawer Gift.
Scent of Sweet Nectar (Level One) - As the Bone Gnawer Gift: Scent of Sweet Honey. It is taught by a Bee-spirit.
Scent of the True Form/Eyes
of the Soul/Sight of the True
Form
(Level One) — This Gift allows the Garou to
determine the true nature of a person. This information is conveyed as an
olfactory sensation — it is actually a scent of the target's natural form. Any
spirit servant of Gaia can teach this Gift.
System: The Garou can tell automatically when someone is a werewolf;
anything else requires a Perception + Primal-Urge roll. It takes two successes
to detect vampires, faeries or other shapeshifters as such, and it takes four to
detect fomori or mages.
Scholar’s Friend (Level One)
— A simple yet helpful Gift, this secret allows a Bubasti to read a book, scroll or tablet in any written language. This talent doesn’t teach the cat any new language, nor will it help him understand esoteric concepts or missing bits of text. Even so, the ability to read anything set in front of you is a subtle yet powerful gift.Language Difficulty
Only one roll is allowed per reading session. The Gift lasts for one hour per success, and the cat must rest his eyes for several hours after finishing. A failed roll doesn’t necessarily mean the werecat couldn’t read the text; it may mean that he read it wrong. Storytellers are advised to keep the difficulty of the roll secret, and to base the information given on the success of the roll. One success lets the cat get the general idea, while four successes or more indicate complete understanding.
Scrounge (Level One) -
Ratkin Engineers have a talent for finding all
sorts of usable junk. Spend a few minutes searching around, and there’s no telling what you might find. This Gift can either help find some mundane item that’s hidden nearby, or scrounge up something bizarre that no one would have thought to look for. This Gift
is taught by a
Trash
Gaffling.
System: Spend one Gnosis and roll Perception + Alertness. You
can either name a specific item that would normally be in your current location, or name a general type of item that’s rather hard to find. The difficulty of the roll depends on how well the item is hidden or how rare the item is. For instance, finding where the forks are kept in a restaurant after hours is difficulty
4;
finding a fork in a subway station could
be difficulty 6; finding a magnetized fork with silver plating
by the side of the
freeway might be a difficulty 9.
The Storyteller, of course, has the right to rule out any specific itemas“irnpossib1e to find. ”If there staurantin question really doesn’t have any radioactive plutonium forks stashed in
the kitchen, the Scrounge Gift won’t help you
find
one.
Seduction (Level One) - A Nine-Tails with
this Gift holds a powerful attraction for mortals, and can cause humans to fall
in love with her — not always intentionally.
This Gift is taught by a Cloud- or
Rain-spirit.
System: The player rolls Charisma + Subterfuge; the target resists with a
Willpower roll (both difficulty 6). Each success increases the depth of emotion;
one is a mild crush, five or beyond a haunting obsession. The Storyteller is
encouraged to surreptitiously roll this for pure mischief or subplot every now
and then, particularly if the Fox uses the Gift often.
Seizing the Edge/Executioners
Edge
(Level One) — To the Shadow Lords, there is no
possible way for a contest to be even. If neither competitor wins, they both
lose. This Gift allows the Garou to swing the balance, ever so slightly, in her
favor. A spirit servant of Grandfather Thunder teaches this Gift.
System: The player spends one Gnosis point. For the remainder of the
scene, whenever the Shadow Lord is involved in a direct confrontation with
another being (specifically, if the player must make an opposed roll), any ties
go to the Shadow Lord. For example, a Shadow Lord and her Get of Fenris rival
are wrestling. Both players must roll to see if the Get of Fenris can break the
hold that the Shadow Lord has caught him in. If the players roll the same number
of successes, the Shadow Lord wins and the Get remains pinned. This Gift lasts
for one scene.
Self-Mastery (Level One)
Sense Angst (Level One) -
You
know anger and bitterness so well
that you can smell it in others. Humans become fascinating: you can sense their current greatest pet peeve or annoyance. When you’re near shapechangers, you can sense
the
extent of
their Rage; if lucky, you can determine the last event that really pissed them off. You know how close a vampire is to going
berserk (and what might set him off), or the pain of a wraith hovering nearby.
If you use this on someone tainted
by
the Wyrm,
you can sense part of what drove him to his madness. In all, if anyone is pissed off, you can figure out why.. and use it to your
advantage.
System: Roll Perception
+
Occult, difficulty
6. If
a human is actually calm, you can tell what would most upset him at that moment; gaining more than one successgives you more insights into what would cheese him off. Three successes on a Perception
+ Occult roll lets
you tell the relative Rage of a werewolf (or other shapechanger), the Humanity of a vampire (or a brief impression of his Path’s morality and how “far along” he is on it), the Angst level of a wraith,
the
Banality of a changeling, or the last thing that really pissed off a human or mage; although this description is never couched in actual game terms, it
allows a Ratkin to make a rough guess whether a given target is a werebeast, undead, fae thing, human or “something else.” This Gift can only be used once per subject per scene.you can smuggle a weapon or a small package. Don’t be surprised if a corned Twitcher pulls something amazing out of his.. .
well, you know.
Sense Chiminage (Level One) — Theurges have ways of knowing all manner of
secret things other Garou would wish stayed hidden; with this Gift, they can
learn where the balance of chiminage lies with any spiritually aware being with
a glance. The Gift reveals if the target has paid all proper obligations to the
spirits, if he has ignored a debt or engaged in blasphemy against his totem or
other spiritual patrons. An owl-spirit teaches this Gift.
System: A Perception + Subterfuge roll (difficulty 7) reveals the
target’s state of debt in the spirit worlds; with three or more successes, the
Theurge may learn the name of the one spirit the target most recently
egregiously wronged, if such a being exists.
Sense Hostility (Level One) - Eji using this can sense the presence of hostile beings within (roughly) lOOfeet. System: The player rolls Perception + Alertness (difficulty 6). This Gift must be used voluntarily; it isn't a "danger sense."
Sense Magic (Level One) — The Uktena can discern magical energies,
whether they emanate from Garou Gifts, vampiric wizardry or even human magic. A
spirit servant of Uktena teaches this Gift.
System: The player rolls Perception + Enigmas. The difficulty is based
on the strength and subtlety of the magic. The Uktena cannot tell the exact
nature of the magic, although vague clues such as "Gaian" or "blood magic" might
be granted with sufficient successes. The radius is 10 feet per success.
Sense Moon/Sense Sun (Level One) -
This Gift enables the user to detect a child
of
the Moon
-
usually a fellow shapechanger (save for Corax, Ananasi or Nuwisha).
For sense sun it allows the user to discern the presence of Sun creatures such
as Mokol6 and Corax.
This
Gift is taught by a Moon-spirit.
System: The player rolls Perception + Occult,
difficulty 7. With three successes, he can tell what kindof moon creature is involved; five allows a rough estimate ofrank and abilities. This Gift is taught by
a Sun-spirit.
Sense Pattern Breaker (Level One)
Sense Prey (Level One) — Werewolves used this ancient Gift during
hard winters to feed their packs. The Gift lets Garou locate enough prey to feed
a pack. In the urban environment, this Gift guides the lupus to prey within the
city, usually in parks, sewers, animal shelters and even zoos. The Gift will
tell the werewolf the location of large numbers of prey within 50 miles in the
wilds, and within the limits of a city and its suburbs. Humans do not register
as prey animals, although some say that the Red Talons know a variant of this
Gift that can find them. A wolf-spirit teaches this Gift.The Mokole knows the trick of locating prey animals in a given area. An Alligatorspirit teaches this Gift.
System: The hunter's player rolls Perception + Primal-Urge. The
difficulty is 7 in wilderness environments and 9 in urban environments. Success
indicates the location of enough prey to feed a large pack. In the case of
multiple sources, the Gift guides the werewolf to the nearest source (although
not necessarily the easiest or safest). For the Mokole
The player spends a Willpower point, and rolls
Perception + Primal-Urge, difficulty 7.
Each success leads the Mokol6 to enough prey for one meal: enough successes can feed an entire clutch.
Sense Primal Nature (Level One)
— As attuned as they are to the Jamaa, metis Bastet can easily sense whether one of those entities has a strong influence on a person, place or thing.
Sense Threat (Level One) -
A race charged only with survival needs to know how to recognize danger,
preferably early in life. The Rokea with
this Gift can discern whether she is swimming into a dangerous situation, or to
know if a being is a threat to her. This Gift, taught by an avatar of Sea, does
not reveal a being's intentions, only whether or not said being is dangerous.
(For example, a raging Brightwater might have no real desire to hurt the user,
but is dangerous nonetheless.)
System: The Rokea focuses for a turn; the player rolls Perception +
Primal-Urge. The difficulty varies — lower (6) for immediate and palpable
threats and higher (8) for subtle, more roundabout threats.
Sense Vibration (Level One)
Sense Weaver (Level One) - The wererat can sense Weaver-spiritsofal1varieties.The spirit must be withinsensory range, and each type of
Weaver-spirit has adistinctive sound or smell. This perception may vary from rat to rat. Shadow Seers canal so sense when an area has been “calcified” by the Weaver,
and thus help their packs “snap the Weaver’s threads.”
System: The player rolls Perception
+ Occult; the difficulty depends on the strength and concentration of the spirits. A
lone
Weaver Gaffling, for instance, only requires one success. More successes may give some insight into the spirits (such as their relative strength), although this is always from a Ratkin’s perspective.
Sense Wyrm/Sense Unmaker’s
Hand/Sense Dissolver/Sense Designer (Level One) — The
werewolf can sense manifestations of the Wyrm in the nearby area. This Gift
involves a mystical sense, not a visual or olfactory image, although werewolves
using the Gift sometimes say things like, "This place stinks of the Wyrm" (with
a few more colorful adjectives). Garou should remember that the Wyrm's taint can
cling to relatively blameless souls. Werewolves may sense an innocent person who
happens to work in a Wyrm-controlled factory or who has eaten tainted food. This
power requires active concentration. Any spirit of Gaia may teach this Gift. For
the Mokole gift Sense Designer: this will allow them to sense the weaver.
System: The player rolls Perception + Occult. The difficulty depends on
the concentration and strength of the Wyrm's influence. Sensing a single fomor
in the next room would be difficulty 6, while detecting the stench of a Bane
that was in the room an hour ago would be difficulty 8. Vampires register as
Wyrm-tainted, save those with Humanity Traits of 7 or higher.
Sentinel's Warning (Level One)
Shadow Throw (Level One) -
While vocally expressing his anger, the Ratkin can form a shadowy field of power around a dagger or other sharp object balanced for throwing. Knife Skulkers, for instance, may choose to call out a victim’s crime (“Murderer!”) while forming this instrument of revenge. When the Ratkin hurls his dagger at a foe, the blade is
propelled by the darkness around it and strikes with supernatural force. This Gift is taught by aNight-spirit, which willusually demand a tale of an unpunished criminal’s dark secrets.
System: The Ratkin spends a Rage point and targets a single victim within line-of-sight; the player rolls Perception + Athletics to attack (difficulty 6, with the usual Firearms
modifiers). The blade strikes with more force than the wererat can muster, inflicting Strength +
3 aggravated damage. If the blade is already magical, it inflicts only +2 damage.
Shed (Level One) -
By quickly shedding his
outer skin, the Mokol6 can escape an enemy’s hold or slip through a tight area.
A
Lizard-spirit or Snake-spirit teaches this Gift.
System: By making a successful Dexterity + Primal- Urge roll (difficulty
7),
the Mokol6 can either automatically escape any grappling attack, or lower the difficulty of escaping restraints or slipping through tight squeezes
by
2.
Shroud/Qyrl's Blood (Level One) — The Garou can create a field of inky blackness
through which only she can see. A night-spirit teaches this Gift.Like
Breach, while this Gift works on land, many Rokea don't think to try.
Squidspirits may teach this Gift.
System: The player spends one Gnosis point and rolls Gnosis (difficulty
varies: 3 for twilight, 6 indoors, 9 for bright sunlight). Each success blacks
out a 10' by 10' by 10' area. The Garou can choose any area within his line of
sight. The metis Gift: Eyes of the Cat can see through the conjured darkness.
Silence (Level One) — The Garou can muffle any sound she makes, the
better to creep up on an enemy or escape unnoticed. An owl-spirit teaches this
Gift.
System: The player rolls Dexterity + Stealth. Each success adds one to
others' difficulty to hear the Garou for one scene.
Silent Running (Level One) -
Five thousand years of practice has taught the wererats a lot about hiding from unwanted attention. This Gift obscures a Ratkin’s path of travel to all methods of detection, supernatural or otherwise. Rat-spirits falsify evidence of where the Runner has been, laying false trails and obscuring existing ones. This not only makes use of the Tracking Ability difficult, but also
counteracts methods like the Rite of the Questing Stone.
System: Spend one Gnosis, call out to your character’s totem for aid, and roll Intelligence
+
Subterfuge. Each success raises the difficulty of a tracking roll by
1,
to a maximum of 10; each additional successes beyond that subtracts a success from any tracking roll used to find the character.
Silent Sending (Level One) -While Rokea dislike keeping
secrets, the Darkwaters recognize that the Dimwaters and Brightwaters simply
don’t need to know all the disturbing things that the mad ones see. This Gift
allows the Rokea to use the Sending selectively, rather than simply broadcasting
a message. Remora-spirits teach this Gift.
System: The player rolls Intelligence + Primal-Urge (difficulty 6) to
activate the Gift. If successful, the player may choose who receives her
character’s Sendings for the remainder of the scene.
Silent Stalking (Level One) —
This common trick allows a Bastet to move without making any sound. Even squeaky or shifting surfaces, like wooden floors or piled twigs, can be passed over without noise. Smell of Man (Level One) — Creatures of the wild have learned well
that where man goes, death follows. With this Gift, the werewolf enhances the
human scent around him greatly, causing wild animals to feel uneasy and nervous.
However, the scent also causes domestic animals to recognize the werewolf as
their master. An ancestor-spirit teaches this Gift.
System: All wild animals (not including supernatural creatures in
animal form) lose one die from their dice pools when within 20 feet of the Garou
(save when defending themselves or running away), and they are likely to flee.
All domesticated animals recognize the werewolf as a friend and refuse to harm
him. For example, an attack-trained dog ordered to take down the werewolf would
run up to the character and wag its tail. If the domesticated animal is harmed,
then it will revert to acting naturally. The Garou may use this Gift at will.
She simply states when she is activating it or turning it off.
Smell Poison (Level One) -
As a survival skill, Ratkin have learned to
sniff out poisons. When a Ratkin discovers that someone is trying to poison a member of his deceit, he may decide to return the “blessing” upon the would-be poisoner. This Gift is taught
by a Rat-spirit.
System: By spending a point of Gnosis, the wererat can sense any poisonous or toxic material nearby. A successful Perception + Medicine roll
may give an insight into the nature of the poison involved; with five successes, it even reveals the identity of the would-be murderer. As another application, the Ratkin can seek out chemicals near by that can be used as poisons.
Snake’s Skin (Level One)
-
The Nuwisha sheds a layer of skin and flesh (and instantly regenerates it), allowing her to slip free of bonds or even grappling opponents.
A
snake-spirit teaches th.15 Gift.
System: The player spends one Gnosis point and rolls Dexterity
+
Athletics (difficulty
6).
Success allows the character to slip free of imost bonds, and any successes on the roll are added to any roll made to escape a hold (see page 209
of Werewolf). Additional rolls might be required to escape more complex traps.
Sniffle (Level One) - Having
trouble seeing an invisible enemy? To use this Gift, the Plague Lord places a pinch of dust on his palm and blows.
He may direct the germladen cloud around the room, seeking the invisible. The first person it makes contact with must make a nasty Willpower roll to avoid sneezing, coughing, and wheezing from a temporary bout with a nasty cold.
System: Sacrifice a point of Gnosis to your Disease-spirit and procure a handful of powder.
Roll Intelligence + Medicine (difficulty
6).
You
have a number of turns to find your opponent equal to your number of successes on this roll. Each turn, the cloud of germs travels up to five yards.
If your opponent is in the area of the cloud, he must make a Willpower roll (difficulty 9) to avoid giving
away his position with a loud outburst.
Skin of Jade (Level One) —
Willing himself solid, a Khan might turn his skin to the hardness of jade. It’s
said that the spirit of the rock itself taught this Gift to Yu Kwan, a warrior
in the service of the alchemist Ko Hung.
System: By spending a Willpower point and rolling
Gnosis (difficulty 7), the tiger gains an additional two dice to his soak rolls.
This Gift lasts one scene.
Song of Kokopelli (Level One) -
This gift allows the Nuwisha to ensure that everone
within hearing range of the Some reamins calm and sedate. This gift may
cancel the frenzy of an opponent, but only for as long as the Nuwisha continues
to sing. This gift is taught by a Gaffling in service to Coyote.
System: The player rolls Manipulation + Preformance, with a varying of
difficulty depending on the situation. Each individual may attempt to
resist this effect with a Willpower roll, difficulty 6. The difficulty to
resist the song's effects is increaded by one for every success that player has
in his initial roll. The Nuwisha's "singing" may be vocal, or any musical
insterment from popes to drums. The Gift lasts as long as the Nuwisha's
song.
Speed of Thought (Level One) — The Garou doubles her running speed. A
roadrunner- or cheetah-spirit teaches this Gift.
System: The player spends one Gnosis point. The Gift lasts until the
end of the scene.For a Mokole, they spend 2 Gnosis, to activate land speed.
Spirits’ Sight (Level One) —
Although werecats cannot normally travel through the Gauntlet, this Gift allows
them to see through it for a short time. Plenty of good secrets can be
discovered this way, but the Gift’s effects tend to frustrate the hell out of
the Bastet who can’t get through, like a cat watching a bird on the other side
of a window.
System: The player rolls Perception + Awareness
(difficulty of the local Gauntlet) and spends one Gnosis point to look into the
Penumbra. The Gift lasts one scene and ends if the Bastet is knocked
unconscious.
Spirits of Laughter (Level One) -
This Gift allows the Midnight Sun to invoke Laughter-spirits which make
everything seem funny. A
Mockingbird-spirit teaches this Gift.
System: The MokolC spends a Gnosis point and rolls Gnosis. The difficulty is
6 for
friends, 7
for strangers,
9 for enemies. For each success, one remark that someone makes will cause everyone to laugh merrily.
Spirit Speech (Level One) — This Gift allows the Garou to communicate
with encountered spirits. The Garou is thus able to address them whether they
wish to be addressed or not. Of course, nothing (usually) prevents the spirit
from ignoring the Theurge or leaving. Any spirit can teach this Gift.
System: Once learned, this Gift allows the Garou to understand the
communication of spirits intuitively. Particularly alien spirits may be
difficult — or, in the case of many Banes, outright painful — to understand.
Stash Cache (Level One) -
Ratkin aren’t usually big on personal possessions. Many prefer to keep everything they need a knapsack, a briefcase, or their pockets. When they need to hide these meager items, some prefer to step sideways for just an
instant, finding a little hidey-hole where they can stash their stuff. The hiding place might be a little Umbral tunnel, a hiding place guarded by a Rat-spirit, or just some space between the spirit world and physical world. Rat-spirits teach this Gift, but only if
they can score a portion of the Ratkin’s stash from time to time; they may well exact a slight “payment” from your first stash cache.
System: Roll permanent Gnosis; the difficulty is the local Gauntlet. If you
succeed, you’ve found a clever little place to stash an object smaller than a backpack or knapsack. The number of successes suggests the number of days you can probably keep it there safely. Wait too long, and your valuables will likely either be snagged by a Wyld-spirit, calcified by a Weaver-spirit, or spoiled by a Bane.
Sticky Paws (Level One) -
Sting of Sleep (Level One)
Stolen Moments
(Level One) - The Ananasi can rob a victim of the most recent few minutes of
memories, a handy ability for dealing with anyone who discovers something the
werespider wishes to keep hidden, such as her existence or the location of her
Sylie.
System: The Ananasi must touch the intended individual. The player spends
one Gnosis point, and must succeed in a Gnosis roll (difficulty of the target’s
Willpower). Success steals the last 15 minutes of the target’s memories.
Stonesight (Level
One) - The Gurahl may look through a piece of stone or rock to see its
potential or composition.
System: The player rolls Perception + Enigmas (difficulty 7). Each
success reveals a piece of information about the stone.
Storm of Pests (Level One) — By
singing a plea to Tzinzie and his kind, a werejaguar can call up a cloud of
mosquitoes, gnats, biting flies, or some equally obnoxious bugs. These creatures
don’t so much damage as distract their prey, although they might, at the
Storyteller option, carry diseases like malaria or yellow fever. By drawing the
victim’s attention to the biting pests, the Balam may prepare either an ambush
or an escape.
System: The jaguar’s player rolls Manipulation +
Survival. In most rainforests or coastal areas, the difficulty is 5. In other
places, the difficulty rises to 7, and goes to 9 in areas where bugs are scarce.
For each success, an area roughly 10 feet square is filled with flying bugs,
reducing all Dice Pools by 2 for one turn per success. After that, the insects
disperse. The cat is not immune to bug bites, but usually knows what to expect
and can act normally.
Strange Blood (Level One) -
The Rokea can smell the blood of a target and identify them as a supernatural
being. Rokea often use this Gift to identify other Rokea at a distance, which
helps to prevent embarrassing mishaps (like eating a fellow wereshark) . A
shark-spirit teaches this Gift.
System: The player rolls Perception + Primal- Urge (difficulty 7).
Success identifies the target as either a Rokea, a mundane being (be it fish,
human, or whatever) or a supernatural being. The Rokea doesn't automatically
know what the being is — that is, the Storyteller should not say "He's a
vampire," rather, she should describe what the Rokea smells ("His blood smells
thick and clotted, as though all clumped together instead of flowing"). The
Rokea can learn to recognize different beings by their scents.
Submit (Level One)
— The second trick in a ruler’s arsenal is the ability to
make his subjects obey whether they want to or not. By mastering their bodies, a
Simba can force others to fall to their knees or roll over on their backs in
submission. They can say whatever they like, but their reactions betray their
cowardice!
System: Like the Philodox Gift: Roll Over,
although Simba of Ranks One or Two will have to spend two Gnosis to use it. The
Gift won’t change a target’s mind, but it
will master his body if the player rolls at least
three successes in a resisted Willpower roll (difficulty 7). This lasts one turn
per success. Simba are immune to this Gift if it is used by one of their kind.
Survival (Level One) -
The rat does not need food or water for a full day. Just as the kangaroo rat can sustain himself with seeds he finds in the desert, the Ratkin can improvise a method of forestalling starvation. This Gift is taught
by a Kangaroo Rat-spirit.
System: Thls
requires the use of one Gnosis and a successful Wits + Survival roll. The
difficulty depends on the mere proximity of food, even inaccessible food (3 for the basement of a
supermarket; 6 for an urban area
or forest Wilderness; 9 for a vast desert).
Swallow Rage (Level One) -This Gift allows the Child of Gaia to
overcome her innate savagery, although at a dangerous cost. By use of this Gift,
the Child may stop a frenzy and reduce her Rage by
directing it inward. The inward battle is visible for several minutes and
can take the form of a shuddering concentration or even a masochistic beating.
An ancestor-spirit teaches this Gift.
System: When the Garou falls
into frenzy, the player may make a reflexive Rage roll, difficulty
7; this Rage roll, unlike others, cannot in
itself induce frenzy. Even one success on this roll immediately brings the
werewolf out of frenzy. However, each success does one health level of lethal
damage to the Garou, and reduces her temporary Rage
by a similar amount. The player must decide at the moment of entering
frenzy whether to use this Gift or not; once the
Garou has fully succumbed to frenzy,
she cannot focus enough to use this Gift.
Sweet Hunter’s Smile (Level One)
— With a charming look, the werecat wins his target over; if
that look shifts into a snarl or a stare, the victim feels uneasy and may back
away, intimidated.
System: By rolling Manipulation + Primal-Urge, the
Bastet adds a die to all subsequent Social rolls for the remainder of the scene.
This only works on one target at a time. Difficulty is the subject’s Willpower
if she’s hostile to the werecat, 6 in most situations, and 4 if she’s already
inclined to like or fear him. At Storyteller’s option, the player may add two
dice if he scores four successes or more.
Swollen Tongue (Level One) -With a touch, the Nuwishacan stop a target from speaking. The targets tongue swells, preventing her from making any sounds beyond frantic grunts and moans.
A
spider-spirit teaches this Gift.
System: The character must touch the target. The player rolls Gnosis (difficulty of the victim’s Willpower). Normally, the target is prevented only from speaking, but if the player rolls three or more successes, the target’s hand shakes uncontrollably and she cannot sign or write. Swollen
Tongue lasts for one scene.
Tailbiter's Mumble (Level One) -
- The Mokole may bite her tail in her mouth and
roll any distance desired as quickly as her human form runs. This Gift is taught
by
Hoopsnake.
System: The Mokol6 must be in Suchid or Archid, and spend a Willpower point; apart from that, the movement bonuses are automatic.
Tagalong (Level One) — Commonly used by Bone Gnawers residing in a
sept controlled by other tribes, this Gift ingratiates the Bone Gnawer to a
pack's or caern's totem for a short time. While the Gift is in effect, the
Gnawer is treated as a member of a pack with regards to using the totem's
blessings and any pack tactics the pack knows. If used on a caern totem, the
totem looks favorably upon the Bone Gnawer. The Gnawer may then perform the Rite
of the Opened Caern, if he knows it, without fear of retribution. A
lost-dog-spirit, a spirit servant of Rat, teaches this Gift.
System: The Bone Gnawer must know the name of the totem in question. He
must also prostrate himself before the caern's center or the pack's leader and
wiggle forward on his stomach like a begging dog. The player rolls Charisma +
Subterfuge. The difficulty varies based on the totem's opinion of the Bone
Gnawer, which is left to the Storyteller's discretion. Success indicates that
the character gains the previously mentioned benefits for one day, and that the
totem will not look favorably on a Garou who mistreats the Bone Gnawer without
cause. This Gift usually won't cause any bad feelings from the sept or pack in
question as long as the Bone Gnawer minds his manners. However, using it too
often certainly will.
Tale Spinning (Level One) -
Using this amazing ability, the Ratkin can tell an elaborate story defying all
reason and logic, and tell it so convincingly that the listener believes it is true. Telling the story absorbs an entire scene.
System: Bum one Gnosis and roll the Munchmausen’s Manipulation + Expression.
The most educated or skeptical listener makes an Intelligence roll to resist; for each success,
he
can stop the Ratkin at any point and ask him one question that should derail the story entirely. (“But sir, there is tw air on the moon!” quoth
he. To which I
replied,
“Ah,
but you are mistaken!
The cheese
has hoks,
does it not?”) Regardless, if the “tale-teller” has more successes than the listener, the Gift succeeds
and
the Moon Mouse makes it to
the
end of his story. Optionally, the listener may write down his number of successes on a piece of paper and pass it to the Storyteller; the Munchmausen doesn’t find out the results until his story is over.
Talk (Level One)
- This Gift
permits the Mokol6 to speak any human language he knows while in Suchid or Archid form.
This
Gift is taught by
a Bird-spirit.
System:
No
roll is necessary; the Mokol6 becomes automatically capable ofspeech in all forms. With a successful Mnesis roll, difficulty
8,
the Mokol6 can also speak any of the other BCte’s languages for the duration of a scene.
Tireless Running (Level One) -
Young Silent Striders quickly learn the need for extraordinary speed and stamina
- often the messages that even untested youths are asked to carry cannot wait
for the message bearer to sleep or eat. A Garou with this Gift can run from
moonrise to moonrise subsisting on nothing more than her spiritual energy,
crossing almost four hundred miles, but as soon as she breaks her run she must
eat and rest. This Gift is taught by a wolf-spirit.
System: The player spends one Gnosis point. The character (who must be in
Lupus form) may long run for twenty-four hours without the player making a
Stamina roll. After twenty-four hours, and each twenty-four hour period
thereafter, the player must spend one point of Gnosis and one point of Willpower
to allow the character to continue running; otherwise, she must stop. Whenever
the character stops running, for whatever reason, she suffers -2 dice to all
pools until she has a chance to eat and rest, unless she has run a number of
hours that is less than her Stamina.
Treeclimber (Level One) — By
extending and sharpening his claws, then invoking this Gift, a Bastet may travel
up or down any vertical surface, from tree bark to concrete. Leopards excel at
climbing, and most kuasha teach
this secret first.
System: Climbing this way requires a Dexterity +
Athletics roll. Really hard or slippery surfaces, like ice or steel, are
difficulty 8, while easy ones like rock or bark are at difficulty 6. A character
traveling this way moves at 10 feet a turn or so, and may have to make new rolls
if the circumstances change (in an avalanche, for example).
Treesnake’s Blessing (Level One) -
Trick Shot (Level One) — This Gift, once an acquired taste, has
undergone a recent surge in popularity. It allows the Garou to execute brilliant
feats of sharpshooting, such as shooting a weapon from an opponent's hand or
firing down the barrel of an enemy's gun. The Garou cannot use this Gift to harm
an opponent directly, however, and he can use Trick Shot only with rifles or
pistols. Air-spirits teach this Gift.
System: The player adds the character's permanent Glory rating to his
dice pool when performing a really outlandish shooting trick. Again, this Gift
does not allow direct damage to targets ("I'll shoot him between the eyes!"),
but it can be used to injure opponents indirectly. ("I'll shoot the rope that's
holding the chandelier over his head!") The effects are permanent.
True Intentions (Level One)
- Similar to the Philodox Gift: Truth of Gaia, this Gift allows the
Dimwater to determine a target's goal during any given action. For example, if
used on a human wading after young sharks in the shallows, the Gift shows the
Rokea what the human plans to do with them. True Intentions does not work on
spoken words, only on actions, and is taught by a spirit-servant of Sea.
System: The player rolls Intelligence + Empathy (difficulty of the
target's Manipulation + Subterfuge). Multiple successes grant slightly greater
understanding of the target's motivations behind his actions (e.g., whether he
is being coerced).
Truth of Gaia/Sense the Truth/Truth of Olodumare
(Level One) — As judges of the Litany, Philodox have
the ability to sense whether others have spoken truth or falsehood. A Gaffling
of Falcon teaches this Gift.
System: The player rolls Intelligence + Empathy (difficulty of the
subject's Manipulation + Subterfuge). This Gift reveals only whether the target
speaks the truth or lies.
Turned Fur (Level One) — As the Wendigo Gift: Camouflage, save that the cat must discard any clothing and gear before the Gift takes effect — the lynx is the only thing that changes color.
Ultimatum (Level One)
-By pitting his will against an opponent’s, the Gurahl may reduce his enemy’s
actions to two options. (“Fight me now or flee like a rabbit!”)
System: The Gurahl must get the opponent’s attention. The two then engage in
an opposed Willpower roll. Success means that the Gurahl may present the enemy
with two options and the opponent may take no action not specified by the Gurahl.
The Gurahl cannot make one or both demands clearly suicidal to his opponent.
Unseen Attack (Level One) -
If the Brightwater can approach her target
without being seen, she may attack without fear of retaliation. All her victim
will feel is a stirring in the waters behind him... and then teeth. This
Gift is taught by a shark-spirit.
System: The Rokea must approach her prey undetected — this requires the
player to succeed in a Wits + Stealth roll
(difficulty varies by how perceptive the target is; Storyteller's discretion).
She then attacks first, no matter how high her opponent's initiative. The
opponent cannot attempt to dodge this attack. Once the Rokea has attacked with
this Gift, she may not normally do so again in the same scene (unless she can
somehow get out of sight and sneak up on the target
again).
Ursa's Cleansing (Level One)
Ursa’s Light
(Level One) - The Gurahl may draw down the light of the stars for
illumination or a directional beacon.
System: The Gurahl reaches toward the sky while the player makes a
Charisma + Occult roll. Success produces a soft light that illuminates a 100’
square area or sends a direction beacon 100 yards. If Ursa Major or Minor is in
the ky, the effect is doubled.
Virulent Curse of Hatred (Level One) -As the Level Two Warrior Gift: Curse of Hatred, but with a few distinct differences.
The
victim’s Traits are reduced by a
simulation of the Plague Lord‘s favorite disease. Players are encouraged to research their favorite afflictions; the game mechanics,
however, always remain the same.
System: Spend one Rage and roll Manipulation
+ Expression; the difficulty is the victim’s Willpower. With at least one success, the victim loses two Willpower points and two Rage points. This can only be attempted once per scene. This is an Epidemic Gift, and can be spread to more than one victim with the Plague Lord Gifr: Epidemic Contagion.
Visage of Fenris (Level One) — The Get appears larger and more
fearsome, commanding respect from peers and cowing his foes. A wolf-spirit
teaches this Gift.
System: The player rolls Charisma + Intimidation. Only one success is
necessary to affect non-Garou and Garou of equal rank. To affect Garou of higher
rank, the player must score a number of successes equal to twice the difference
of rank between the Garou and the target. For example, for a Rank 1 Garou to
affect a Rank 5 Garou would require eight successes (not very likely). Allies
and peers affected by this Gift see the Get as impressive and noble (-1
difficulty bonus to all Social rolls). Foes pause for a moment to summon the
resolve necessary to fight such a monster (losing one from their initiative
ratings). This Gift lasts for one scene.
Voice of the
Mimic (Level One) -This Gift allows the Cora to imitate any sound or
voice she has heard. Voices and accents are all covered by the scope of the
Gift, as are machine noises, crashes, gunfire and any other noise you can
imagine. Voice of the Mimic is taught by a mynah-spirit.
System: The Gift requires a Perception + Expression (or Mimicry) roll, with
the difficulty based on the complexity of the sound.
Voice of Woe (Level One)
Walk Like a Man
(Level One) - A Gurahl in Ursine, Bjornen or Crinos form may use this Gift
to leave human footprints instead of bear prints.
System: The player rolls Dexterity + Stealth. One success causes the Gift to
last for one scene; additional successes extend the duration on a one for one
basis.
Wanderer’s Boon/Breakfast of Stones (Level One) —
Travel is hard, especially given theSpartan ways of the Pumonca. This Gift
allows a cougar to adapt to changing climates quickly, or to ignore the pangs of
hunger or thirst for some time. Bird and Bear-spirits pass this Gift along.
System: By rolling Stamina + Survival and spending
a Willpower point, the player allows her werecat to do one of the following
things: ignore the worst effects of normal heat and cold for a week; go one day
without water; or go three days without food. The difficulty for the roll is 6,
although harsh conditions (blizzards, droughts, heat waves, etc.) can raise it
by two or more. The Gift can be repeated, but the difficulty rises by one each
time it’s performed in succession.
• Wanderer’s Boon (Level One) —
Travel is hard, especially given theSpartan ways of the Pumonca. This Gift
allows a cougar to adapt to changing climates quickly, or to ignore the pangs of
hunger or thirst for some time. Bird and Bear-spirits pass this Gift along.
System: By rolling Stamina + Survival and spending
a Willpower point, the player allows her werecat to do one of the following
things: ignore the worst effects of normal heat and cold for a week; go one day
without water; or go three days without food. The difficulty for the roll is 6,
although harsh conditions (blizzards, droughts, heat waves, etc.) can raise it
by two or more. The Gift can be repeated, but the difficulty rises by one each
time it’s performed in succession.
Water-Conning (Level One)
-The Child may purify water by dipping her
hand or bowing her forehead to the surface.
An avatar of Unicorn teaches this
Gift as a sign of his favor.
System: The Garou touches the surface and rolls Perception +
Primal-Urge. Water that is poisoned by animal dung or parasites has a
5
difficulty. The difficulty is
7 for
chemical waste and 9
for Wyrm-taint. Each success purifies
enough water for one person for one day.
Weaver Sense (Level One)
Web Haven (Level One) -
The Damhan creates a haven for the night, usually within their normal dwelling as an added level of security. This webbing anchors in the
material world as well as in the Umbra, and works primarily
as an early warning alarm against potential attacks and as a warning that potential meals are nearby. This web must be spun, but it does not appear as a regular web unless the
Ananasi wants it to. It remains invisible to mundane senses,
blending into the background.
System: The werespider must spend one blood point to
create the web (unless in Crawlerling form) and make a Gnosis roll, difficulty 7. The web covers roughly 100 feet per
success. The anchor points for this web can be anywhere at all, even in thin air. Anything touching this webbing sends vibrations to the Ananasi, warning them of approach. This web offers no physical defenses against attack.
Web of Smoke (Level One) -
This Gift creates a simple trap made from webbing. Once the webbing is
disturbed, it dissolves into a thick, noxious black smoke, which obscures the
vision and smells worse than a hundred or so rotted eggs. While not
effective as a weapon, it has stopped many creatures from getting too far into
an Ananasi's lair.
System: The werespider spends one blood point. The web is not sticky, and can appear as simple as a mass of cobweb,
or as an intricate, thick-stranded web obviously designed to keep out or capture intruders. Once anything touches this
web with enough force to break any of the strands, the web
explodes into a thick dark cloud of smoke, momentarily blinding anything in the immediate vicinity and causing a
foul odor. Anyone caught in the cloud must roll Stamina, difficulty 8, or immediately go into a convulsive fit of vomiting for one turn per point of the spinner's permanent Gnosis.
Wind Beneath My Wings (Level One) -This Gift, originated by a Pteranodon Mokole, helps Mokole travel more easily by marchingorflying in formations. The strength of the whole group can serve to help each member. This Gift is taught by
Goose.
System: The Mokok assembles her fellow travelers in a line (for marching) or
V
formation (for flying) and rolls Stamina + Gnosis, difficulty
7.
The number of successes is the number of travelers who can share the Stamina of the strongest member of the group (who
will
usually take the lead). If
the formation is broken, the extra Stamina
disappears. A botch reduces a group member to
1
Stamina.
Wolf at the Door (Level One) — Some humans can't just be splattered
all over the nearest tree. Some of them have to be taught a lesson and left
alive, for whatever reason. However, the Red Talons know how to make the message
stick. This Gift induces a terrible dread of and respect for the forest, and
makes a human target afraid to tamper with it in any way. Any predator spirit
can teach this Gift.
System: The Garou must make eye contact with the target, but he can be
in any form when she does so. The player then rolls Charisma + Primal-Urge
(difficulty of the target's Willpower). The effects last for one day per
success. During this time, the human must roll Willpower to leave his home, and
he may not go near anything resembling a forest without spending a Willpower
point. If the human does leave home, he is shaky and fearful until he returns,
and his player loses two dice from all Mental and Social dice pools. This Gift
functions on Kinfolk, mages, ghouls and other "supernatural" humans, but the
difficulty increases by two to a maximum of 10.
Word Beyond (Level
One) - When traveling through the Umbra,
Corax often feel the need to leave information for their fellow birds. After
all, it’s common courtesy to inform a relative that the old safe road now leads
right into a nest of Pattern Spiders, right? Unfortunately, there’s a dearth of
writing materials in the Umbra, which means only that the Corax had to find an
alternate method of leaving their missives. That’s where this Gift
- which
allows a Corax to create arecognizable sigil out ofwhatever’s handy
- comes
in. A
spirit in service to Coyote teaches this
Gift (when he feels like it).
System: In the Umbra, the Corax (by rolling Wits
+
Expression, difficulty
6)
can create a marker out of
available materials for any other Corax who come by. The number of successes
indicates the complexity of the message that can be encrypted into the marker,
which can be decrypted by another Corax rolling Perception + Occult (difficulty 7).
Wyld Sense (Level One) -
Wyrm Sense (Level One) -The ahi becomes attuned to the presence of the Wyrm in all its forms. Banes, fomori, certain vampires (those with a Humanity Trait below
7), Black Spiral werewolves, and ( other creatures corrupted by the Wyrm become glaringly obvious, by the spiritual stench the Nagah can taste in the air around her. From the physical world, she can sense Wyrm spirits in the.: surrounding Penumbra.Wyrmling Kinship (Level One) -
The user of this Gift can convince all Wyrm-affiliated creatures in a given
area to consider her an ally, or at least to ignore her.
System: The character rolls Charisma + Primal-Urge, difficulty 8, to make the Wyrmlings more inclined to conversation, rather than violence. Each success reduces the difficulty of all Social rolls with the Wyrm's minions by 1.
The Wyrmlings may attempt to resist this effect by rolling Willpower against a difficulty of 4 + the Ananasi's successes.
Xochipilli's Touch (Level One) -
The Nuwisha using Xochipilli’s Touch brings luck to
herself or to a target. Usually the luck is short-term, but whether that luck is
good or bad is entirely in the hands of the Nuwisha.
If the
luck is good, a person might discover that her cancer was misdiagnosed and is
actually only a thumbprint on the xray, or she might win the lottery.
If the
luck is bad, a tire might explode during a high-speed chase, or the person might
get audited by
the
IRS. The Nuwisha has no control over how the
luck will manifest, only whether the luck
will
be good or bad. This Gift is normally instantaneous, but can take several hours
to manifest, at the Nuwisha’s discretion. This
Gift
is taught by an Epiphling of Luck or a Gaffling in service to Xochipilli.
System: The player rolls
Wits +
Enigmas, difficulty
7. The
Storyteller has complete control over how Xochipilli’s Luck manifests itself,
but the player may increase the luck to levels that seem almost miraculous
by
spending a Gnosis point.
(Two Level Two)
Ancestral Wings (Level Two) —
According to their folklore, the Balam were once two tribes. One of the original
families, the Olioiuqui, had wings. By digging into this ancestral past, a
werejaguar can invoke their gift and fly for short distances.
System: The player rolls Intelligence +
Primal-Urge against difficulty 8 and spends a Gnosis point. If successful,
brightlycolored wings burst from the Balam’s shoulders and carry him aloft.
While winged, the cat can fly at 15 yards per turn in any form, and may carry up
to 200 pounds of additional weight. This Gift lasts for one scene (or one
half-hour), after which the wings atrophy and harmlessly drop off.
Arachnophobia
(Level Two) - The Kumoti may inflict an irrational fear of spiders on her
victim; natural arachnophobes are especially susceptible.
System: The player spends a Gnosis point and rolls Manipulation +
Intimidation (difficulty of the target’s Willpower). The effect lasts for one
day per success, though victims may spend a point of Willpower to negate the
fear for one turn per point. Characters already afraid of spiders become
catatonic until removed from the site of a spider.
Awe (Level Two) - As the Silver Fang Gift. ((So far found there is no gift with this name))
Axis Mundi (Level Two)
- By attuning himself to the land, the Mokol6 can
learn precisely where Sun is in relation to Earth.
A
Sun-spirit teaches this Gift.
System: The player spends a Gnosis point; the Gift automatically grants knowledge of the exact time, season, the Mokol6’s placement on the Earth, and the direction that he is facing.
Banish Burning (Level Two)
— This Gift became necessary during the Madness, when
sorcerers and witch-hunters both tossed cats on the pyre to please demons and
God. With it, the Ceilican may protect herself or a companion from normal fire.
While the Moon Mother and Mistress of Catkind originated this Gift, Burning Cat
teaches it as well.
System: Before the Bastet meets the flames, the
player must roll Gnosis (difficulty 7) and spend one Willpower point to protect
the Bastet. If she succeeds, no nonmagical fire will hurt the Bastet for the
Gift’s duration. Magical fires reduce their effects by one Health Level for
every success. Banish Burning lasts one scene, and does nothing to protect the
cat from smoke inhalation, oxygen deprivation or falling debris.
Bask (Level Two)
Beastmind (Level Two) — The Garou can reduce the mental faculties of
his victim to that of an animal for a short time. An avatar of Griffin leaches
this Gift.
System: The player rolls Manipulation + Empathy (difficulty of the
target's Willpower). The effects last for one turn per success, during which the
target listens to only his most base instincts and behaves like a wild animal.
Beneath Notice
(Level Two) -
Through the use of this Gift, the Ananasi is able to blend any one object or small
group of objects into the surrounding area, coating them in a weblike substance that takes on the color and texture of the things around it. Any character not actively searching the area overlooks the item as a natural part of the surroundings.
System: The character must expend one Gnosis point, and make a successful Manipulation + Subterfuge roll (difficulty 6). The number of successes equals the number of successes that an active searcher must exceed
to notice the item.
Blinding Moonbeam Gaze (Level Two)
— By calling upon Mother Seline, the werecat
shoots bright beams of moonlight from her eyes. These don’t inflict real damage,
but can blind or distract an opponent, and provide illumination as well.
Superstitious people often run away when confronted with a giant moon-eyed cat.
System: The player rolls Gnosis (difficulty 7).
The light blasts forth on the next turn, and lasts for one turn per success. The
moonlight offers the illumination of a high-powered flashlight, and can blind an
opponent during his next turn if he’s surprised and hit in the eyes with the
light (Dexterity + Brawl, difficulty 8).
Blinding Spit
(Level Two) -If the Anana Sihit Sher victim’s face with her venomous
spittle, she blinds her target temporarily. This effec 1 does no real Physical
damage but causes the eyes to stink: during the blindness.
System: The P ht r spends one blood Point and rolls Dexterity + Melee (ditficulty
8). Success blinds the victim for a number of turns equal to the successes
rolled.
Blissful Ignorance/Secret
Serpent/Become Log
(Level Two) — The Garou can become completely
invisible to all senses, spirits or monitoring devices by remaining still. A
chameleon-spirit teaches this Gift. The Mokole must
be on a forest
floor, in a stream or lake,
or
in another environment familiar to his
varna. This Gift is taught by an Alligator-spirit.
System: The Garou's player rolls Dexterity + Stealth (difficulty 7).
Each success subtracts one success from the Perception + Alertness rolls of
those looking for the character actively. If no one is doing so, then just one
success indicates complete concealment.
Blood of Illusion (Level Two) -
Much like the Gift: Blood of Pain, this Gift converts a werespider's blood into an unusual toxin. In this case, the Ananasi's ichor induces hallucinations in anyone that ingests it.
System: Afflicted characters must make a Willpower roll
(difficulty of the Ananasi's Gnosis) or be trapped in the
hallucinations. Although the exact nature of the hallucination is up to the Storyteller, there's a chance that the Hatar can influence
the
vision with a quick whispered suggestion. The illusion is
entirely real to the affected target, but cannot cause damage of its own, though characters can be deluded into harming themselves (for example, if they're compelled to leap in front of an onrushing
vehicle to save an "endangered friend"). The hallucination lasts for a number of turns equal to the Ananasi's Gnosis.
Blood Omen (Level Two) -The
Fox can divine the future by ritual sacrifice. Most commonly, the Fox will read
the entrails of the victim, but there are also traditions of signs in
burnt-offering smoke and scapulimancy. Legend has it that the Doshi stole this
secret from the Black Spiral Dancers (who practice it with great enthusiasm
using wolf, human, and Garou captives). The Sorcerers insist they never use
hengeyokai (or wolves, or anyone's possible Kinfolk) for divination. As for
humans, well — in times of crisis Kitsune ask more questions of Gaia and fewer
of each other.... Black Spiral Dancers find their answers through the power they
serve; Doshi are extremely careful to dedicate the ceremony to Celestines,
Incama and totems opposed to the Wyrm, influential in their area, and not
offended by a little bloodshed.
System: The player rolls Intelligence + Enigmas (difficulty 9 —
difficulty 7 with humans or shen, shame on you), and spends one Gnosis.
The more successes, the more detailed and accurate the Information — provided
the entity asked is willing and able to reveal the future. (Local spirits have
local answers.)
Bolt (Level Two) - The Ej i can call on great forces
to devastate his opponent. A lethal bolt of lightning, fire, ice, wind (or more
exotic element—depending on the teacher's nature) strikes the enemy. Elemental
spirits teach this Gift.
System: The player sperl^jpage Rage point and rolls Dexterity + Occult
(difficulty;!?). The target*"takes aggravated damage e«pgt|,to the number of
successes.
Breath of Ananasa (Level Two)
Breaking the Tomorrow Wall (Level Two)
-
This is a foretelling Gift, taught
by a
Crane-spirit. It enables the MokolC to remember the future, however inaccurately.
System: The MokolC
bums a bird feather; the player spends one Gnosis point and rolls Perception
+ Enigmas, difficulty 6.
The MokolC can then peer beyond tomorrow and learn one vague insight per success rolled.
Burrow (Level Two) — Those who learn this Gift gain the ability to
burrow through the earth. They make a real tunnel, and others can follow them
through it. The digger creates a burrow just large enough for her to go through.
Others may follow, but they are limited by the size of the hole. The werewolf
must be in Crinos, Hispo or Lupus form to use this Gift as she needs her claws
for digging (although even metis without claws can use this Gift). The tunnel is
not structurally sound, and it will collapse over time. Mole kindly teaches this
Gift to all metis who seek him.
System: The player rolls Strength + Athletics against a difficulty
depending on the substance to be excavated (4 for loose mud, 9 for solid rock).
Some alloyed metals (such as titanium steel) and other reinforced structures
will not yield to the werewolf no matter how hard she digs. The character can
burrow one yard per turn for each success. After the initial roll, the character
does not need to roll again to continue at the same speed.
Cajole (Level Two)
Call Spirits (Level Two)
— By speaking the ancient language of The-World-That-Was, a Bastet may communicate with nearby spirits as if they normally speak her language. This Gift weaves between the Gauntlet and the material world, and carries words both ways. Call of the Wyrm/Centipede’s Beckoning (Level Two) — This dangerous Gift actually attracts
creatures of the Wyrm. Galliards typically use the Call to bait an ambush or to
flush prey from hiding. Any spirit servant of Gaia can teach this Gift.
System: The Garou's player makes a resisted roll of Manipulation +
Performance against the Wyrm creature's Willpower (both rolls are difficulty 7).
If the Wyrm creature loses the contest, it must come to the source of the Call.
Call to Duty (Level Two) — Any spirit the Philodox knows by name is a
potential servitor. With this Gift, the werewolf can summon and command any
spirit she knows by name. Only one command is possible at a time, and the spirit
departs after fulfilling the one request. An Incarna avatar teaches this Gift.
System: Obviously, the Philodox must learn the spirit's name, which
usually requires personal acquaintance or use of the Gift: Name the Spirit. The
player rolls Charisma + Leadership (difficulty of the spirit's Willpower). If
the player spends two Gnosis points, the werewolf can summon all Gaian spirits
within one mile to protect or assist her, even if she does not know their names.
Calm/Clear the
Mind (Level Two) — This Gift imparts the secret of quelling the anger
in others. A unicorn-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Charisma + Empathy
(difficulty of the target's Willpower). Each success removes one of the target's
Rage points, which may be regained normally. If used on a creature that has the
capacity to frenzy but does not possess Rage (vampires, some fomori), the Gift
cancels the frenzy if the player scores more successes that the target's
Willpower.
Carrion's Call (Level Two) -
As much as their other functions obscure the fact, the Corax still feed
on
-
and are intimately linked to
-
death and the dead. Furthermore, the Corax
have a nigh-sacred duty relating to the corpses of the slain that demands that
Raven’s children be able to
find
the freshly slaughtered. This Gift tells a Corax when a fresh corpse is nearby,
and inexorably leads the wereraven to the site where the body rests. This
has its ups and downs
-
clever fomor are more
than happy to murder innocents to attract the attention of Corax with this
Gift.
After all, once Carrion’s
Call has been issued, the Corax has no choice but to eventually, somehow,
respond. Carrion’s Call is taught by a Vulture-spirit.
System:
A
Corax can hear
Carrion’s Call by rolling Perception +
Empathy (difficulty
6)
and spending
a point of Gnosis. The Gift’s range is up to a mile, and in case of extreme
success, even further. While a Corax does not need to respond to Carrion’s Call
immediately, he has no more than
24
hours in which to do so or else Raven himself will punish the Corax for
dereliction of duty. This punishment takes the form of stripping the Corax of
one permanent Honor Renown, as the transgressor has clearly ignored honor’s
demands
by
refusing to heed the
call.
Clap of Thunder (Level Two) — The Garou slams her hands together and
creates a mighty thunderclap that stuns those who hear it. A Stormcrow teaches
this Gift.
System: The player spends one Gnosis point. All characters within 10
feet, friend or foe, must succeed in a Willpower roll (difficulty 8) or be
stunned and unable to act for one turn. On a botch, the effect lasts for one
scene. The Garou must be in Homid, Glabro or Crinos form to use this Gift.
Climate Control (Level Two)
Cloak of Darkest Night (Level Two)
Command Spirit (Level Two) — The Theurge can give simple commands to
encountered spirits and expect a measure of compliance. This Gift does not grant
the ability to summon spirits. It enables the user only to coerce them to obey.
Any Incarna avatar can teach this Gift.
System: The player must spend a Willpower point and roll Charisma +
Leadership (difficulty of the spirit's Gnosis). Each successive command requires
the expenditure of another Willpower point. Note that the Garou cannot command
spirits to leave areas to which they have been bound. Doing so requires the
Level Three Theurge Gift: Exorcism.
Command Snakes (Level Two)
Compel Truth
(Level Two) -The Gurahl compels an
individual to speak ths truth.
System: The player tolls Wits + Empathy (difficulty of the subject’s Willpower)
md spends apoint of Gnosis. Each success means that the target cannot lie for
one minute.
Crawling Chaos (Level Two)
-
The Ratkin can skitter
across vertical surfaces with preternatural Ability.
The roll to climb a surface is Dexterity + Athletics,
the difficulty depends on the surface, from 5 rough wood or stone to 9 for glass
or ice. The difficulty increses by one if the Ratkin is defying gravity.
Crushing Deapths (Level Two)
- This Gift allows the Rokea to inflict the pressure of the deeps on a
target. The wereshark must lock eyes with this target, after which the target
cannot move and can only stand still and fight to breathe. The wereshark,
meanwhile, usually slowly closes the distance between herself and the target.
This Gift is taught by a deep-sea fish spirit.
System: The Rokea must make eye contact with her victim. The player
spends one Willpower point and rolls Charisma + Intimidation (difficulty of the
target's Willpower). The player must make this roll each turn, and can take no
other action except moving slowly (usually towards her victim). The target, on
the other hand, can do nothing at all. The only way to escape the effects of
this Gift is to frenzy, if the target is capable of doing so.
Curse of Aeolus/Hunter’s Mists/Breath
of Yu-Chiang/ Indra’s
Cloak (Level Two/Level
One Bastet) — The Fury calls up a thick, eerie fog
that obscures vision and unnerves her opponents. The Fury can see through the
fog, but all others have trouble navigating by sight. A spirit in service to
Aeolus, the fog totem, teaches this Gift.
System: The player makes a Gnosis roll. The difficulty varies according
to the surrounding terrain and humidity: 4 near the sea, 6 under normal
circumstances, 9 in a desert. The Black Fury can see normally, but others caught
in this fog halve their Perception scores (with regards to sight only). The fog
is quite unnerving, and everyone except the Fury and her packmates loses a die
from all Willpower dice pools.
Curse of Hatred (Level Two) — The metis may verbalize the hatred in
her heart, disheartening opponents with the intensity other emotion. A spirit of
hate teaches this Gift.
System: The player spends one Gnosis point and rolls Manipulation +
Expression (difficulty of the opponent's Willpower). If she succeeds, her
opponent loses two Willpower points and two Rage points. This Gift may be used
on an opponent only once per scene.
Cutting Wind (Level Two) — The Garou conjures up a bitterly cold
blast of wind and directs it at will. The wind can knock opponents off their
feet, as well as chill them to the bone. A spirit servant of Great Wendigo
itself teaches this Gift.
System: The player spends one Willpower point. Directing the gust
requires a Dexterity + Occult roll. Anyone hit by the wind loses two dice from
all dice pools that turn, and one the next turn. The wind can also knock foes
off ledges, into traffic or into pits. The wind's medium range is 20 yards, and
it is modified as per the
rules on firearms. The wind lasts for a number of turns equal to the number
of successes rolled.
Cybersenses (Level Two) — By
studying both his natural senses and the sensory capabilities of machines, the
Garou may exchange the former for the latter. He may choose to exchange normal
hearing for radar, or ordinary sight for infrared or UV sight. Any technological
spirit can teach this Gift.
System: The player spends one Gnosis point per sense affected, and he
rolls Perception + Science thereafter to activate the Garou's new senses. This
Gift lasts for one scene.
Dance of Dionysis (Level Two) -
The target of this Gift becomes uncoordinated and
extremely dizzy. His vision blurs, his ears ring, and bystanders may think he is
drunk. Speech is unaffected and reasoning is possible, but all physical
difficulties are increased by
three. This Gift is taught
by a
Coyote-spirit.
System: The
Nuwisha must touch her target, while the player
spends one Gnosis and one Willpower point. This Gift lasts for one turn.
Deep Pockets (Level Two) -
Can’t carry enough stuff? This Gift allows you store lots of little goodies in your
pockets, far more than normal. This Gift is taught by a Packrat-spirit.
System: Roll Wits + Enigmas
and spend one Gnosis. Each success lets you hide an extra small item (no larger than your hand) inside a convenient pocket. If you’re ever searched, none of these extra items will turn up, but if you lose the pocket
(or your clothes), you can’t retrieve the items inside. Each time
you remove an item, you need to use the Gift to put it back again.If you need to
recall an item instantly from your Deep Pockets, spend a point of Rage, and it’s there.
Devour the Dead (Level Two) -
The user can call up a swarmofRat-spirits to devour a dead body and remove all physical evidence in the immediate vicinity. Rodens Knife-Skulkers often use this Gift to dispose of the bodies of their victims.
System: Spend one Gnosis; a swarm of Rat-spirits appears from nowhere and consumes the dead body, bones and all, within three turns. Unfortunately, all items currently on the body will be
carried off into the Umbra, where they’ll be carefully hidden. Remember to loot the body first.
Distractions (Level Two) — The Garou can make annoying yips, yelps
and howls to divert the attention of his target. A coyote-spirit teaches this
Gift.
System: The player rolls Wits + Performance (difficulty of the victim's
Willpower). Each success subtracts one die from the target's dice pool next
turn.
Dolorus Countance (Level Two)
Domestic Seeming (Level Two) - Unicorn does not want humans to
fear her children, even the lupus. Many lupus Children of Gaia learn this Gift
in the interest of walking comfortably among humans. By using this Gift, a
werewolf in Lupus form convinces observers that they see a dog, not a wolf.
Ordinary humans look at the wolf and think “husky,” “malamute” or some other
similar breed of dog. Even other supernatural beings (save spirits) can be
fooled by the Gift, seeing what they expect to see rather than the truth. This
Gift is taught by any spirit of peace.
System: The player spends a
Willpower point and rolls Manipulation + Animal Ken; the usual Manipulation
penalties for Lupus form do not apply for the purposes of this Gift.
If the player fails the roll, any observer
can tell they’re looking at a wolf with a successful Perception +
Animal Ken roll. If the player gains
any successes, human observers cannot penetrate the disguise; supernatural
creatures may make a Perception + Animal Ken (difficulty
7) opposed by the player’s roll to penetrate
the illusion. Spirits of the Middle Umbra are not affected by the Gift at all;
they recognize the werewolf as one of Gaia’s warriors as usual. The Gift’s
effects last for a scene, or until the werewolf changes form.
Dragon Drill (Level Two)
- This Gift allows the Gathering to organize her clutch into a potent work force. She can take an ability known to one clutch member and share it with
all. The Gift can empower Kin as well as Mokok. It is taught
by
Ant-spirits.
System: The Mokok speaks of the
Skill
or Knowledge to her clutchmates in a sort of “pep talk.” She then spends a Gnosis point and rolls Manipulation
+ the appropriate Skill or
Knowledge. The base difficulty is
7, but
the Storyteller can make it higher if the Ability is an unlikely one, such teaching lockpicking to suchids. The number of successes is the number of clutchmates who gain the Knowledge or Skill
at the donor’s level for one scene.
This Gift
cannot transfer spirit Gifts, rites, or other such advantages.
Dreamspeak (Level Two) — The Galliard can enter another's dream and
thereby affect the course of that dream. The werewolf does not have to be
anywhere near the target, but she must know or have seen the dreamer. A
Chimerling teaches this Gift.
System: The player rolls Wits + Empathy (difficulty 8). If the dreamer
awakens while the Galliard is still within the dream, the werewolf is thrown out
of the dream world, and he loses a Gnosis point.
Dream the Matre's Mind (Level Two)
-This Gift taught by
human Ancestor-spirits or an animal spirit
especially renowned for a long memory, such as Elephant, allows the MokolC to leave her body behind as her spirit slips into the astral realm, or Deep Umbra.
System: The player must roll Gnosis, difficulty of the local Gauntlet rating. Successful use of the Gift renders the Mokole’s physical body unconscious while her spirit slips into the astral realm. Five successes indicates that the Mokol6 may even travel into the true
High
Umbra, though she is still attached by a silver cord to her body. Failure means the character cannot leave her body and a botch casts the astral self to arandomdestination or breaks the silver cord. For more information on Deep Umbral travel, see the Sunset chapter.
Dredge the Spirit World (Level Two)
- The Plague Lord can summon a few select spirits of misery: those of Pain, Disease and Night.
If
the Gift involves an appropriate sacrifice, it may also call up a wraith.. . or a Spectre.
System: Roll Gnosis against the difficulty of the local Gauntlet; the difficulty depends on the power of the dark spirit invoked. Spirit Difficulty
Pain-spirit 6
Disease-spirit
7
Night-spirit 8
wraith/ghost
9
On a botch, the
Plague Lord has either called up a Spectre (if you’ve got a copy of Wraith: The Oblivion) or a minor Bane of the Storyteller’s choosing. Successes
The
spirit ...
One . . .comes eventually and is initially hostile.
Two ... manifests quickly,
but is still initially hostile.
Three . . .comes immediately
and is neutral.
Four .. . comesimmediatelyandremainspassivey,e
tbenign.
Five+ . ..the spirit comes
immediately and is friendly.
Eavesdropper’s Ear (Level Two)
— By listening carefully, a Bastet may hear things outside the normal human range, or understand something spoken some distance away. This is said to be a Gift from Whispers. Empathy (Level Two) — To be a leader among wolves is largely a matter
of physical dominance, but a human leader must understand his charges and follow
their will to a degree. With this Gift, a Silver Fang can understand those
around him and live up to their expectations. A falcon-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Intelligence +
Empathy (difficulty 7). Success indicates that the Garou knows what the majority
would like to see, be it attack, mediation, harsh punishment or clemency. The
more successes the player rolls, the better the Garou understands the people's
desires, even if the people would rather keep their desires secret. Note that
this Gift by no means reveals the wisest or most rational decision, just the
most popular one.
Enduring Warrior (Level Two) - Eji with
this power heal as quickly as their hengeyokai cousins. This Gift is taught by a
Bear-spirit (some say because the Okuma lent the Eji this Gift to help the
Kitsune survive the next War of Shame; some people will say anything...).
System: The Kitsune spends one point of Rage. From that point, she
ijeeovers one Health Level per turn, exactly as do Garou. The effect lasts out
the scene.
.Enter Unsea's Soul/Enter
Sea's Soul (Level Two) - Normally, Rokea only enter the
Umbra with the permission and assistance of Sea. However, trust the Darkwaters
to find their own methods of ingress. This Gift allows the Rokea to enter the
Umbra in the same manner as the Garou do. Rokea may learn this Gift from any
spirit servant of Sea. As the Level Two Darkwater
Gift: Enter Sea's Soul. Betweeners find that Unsea's Soul isn't always quite as
dangerous as Sea's Soul, and since few ocean-dwellers can follow them into the
Umbra, this Gift makes a superb escape method.
System: Upon learning this Gift, the Rokea may step sideways if the
player succeeds in a Gnosis roll. This Gift does not provide protection from the
increased pressures of the oceanic Umbra, so most Darkwaters use the Gift: Blood
of the Deeps before entering Sea's Soul.
Face of Surya (Level Two)
Fair Fortune (Level Two)—A Fiann with this Gift has a streak of luck a
mile wide. She's dealt a great hand, her prey is extra-clumsy today, or the wind
shifts just in time to scent an ambush. A faerie or fortune-spirit teaches this
Gift.
System: With the expenditure of one Gnosis point, the player may reroll
any failed or botched roll. The decision must be made immediately after the
failed or botched roll. This Gift is only usable once per scene,
Fan-Shadow-Robe (Level Two)
-The Kitsune can change her appearance. This does not give perfect imagery; the
Fox cannot exactly duplicate someone else’s appearance, reproduce
complicated patterns, garments or equipment (uniforms, etc.) and doesn’t hide
her actions. Chimerlings and illusion-spirits teach this Gift.
System: The player rolls Manipulation + Empathy versus the target’s
Willpower. There is no limit on how many beings may be affected. However, the
fewer the witnesses, the fewer chances for one to see through the disguise. This
lasts for one scene.
Fire in the Belly (Level Two) — Anger and inner turmoil does wonders for
creativity. Some Fianna use this principle in new and potentially dangerous
ways, directing some of their inner Rage to fuel their creative urges. While the
work is more intense, it is also colored by the Rage, reflecting the redirected
fury of the Fiann's soul. "Sublime" and "peaceful" are not words associated with
works produced using this Gift. On the other hand, forged weapons take on the
new resonance quite readily, attracting War and Rage spirits (-1 difficulty for
Rite of the Fetish). Brigid herself teaches this Gift.
System: The player spends a point of Rage and makes a Willpower roll
(difficulty 7). A successful roll adds an automatic success to an appropriate
Craft, Expression or Performance roll. A botch will require an immediate Rage
roll for frenzy. Only one roll per project is possible. Using this Gift more
than once a month is taxing and dangerous; each additional use during a span of
a month increases the difficulty by one.
First Feeling (Level Two) -
The ocean may be majestic and beautiful when humans see it from the
shore, but when they actually set foot in the
water, most humans know fear. The Brightwaters can turn that primeval
dread of drowning (or being swept away, or being
eaten, etc.) to their advantage, causing an airbreather to run in fear from any
body of water, even a puddle. A servant of Sea teaches this Gift.
System: The player spends one Rage point and rolls Charisma +
Intimidation. The difficulty varies based on how large a body of water the
target can see (difficulty 4 for the ocean, 5 for a large lake, 7 for a
pond, 8 for a swimming pool, 10 for a puddle). If
the target cannot see a body of water, this Gift has no effect. If the roll is
successful, the target is overcome with fear and runs in terror for the
highest ground he can find. This terror lasts for one turn per success. First
Feeling has no effect on Rokea or any other creature that can naturally breathe
water (including shapeshifters who know Gifts that
allow them to do so).
Ghost Speach (Level Two) - Through the
Gift: Spirit Speech, Kitsune can communicate with spirits in the Yang Realm;
this Gift allows them to talk with the denizens of Yin. This Gift is taught by
Ancestor-spirits and those associated with Yin or deathly influences (e.g. a
local Mountain-spirit whose territory is mostly tombs).
System: When in the Yin Realm, the Doshi can speak to spirits there as
naturally as to Yang spirits in that Realm. Wraiths and other once-human
residents may still present linguistic challenges (and intelligence problems).
When the Kitsune is in the Middle Kingdom, Yin spirits and wraiths that can
normally speak across the Wall find it easier to talk to her. (For Wraith
crossover purposes, treat all Kitsune with this Gift as mediums.)
Gift of Breath (Level Two)
Glib Tongue/Silver Tongue (Level Two) — This Gift makes listeners hear whatever
they wish to hear. The Fianna can say anything, even total gibberish, but anyone
listening will agree heartily. While this Gift is not a way to talk a
millionaire into signing over all his goods, it is a superb method of talking
one's way into a party, making fast friends or avoiding being caught in a lie. A
rabbit-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Wits + Expression
(difficulty of the listener's Wits + Alertness). The effects last for one turn
per success.
Grandmother’s Touch (Level Two ) - This Gift heals as does
Mother’s Touch, but can heal the user of the Gift. This Gift cannot heal spirits
or the undead. A unicorn-spirit teaches this
Gift.
System: The player spends a Gnosis point and rolls Intelligence
+ Medicine (difficulty of the wounded individual’s Rage,
or 6 for non-Garou). Each success heals one
health level, and the Child may heal Battle
Scars as well with the expenditure of an additional Gnosis point, as long as the
Battle Scar was received in the same scene.
Gulp (Level Two) -The Rokea can swallow any object she can fit
through her jaws, and regurgitate it later, completely unharmed. Many Rokea use
this Gift to transport clothing (so they don't have to steal clothing every
time they go ashore). Living beings are not protected by this Gift. This
Gift is taught by a tiger shark-spirit.
System: The player spends one Gnosis to activate the Gift. Items can be
stored in the Rokea's gullet indefinitely; the item is considered part of the
Rokea's body like a dedicated item. When the Rokea swallows her "cargo,"
she must, of course, be in a form large enough to do so, and she must assume the
same form to reclaim the items.
Halt the Coward's Flight/Executioner's
Gift
(Level Two) — The Garou may slow a fleeing
(not charging) foe, making him easier to catch. A wolf-spirit teaches this Gift.
System: The Garou must spend one turn concentrating, and the player
rolls Charisma + Intimidation (difficulty of the target's Willpower). If the
roll succeeds, the target's speed is halved for one scene.
Hand Fangs (Level
Two) -The Ananasi’s “hands” develop a
sharp, fang-like point that allowsher to inject one dose of venom per hand into
a victem.
System: The player spends one point of Gnosis and makes at least one success
on a Stamina + Occult roll. The “fangs” last for one scene and do aggravated
damage equal to the Ananasi’s Strength.
Herpetophobia (Level Two)
Holdout (Level Two)
-By creating a “pocket” in your flesh, you can smuggle a weapon or a small
package. Don’t be surprised if a corned Twitcher pulls something amazing out of
his.. . well, you know.. ..
System: Spend one Gnosis, and the spirits will aid you in secreting the
device.
Roll
Wits + Subterfuge to make sure it’s well hidden.
If
your holdout item is bigger t+an a rat, you cannot shift into rat form without
immediately dropping it on the ground. The package can’t be larger than your
chest cavity. Inserting it can be
rather embarrassing unless it’s done in
private. Excreting it from your newly created orifice requires a point of Rage.
You may point to the spot where you’d like the new orifice when you activate
this Gift, but be specific; Ratspirits don’t give a rat’s ass where they shove
it in.
Hotwire (Level Two) -
You can circumvent the electrical system of any vehicle and jump-start the engine. With a little more work, you can even bind an Electricity-spirit to a spare key, creating a “spirit key” for the car that other Ratkin can use. Some Tunnel Runners like to travel in style, using and discarding cars along the way.
System: Spend one Gnosis and roll Intelligence
+
Repair; Tunnel Runners have a difficulty of 8 on this roll, while
Engineers have a difficulty of 6. One success starts the engine. You may then craft a spirit key
by
holding up a spare key to the car’s electrical system and coaxing an electricity elemental inside. Make a temporary Gnosis roll against
the
difficulty of the local Gauntlet; the number of successes reveals how long the key will work. Each success guarantees the key will function for one day before the spirit escapes.
Only
Ratkin may use this spirit key.
Howl of the Banshee (Level Two) — The werewolf emits a fearful howl
that causes those who hear it to run in terror. A Banshee — a mournful spirit of
the dead — teaches this Gift.
System: The player spends a Gnosis point and rolls Charisma +
Intimidation. All who hear the howl must roll Willpower (difficulty 8; 6 for
allies of the Fianna) or flee in terror for one turn per success on the Garou's
roll.
Howl of the Unseen (Level Two) —Just as the ancient peoples had power
in the connections between two halves (day/night, light half/dark half, etc), so
do the Fianna draw on their connection of spirit world and physical realm to
bridge the Gauntlet. This Gift allows a howl from one side of the Gauntlet to
echo across to the other. It is taught by a Bean Si, as well as by the spirits
of animals that make loud noise without being seen, such as frogs or insects.
System: The Garou rolls Gnosis, difficulty of the Gauntlet, after which
she may howl or speak for up to a full turn; the sound will be clearly audible
on both sides of the Gauntlet. The Storyteller is free to determine how much can
be said in the span of one turn.
Imperial Authority (Level Two) - Shinju know they are
elite; by gazing into another’s eyes and exerting their personality they can
assert this. Animals fawn, while humans assume the Nine-tails is of higher caste
or better family, from senior management, etc. Shen with weak wills are likewise
affected. The Gift is taught by adragon, phoenix or other animal spirit
accustomed to royalty.
System: The player rolls Charisma + Intimidation (difficulty 6). Shn can
oppose this with a Willpower roll (difficulty 7).
Inattention to Detail (Level Two)
Instinct (Level Two) -
Some little rodent beasties are known for their “impulse control problems.” Homid Ratkin learn to contain these instincts as best they can. With a little spiritual acumen, they can even intensify these feelings in creatures around them. A victim overwhelmed by instinct will follow his basest impulse for a brief moment. (If this is a character, the
roleplayer should name the first thing that comes to mind; if it isn’t, the Storyteller should immediately
improvise something foul). Reactions can be petty or brutal, depending on the victim’s initial frame of mind. difficulty is the victim’s Willpower. Alongside this, you’ve got
System: Spend one
Rage and roll permanent Rage; the to do something highly annoying to spark your target’s display of anger. At the
Storyteller’s discretion, using this ability on another player’s character might increase the difficulty by 2. The effects last for one turn.
Jam Technology (Level Two) — The werewolf can cause technological
devices to cease functioning, albeit temporarily. Even the simplest of shaped
objects will refuse to perform its function. A Gremlin — a type of Wyld-spirit
that enjoys breaking things — teaches this Gift. The
Bastet also use this gift, Garou sensing for the Wyrm at this time
will notice a slight shimmer coming from the werecat who uses this Gift, as the
Bastet version invokes the power of Cahlash.
System: The player spends one Gnosis point and rolls Manipulation +
Crafts. The werewolf may choose the level of complexity she intends to "jam."
All technological devices (i.e., any devices shaped from fabricated materials
like metal or plastic) of that complexity within 50 feet cease functioning for
one turn per success. The devices remain unchanged but inert. Knives won't cut,
gunpowder won't ignite, gears won't turn and so on. The difficulty of the roll
is based on the following chart:
Device | Difficulty |
Computer | 4 |
Phone | 6 |
Automobile | 8 |
Gun | 9 |
Knife | 10 |
King of the Beasts (Level Two/Level Four Bastet) — The Philodox's authority extends
even into the realm of beasts, such that he can command the loyalty of any
specific animal. If successful, the animal follows his commands willingly and
unconditionally. A lion- or falcon-spirit teaches this Gift.
System: The Philodox must choose one target within 100 feet. The player
rolls Charisma + Animal Ken against a difficulty based on the werewolf's
relationship with the animal. This power works on only one animal at a time, and
it does not attract animals to the Garou's vicinity (see the Level Four lupus
Gift: Beast Life). For the Simba this affects all
animals within 300 feet.
Relationship | Difficulty |
A sibling | 3 |
Feed and care for | 6 |
Strange | 8 |
Hostile | 10 |
Know Oversea's Mind (Level Two) -
By surfacing and conversing with air-spirits, the Rokea may predict the
weather for the region with nearperfect accuracy. This Gift is taught by an
air-spirit.
System: The player rolls Intelligence + Primal- Urge (difficulty 7). The
Rokea knows the weather of the area for a number of days equal to the successes
rolled. For example, if the player rolls three successes, the Rokea knows what
to expect for the next three days.
Lawgiver’s Legacy (Level Two) —
In the distant past, it is said that the Bagheera were intended to be the
arbitrators of the cat-folk. The position never materialized, but this Gift
offers an edge to Bagheera trying to exercise this ancient right with minimal
force. With it, a panther can raise her voice to drown out all others without
actually shouting, and it adds a note of command that makes even Simba take the
panther’s words seriously.
System: This Gift works like the Level One Common
Gift: Command Attention, but the effects last for an entire scene. Anyone who
wants to contest the Bagheera’s authority must win a resisted Willpower roll
with the panther (difficulty 7).
Lead-Line (Level Two)
Lore (Level Two) - The Kitsune can access the memories of
other bards, living or dead, to find out information. Similar to Wisdom of the
Ancient Ways, this brings forth stories, riddles, songs and such rather than
obviously useful things. The Gift is taught by tortoise or elephant-spirits.
System: The player rolls Intelligence + Rituals. The Storyteller sets the
difficulty to reflect the information’s relative obscurity. The Fox must have
had personal contact with the subject (memory, sight, touch, etc.) or the Gift
fails to work.
Luna's Armor/Armor of Kings (Level Two) — The Child of Gaia may call for Luna's
protection in battle. This Gift even allows limited resistance to silver. A Lune
teaches this Gift.
System: The Garou concentrates for one full turn, and the player spends
a Gnosis point and rolls base Stamina + Survival (difficulty 7). The player may
add one die per success to the Garou's soak pool for the rest of the scene.
These bonus dice may also be used to soak silver damage, but only these dice.
For example, if the Garou's Stamina is 4 and the player rolls three successes,
the Garou has seven dice to soak non-silver damage and three to soak silver.
Mangi’s Strong
Arms (Level Two) - The Gurahl’s classic “bear-hug” gains strength
through this Gift, enabling her to squeeze her opponent to the point
ofunconsciousness or death.
System: The Gurahl concentrates on drawing Mangi’s favor, taking a full
action to do so. The player spends a point of Gnosis and rolls Strength +
Primal-Urge. Each success adds one die to the Gurahl’s damage for a successful
grappling attack. All damage must be expended at once, but the werebear may
activate this Gift before combat and wait until she has grappled her opponent to
inflict damage with it.
Master the Body (Level Two)
Messenger's Fortitude (Level Two) — The Garou can run at full speed
for three days without rest, food or water. When the Garou reaches her
destination, she has 10 minutes to complete whatever business brought her, then
she must sleep for three days. A camel- or wolf-spirit teaches this Gift.
System: The player spends one Gnosis point. The Garou may do nothing
but run; stopping ends the Gift. For an additional Gnosis point, he may imbue
another being with this Gift's benefits.
Minor Unweaving/Lesser Unweaving/Greater
Unweaving (Level Two) - The Viskr may negate a spell, Gift or other supernatural power
by Unweaving the effect.
System: Usable only on Level One Gifts, Disciplines, Sphere effects or other
magical abilities, this Gift requires the player to spend one Gnosis point and
roll Dexterity + Occult. The werespider may interrupt powers that take place
instantaneously if she delays her action to do so. The Gift does not affect
powers that damage more than one target. For Lesser Unweaving
this Gift may affect any single Gift or power of Level Two or lower. For
Greater Unweaving this Gift unravels any single Gift or power of Level Three or
lower, and the
Gnosis cost is raised to two.
Moon Dance (Level Two) - The Kitsune
becomes completely invisible provided no moonlight falls on her. She may step in
and out of Luna's gaze as many times as she likes, appearing and vanishing over
and over. Lunes teach this G ift (and presumably included the exception to keep
an eye on the little tricksters).
System: The Kitsune spends one Gnosis point; however, the effect lasts an
entire night. This Gift does not mask
a Fox's scent, sound or any other sensory
cues; just vision.
Morphean Bite (Level Two) -
The Ananasi by and large already have venom, identical in every way to that of their most common spiders. Some are toxic and some are merely irritating. But with this Gift, the Damhan can also
attack supernatural enemies who might have defenses against their natural venom. Anyone bitten by the werespider is knocked unconscious immediately.
System: The character must inflict at least one health level of damage on his target after soak rolls; he then makes a Gnosis roll against a difficulty equal to the target's Stamina (never
higher than 9). If successful, the target immediately succumbs, falling
into a deep sleep for 12 hours per success. Any attacks on the target wake him, but loud noise or strong smells aren't
sufficient.
Mother's Truth (Level Two) -
The Gift: Truth of Gaia just isn’t good enough for some people. A Knife-Skulker can tell who’s lying with that Gift, but who’s to say
he
isn’t lying about the results? When someone’s guilt needs to
be
proven to everyone present, Mother’s Truth forces the victim to rat on his accomplices and co-conspirators. For one scene, the victim of Mother’s Truth cannot tell a lie. The victim may even
be
coerced into telling everything that he’s trying to hide. This relies on an elaborate use of interrogation and threats, mixed in with a little supernatural prowess. Never swear on your Mother’s grave, especially when she’s really an Incarna with goddess-granted powers. The Rat Incarna bestows this Gift throughoneofherchosenRat-spirits.
System: If
the victim does not resist this Gift, the
Knife- Skulker needs only to spend one Gnosis and roll Intelligence
+
Intimidation (difficulty
6).
In this case, the victim will literally bite his tongue if he tries to tell a lie.
If
he resists, everyone present will know it. Getting the witness to betray his darkest secrets requires an extended contested test of Willpower, along with a thrilling drama worthy of a courtroom. The inquisitor and his victim trade off questions and answers, alternating Willpower rolls as they go. The victim rolls first at difficulty
6.
The inquisitor’s difficulty is lower: Take the number of successes the Knife-Skulker got on his initial Manipulation
+
Interrogation roll and subtract it from 6. The Storyteller calls for regular
Willpower rolls periodically throughout the interrogation; if the Skulker gets tensuccesses before his victim,
he
has browbeaten him into submission, and the victim spills all the details of his crime.
If
the victim gets ten successes first, the interrogation does not work and cannot be attempted again for a full day.
Mousemaze (Level Two) — An
unsettling spell of confusion, this Gift disorients a target until he
blunders around in a panic. Walls shift and close in, shadows lengthen, sounds
drift to his ears from all corners, and familiar places seem strange and
threatening. Although the magic has no real effect on the person’s surroundings,
his terror and confusion send him into a frenzy, making him an easy target for
the werecat lurking nearby….
System: The cat’s player rolls Manipulation +
Empathy, with the target’s Willpower (or Rage, if higher) as a difficulty.
Success scrambles his sense of direction and relationship. The better the roll,
the more confused the target becomes. Three successes or more send him into a
panic; werewolves and vampires must check for frenzy; mages must make Willpower
rolls or go into short Quiet; mere humans just freak out. This disorientation
lasts about 15 minutes, then slowly fades.
Mousetrap (Level Two) -When cornered
and out numbered, rats have unusual bursts of cunning
and
ingenuity. trait is very common among
the
Engineers, their mechanicallyinclined supernatural cousins. With this Gift: the Ratkin can figure out a way to set a trap using almost anything at hand.
First, he scrounges for somethiig that can inflict damage. He then McGuyvers it into a deathtrap of amazing ingenuity.
System: The
dice roll is easy; it’s the creative part
of this roll that takes some work. The Engineer must spend a point of Gnosis and roll Intelligence + Repair. You must explain how the device works; the difficulty depends on the plausibility of your explanation. Many garners claim to have knowledge of “kitchen chemistry” and homemade traps, but this Gift depends on your ability to pitch ideas based on what’s at hand.
Only materials that
are present near the Ratkin can be incorporated into the Mousetrap; this Gift cannot be used in conjunction with the Scrounge Gift. The difficulty starts at
5,
but it can go as high as 10 if
it’s obvious you’re talking out of your ass. For instance, if you can come up with a decent explanation of why a light bulb should explode under certain conditions in a living room, that’s a 6. If you’re stuck in a bookstore and
start blathering about killing someone with paper cuts, an electric fan, and lemon juice, that’s pathetic enough to merit a 9 or
10.
An Engineer can build a Mousetrap during the stress of combat. This takes two turns, but the starting difficulty is then at 8. When completed, the trap does damage equal to the Ratkin’s Wits plus an additional die for every success. The damage is non-aggravated unless you use something that obviously causes aggravated damage (fire, acidor the like). It’s aone-shot item-poof!
and
the deed is done.
The victim should either get a Perception + Alertness roll to avoid the trap, or a Dexterity )
Dodge roll to dive for cover whichever is higher.
Mule’s Bane (Level Two) - This metis-specific Gift allows a
metis to lash out at others by visiting his enemies with his own deformity.
Mule-spirits teach this Gift.
System: The player spends one Gnosis point and rolls Dexterity
+ Expression to “throw” the metis’ deformity; the
difficulty is the opponent’s Willpower. The enemy gains the metis’ deformity for
one turn per success, subject to Storyteller approval.
If the metis botches, his own deformity
becomes worse in some fashion for the remainder of the scene.
Narke’s Gift (Level Two)
-The Greeks called the electric ray nark, and had great respect for the little
fish that could produce a charge powerful enough to stun a man. The Brightwaters
respect the ray as well, and long ago learned its deadly secret. Obviously, a
ray-spirit teaches this Gift.
System: The player spends one Rage point and rolls Rage (difficulty 6). Each
success inflicts one level of lethal damage to anyone within 20 feet (in the
water). On land, the damage can only be inflicted on one grounded target (unless
the Rokea can touch the target directly). After using this Gift, the Brightwater
must wait three turns before doing so again.
New Face (Level Two) -
The Nuwisha can completely change her identity. She
may be male or female, any race or any breed. However, this Gift only changes
the Homid and Latrani form of the character, and does not hide her true nature;
she will still be recognizably Nuwisha if she changes shape. This Gift is taught
by a spirit of Kishijoten.
System: The player rolls Manipulation + Expression, difficulty
6, and
must expend one Gnosis point. This effect lasts for one scene.
Night Terror (Level Two) —
By standing vigil over a sleeping person or animal, the Bastet can evoke the famous cat-fear, causing his target to have nightmares for several nights running.
Night’s Passage (Level Two) — By
attuning himself to the shadows from which he was born, a Bastet may walk
through dim or dark areas while effectively invisible. Others may hear him or
spy him with magical sight, but until he makes his move, the werecat remains
hidden from view. This Gift even foils sudden lights, so long as some shadows
still exist to hide in.
System: By spending a Gnosis point and rolling
Dexterity + Subterfuge or Occult (difficulty 7), the cat effectively
“disappears.” Although he’ll remain substantial, the darkness will mask his
presence for the rest of the scene, or until he attacks someone. At that point,
the Gift disperses, and the Bastet is left with his natural hiding talents only.
Supernatural beings can use their own magics to detect the cat by rolling
Perception + Occult, difficulty 8. Otherwise, nothing short of total
illumination will reveal the skulking werecat.
Night Whispers (Level Two)
No Hidden Thing (Level Two) — By
reading the riddles of the world as mystic patterns, a Qualmi can discover
answers that aren’t immediately obvious to mortals. It’s hard to hide things
from a lynx!
System: This Gift combines the Level One Common
Gifts: Spirits’ Sight, Dowsing, Pathfinder’s Pride, Sense the Truth, Sense
Unmaker’s Hand and Cat Sight. The roll is Perception + Enigmas, and the
difficulty ranges from 5 to 9, depending on what the lynx is looking for and how
well it’s hidden. The Qualmi must spend one Gnosis, but retains the use of this
Gift for the entire scene.
Odious Aroma (Level Two) — The Bone Gnawer can amplify his (probably
already formidable) body odor to the point that it debilitates any who can smell
it. A stinkbug-spirit teaches this Gift.
System: The player spends one point of Gnosis. For the duration of the
scene, all beings that can smell and are within 20 feet of the Garou subtract
two from all dice pools as they fight to breathe.
Ojas Surge (Level Two)
— By channeling ojas,
the mystical energy inside us all, a Bagheera can
boost his physical and perceptual abilities beyond their normal limits. To do
so, he attains a posture and meditates for a moment, then guides the ojas
through his body, directing it to whatever his needs might be.
System: To perform the Gift, the panther must
meditate first. This usually takes some time, and depends on experience; it
usually takes a First Rank Bagheera five turns (minutes) to center himself,
while a Fifth Rank cat can do it in one. As he attains this state, he rolls his
Gnosis (difficulty 7). Each success he wins can then be applied as a dot in one
or all of the following Attributes: Strength, Dexterity, Stamina, Charisma,
Perception or Wits. The Surge also brings a rush of ecstasy, a tingling wash
that sharpens the senses and lightens the heart. The Attribute bonuses
last for one scene, and cannot be “stacked.” The feeling of wellbeing lasts all
day. The Surge can be done as many times as the Bagheera desires, but each
additional try after the first raises the difficulty by two and doubles the
meditating time. If an attempt to channel the rush fails, the cat gets depressed
and cannot try again that day. A botch may provoke a frenzy.
Omens and Signs (Level Two) -
Corax can find symbolic portents in their surroundings without even
trying
-
but this Gift helps. The world is full of
omens, after all, but a Corax with this
Gift
knows where to look for them. This Gift is
taught by a Stormcrow.
System: To find an omen in her surroundings, the Corax rolls Wits +
Occult (difficulty
6).
However, Corax have to be careful
not to abuse this Gift. Otherwise, they start to mistake false omens for true
-
proof positive that the universe doesn’t
like to give away all of its secrets.
Omen of Truth (Level Two) — Half Moons are seldom called upon to make
easy decisions or clear-cut judgments – if things were so simple, the Philodox
would not be needed. Yet when it comes down to it, even the judge could use a
hint now and then. By taking a moment to look around, the wise Garou may see in
the fall of a leaf or path of a butterfly an answer he seeks.
System: The player spends a Gnosis point and makes a Perception + Enigmas
roll (difficulty varies, from 9 in a featureless, sealed space to 5 for a forest
at sunset). The Gift takes a minimum of one full minute to use; the user gains a
-1 difficulty if he dwells on the problem for half an hour. Successes add to the
nature and certainty of the omen, while a botch brings an equally certain but
erroneous conclusion. More than most, the effects of this Gift are up to the
Storyteller, and depend on the situation; in general, though, the Storyteller
should use it to give a hint as to Gaia’s two cents worth on the matter in
question.
Paint the Meadows
(Level Two)
-
This peculiar Gift allows the Mokok to utter
pitiable moans to lure prey closer.
System: The player rolls Wits + Expression; the difficulty is either
5 or
the target’s Willpower (whichever is higher). For each success, the victim moves
closer for one turn; if the victim is harmed, the Gift’s effects end.
Past Whispers (Level Two) - While Flow of
Aura grants the Kitsune psychometric insight about the emotional past of an
area, this Gift lets the shinju tune in on the very thoughts impressed on a
place. Fragments of thought (those
spoken aloud, in particular), if intense enough at the
time, can still be heard echoing years later.
Wind-spirits and Epiphlings teach this trick.
System: The player rolls Perception + Occult (difficulty 8). As with Flow
of Aura, the greater the number of successes, the greater detail the Fox
receives.
Perfect Cover (Level Two) —
Cats must excel at covering their tracks and lairs,
especially in these dangerous times. To help them, the spirits have passed this
Gift on to the wild members of the race. By scratching around the place, trail
or object to be hidden, the Bastet obscures it from normal and magical view.
System: After the Bastet “buries” all traces of
the hidden thing, the player rolls Perception + Survival and spends a Gnosis
point. From that point on, the place or object is safe from any form of mortal
perception until it moves or is moved. Any magical senses (including Awareness)
scanning the area add 1 to their difficulty to notice the hiding place for every
success the player rolls. The difficulty of the roll depends on the size of the
object and the surroundings: hiding a haunch of deer in the underbrush would be
5, while concealing a cave entrance in a lightly-wooded area would be 9. The
Gift cannot conceal obvious objects, like a car on the side of the street, nor
does it make things disappear. Rather, it uses surrounding cover, like shadows
and underbrush, to make the hidden spot seem overgrown. A letter on a table
covered with paper could be hidden, but a jewelry box on a bare mantle could
not. A Bastet may use this Gift to conceal himself, and many do.
Piercing Shriek (Level Two) - The Darkwater emits a
horrible wail that paralyzes any who hear it. The Rokea’s allies are affected by
this Gift as well, although the Darkwater can emit a Sending to warn them and
mitigate the effect somewhat. This Gift is taught by a dolphin-spirit.
System: The player spends one Rage point and rolls Wits + Primal-Urge
(difficulty 6). Anyone within 30 feet (in the water) or 15 feet (on land) must
oppose the Rokea’s roll with a Willpower roll (difficulty 8). Anyone not
matching or exceeding the Rokea’s successes collapses in agony for a number of
turns equal to the difference in successes. Characters using powers that
heighten their sense of hearing (such as the Gift: Heightened Senses) may not
attempt to resist; they simply collapse for a number of turns equal to the
Rokea’s successes. If the Darkwater chooses, she may warn aliies before using
the Gift. This requires the use of the gift Silent Sending and reduces the
difficulty of the willpower roll to six.
Pilot Snake (Level Two) -
This Gift allows Mokole to summon the helpful pilot snake, acreature who knows how to get places. He can help find safe havens, drinkable water, wallows, and so on. The Gift is taught by a Snake-spirit.
System: The Mokok calls on Pilot Snake and rolls Gnosis. The Mokol6 must be in a place where there are pilot snakes
(such
as the American Southeast). The difficulty is
6 in wilderness,
7 in
sight of human works, 8
in a park or suburb, and 9
in city areas. Near the Dissolver’s works,
it is
10. The number of successes
measures the Gift’s success; usually three is sufficient. Pilot Snake does not speak,
but
will guide the group anywhere within reason. He cannot provide guidance to things that he does not know about, such as Garou caems. Once he is done, he departs.
Pincers (Level Two) -
The Ananasi using this Gift grows powerful pincers on her first set of arms, much like those of a lobster or crab. These claws are very sharp and very tough, capable of causing massive damage.
System: The player spends one blood point. The pincers form instantly, and are capable of doing Strength +4 aggravated damage. However, for the duration of the scene, the character is incapable of manipulating objects with any effectiveness, as her claws have no fine motor skills.
Power Surge (Level Two) — By speaking with electricity spirits, the
Garou causes a blackout over a widespread area. An electricity elemental teaches
this Gift.
System: The player spends one Gnosis point and rolls Wits + Science
(difficulty 7). The number of successes determines how large of an area is
blacked out. One success would black out a single room, while five would cut the
power to a whole neighborhood.
Presence
of the Great Bear (Level Two) - Similar to the Garou Philodox Gift: King
of the Beasts, this Gift allows the Gurahl to cause nearby bears (one at a time)
to assist her and follow her instructions.
System: The player rolls Charisma + Animal Ken against a difficulty that
depends on the Gurahl’s relationship with the target bear. The bear must be
within 100 feet of the Gurahl for the Gift to work. The duration is one scene.
Protect the Swarm (Level Two) - All
sorts of supernatural creatures like to call up rats as allies. Ratkin from rival packs, vampires with the Animalism Discipline, mages with the Ratstorm rote and Beast-Speaking Garou are just a few examples. If
a Shadow Seer runs into a rat who’s been
victimized by any of these Gifts, she can determine who is controlling the poor defenseless beastie.
If
she’s powerful enough, she may even attempt to convince the rodent to disobey its
master.
System: Once you’ve learned this Gift, you can sense whether a rat you encounter is possibly being controlled by another supernatural creature. Roll
Gnosis; you must score more successes than your rival’s initial roll for his
supernatural “power,” whether that’s a Discipline, Sphere, Gift, or whathave- you. You will even gain a brief glimpse of the rival who’s been manipulating the poor critter.
If
you succeed, you can also overpower his ability, but only if your Rank is the same level
or higher than the power that’s used. Make a second roll of Manipulation +
Primal-Urge (difficulty
7);
you must have more successes than your rival’s initial roll.
Raincalling (Level Two) — The
spirits of wind and weather are the best friends and worst enemies a Pumonca can
have. This Gift, which came from a pact between Old Stone Face and the East
Wind, allows a cougar to call forth rain. The shower is more a drizzle than a
thunderstorm, but it can cool a hot day, water crops or dampen an empty creek
bed in minutes.
System: The cougar’s player rolls Manipulation +
Survival and spends a Gnosis point to call forth rain. The difficulty depends on
the conditions: humid, overcast skies are difficulty 6, while dry, clear skies
raise it to 10. If there aren’t any clouds in sight, the Gift could take some
time to manifest. The intensity and length of the shower depends on the
successes rolled; one success might get a brief drizzle, while five successes
would make it rain fairly hard for an hour or so. This Gift inflicts no damage
and cannot flood most areas.
Rallying Challenge (Level Two) —
By sending her inner power outward, a Simba may rally herself to accomplish
things normally outside her range. With a shattering cry, she raises her
physical strength or force of personality to unusual heights.
System: Like the Level Two Bagheera Gift: Ojas
Surge, except that it only boosts Strength, Stamina or Charisma, takes one turn
(and a thunderous roar) to achieve, and can only be done once per scene.
Rapier Wit (Level Two) -
Through a combination of fast-talk and quick reflexes, the Ratkin can parry and riposte against attacks more effectively. This does not always require a weapon, but it does require quick wits (both on the part of the player and the character). The Munchmausen must compose a song or poem while using Rapier Wit, adding a stanza at least every time he attempts to parry or riposte.
If the Ratkin is unarmed, the player must also describe what items nearby he is using in combat instead.
A
chair, chandelier or mug of ale can be deadly if wielded by a witty Munchmausen.
System: When the Ratkin begins using Rapier Wit,
the
player improvises the first two lines
of an original poem or song. Mark off one Gnosis. Any time the Munchmausen is assaulted with a Brawl or Melee attack, she may attempt to automatically parry and counterattack. This lasts for the rest of the scene,
and works in addition to the Munchmausen’s other actions. Each time the Ratkin is attacked, the player must add another two lines to the poem or song. The composition need not necessarily make sense, but it must at least rhyme. For asuccessfulparry
and
counterattack, the Munchmausen rolls Dexterity + Expression.
Thedifficulty of the first roll starts out at a
6.
Each
time the Munchmausen parries and adds another two lines to her composition, the Storyteller determines whether the difficulty of the next parry should go up
by 1 or down
by 1,
depending on the ingenuity of the poem or
song. (Optionally, players can vote using the “thumbs up/thumbs down” method like
the one used in the Warrior Gift:
Improvisation.) The difficulty of the parry/counterattack can never go lower than 4 or higher than 10. To parry, she must score more successes than the attacker did on his attack roll. The damage for the counterattack is
equal to Strength, although the Storyteller may add a die or two if
the weapon is particularly vicious.
If the
weapon does aggravated damage, so does the counterattack. Her opponent can
attempt to soak damage, but cannot Dodge or Parry the counterattack.
The Gift lasts for
the rest of the scene; hopefully by then, the Munchmausen’s masterpiece will
be
complete.
Rat's Teeth (Level Two) -
Tiny sharp projectiles hurled at high velocity can inflict grievous damage. With this Gift, the
wererat produces a seemingly endless
supply of sharp objects from hidden places scattered over her body. She then assaults a chosen victim with a continuous fusillade. Japanese Nezumi use shuriken and throwing knives; ingenious Ratkin in other parts of the world have been known to use items like needles, kitchen knives and bits of broken glass.
System: As long as you carry a miscellaneous
assortment of sharp objects, you’ve got a never-ending supply of thrown projectiles. To invoke this Gift, spend a turn doing an
elaborate martial arts pose and spend one Rage; you can do
nothing else during this first turn. For the rest of the scene, you can let
off one barrage of thrown objects each turn. Roll your permanent Rage as your attack roll; any successes left over after your victim dodges are added to your damage roll (just like Firearms rolls). Your damage pool is equal to your temporary Rage; don’t forget to add your extra damage dice.
Razor Feathers
(Level Two) - One of the Corax’s few combat-related Gifts, Razor Feathers
operates only when the Corax is in Crinos form. The primary effect of Razor
Feathers is to make the feathers along the edge of the raven’s wing hard and
sharp as steel. The hardened feathers are strong enough to parry knives or
claws, and are sharp enough to slice easily through unprotected flesh - or even
stronger materials. Razor Feathers is taught by a steel-spirit.
System: To access this Gift, the Corax spends a point of Gnosis and rolls
Stamina (difficulty 6). The number of successes indicates the number of turns
that the effect lasts. With Razor Feathers active, the Corax can use the Wing
Swipe maneuver (pg. 165).
Refresh (Level Two)
- The Gurahl may enable a target to ignore wound penalties until the end of a
combat, thus aiding in victory arid survival for that individual.
System: The Gurahl must be within touching distance ofher target but does
not have to touch that individual. The player spends a point of Gnosis and rolls
Wits + Medicine (difficulty 6 for the Gurahl and 7 for another person). Each
success emporarily“hea1s”ah ealth level ofdamage, whether aggravated or normal,
though the target may still take additional damage after the Gift is activated.
The damage returns after the combat at the rate of one health level per turn
until healed magically or through normal medical treatment.
Renewed Vigor (Level Two) — By slaying a Wyrm beast (or other enemy,
shameful though inter-tribal conflict may be) in a particularly spectacular
fashion, the Ahroun can inspire all allies who have her in their line of sight
to fight harder through her example. A hawk-spirit teaches this Gift.
System: To activate this Gift, the Ahroun must have spent at least three
Rage points in that turn, and must have killed an enemy with a stroke that
brought it at least three health levels below Incapacitated. The Ahroun spends a
point of Willpower, and all her Garou allies gain a number of points of
temporary Rage equal to her Charisma Rating. Using this Gift does not require a
separate action in combat aside from the action used to kill the enemy.
Replenishment of the Flesh (Level Two) - This Gift provides the Ananasi
with another option for healing besides spending blood points. The werespider
summons spiders and insects into her body, destroying the insects and
assimilating the spiders.
System: The player spends one Gnosis point per health level healed (if the
Ananasi is consuming spiders) or two Gnosis points per health level (if using
other insects). The werespider may take no other action during this process. The
length of time the healing takes depends on how many wounds must be healed and
how many spiders or insects are in the area.
Reverie (Level Two) — This Gift makes the victim's mind wander down
memory lane. While it may occasionally dredge up useful remembrances, it mainly
serves to makes someone less observant or less focused on the task at hand. An
ancestor-spirit teaches this Gift.
System: Roll Manipulation + Enigmas (difficulty of the victim's
Willpower). For every success, the difficulty of the victim's rolls related to
Mental Attributes increases by one, to a maximum of 9 (representing stronger,
more vivid memories). The effect lasts one minute per success or until the
target's attention is diverted. (For example, a guard under five minutes' worth
of Reverie probably won't notice the
Ragabash sneaking over the wall — but if he does, or it the Garou attacks him,
the Gift's effects end). The Fiann can't directly control what fills the
victim's mind, but may be able to influence the subject ("Yeah, Gorm, remember
that party at the Standing Stone? And the dancing girl, wasn't she
something...").
Ricepaper Walk (Level Two) — By
attuning his inner energies, a Khan can walk across a light or fragile surface
without disturbing it, regardless of his form or weight. A 900-pound Crinos
weretiger weighs no more than a wisp of paper so long as he concentrates on this
feat. Once his attention shifts, the Khan’s full weight returns.
System: The player makes a Gnosis roll to activate
the Gift. Once he does, the Khan must move immediately at half his normal
walking speed across whatever surface he wants to cross, and cannot stop. Any
distractions force the tiger to make a Willpower roll to keep his concentration;
the louder the disruption, the higher the difficulty. The tiger can’t carry any
other living weight, although he may bear a significant amount of inanimate
baggage.
Safety Line (Level Two) -
The Ananasi is able to create an invisible strand of strong webbing to protect her
from a fall or other excessive motion. The strand is normally about eight feet long, but can be shortened to about three feet or lengthened to about fifteen feet. It is capable of supporting twice the Pithus weight of the Ananasi that created it.
System: The character must make a Wits + Survival roll (difficulty 7); no blood point expenditure is necessary. The strand's attachment must remain fixed, so the character's
movements cannot take her beyond the length of the strand
without destroying the line. The line can be snapped by excessive weight, or by inflicting three health levels of damage to it. The line has an effective soak pool of three dice.
Scamper (Level Two) -
This ability can make a fleeing rodens Ratkin much harder
to hit.
System: On the turn you
decide to start Scampering, spend one Rage. To use
the Gift, the rat must be using an
“all-out dodge” during combat: that is, setting aside her entire dice
pool for dodging. If she
does, the difficulty for dodging starts out at a 4, regardless of
whatever cover is available. The Gift will last as long as you keep dodging, up to the entire length of the combat. Spending extra Rage allows extra actions in a turn, but these must also be dodges. As usual, each additional attacker trying
to hit the Ratkin in a
turn raises the difficulty for
dodging by 1 (unless you spend a point of Rage for each additional dodge). This cannot be used in conjunction with the Gift: Evasion.
Scent of Sight/Restless
Waters (Level Two) — The werewolf can compensate for her
vision completely by using her sense of smell. She can attack invisible
creatures normally or navigate roughly in absolute darkness. Wolf-spirits teach
this Gift.
System: The player rolls Perception + Primal-Urge against a
Storyteller-determined difficulty that depends on how powerful local smells are.
The Storyteller should require rolls only when something could cause the Garou
to lose his opponent's scent (such as if the opponent runs through water or into
a reeking alley).
Secrets of the Tunnels (Level Two)
Self-Destruct (LevelTwo)
-Studentsofthe Weavercan learn to control simple machines, forcing them to stop
functioning. Devotees of the Wyld can make them self-destruct in a spectacular
fashion, throwing off sparks and lovely jagged pieces.
System: Spend one Rage and roll your remaining temporary Rage. Anyone hit
by the fallout loses a number of nonaggravated health levels of damage equal to
the number of successes; this can be soaked. This only works on mundane
technology, not fetishes, talens, talismans, Devices and the like.
Sense Imbalance (Level Two) - This Gift
allows the hengeyokai to focus her perceptions on the balance between the Three,
discerning any local imbalances of energies — whether those of the Triat, or
those of Yin, Yang and Yomi. She may, for instance, learn that the Weaver is
particularly strong in one area, or that the taint of Yomi is oddly absent from
one hovel in the midst of a slum. This Gift is taught by any spirit servant of
the Emerald Mother.
System: The player rolls Perception + Occult; like the Gift: Sense Wyrm,
the difficulty depends on the strength of the relative forces in the area.
Kuei-jin smell of the strongest Chi in their bodies.
Sense Silver/Sense
Gold
(Level Two) — As consummate warriors, Ahroun must be
prepared for every eventuality — including silver weaponry. This Gift, taught by
Lunes, allows the Ahroun to detect the presence of silver.
System: The Garou rolls Perception, + Primal-Urge (difficulty 7). If
successful, she can detect the presence of any nearby silver. Three successes
allow him to pinpoint the silver's s location.
Sense of the Prey/Stalk (Level Two) — If he knows anything about his prey,
the character can track it down as rapidly as he can travel. This unerring sense
of direction operates anywhere, and it is useful for tracking spirits through
the Umbra as well as finding beings on Earth. A wolf- or dog-spirit teaches this
Gift.
System: No roll is required unless the target is hiding actively
(intent alone is not enough), in which case a Perception + Enigmas roll is made
against a difficulty of the target's Wits + Stealth. If the target is a spirit,
the difficulty is the spirit's Gnosis.
Sense the Unnatural (Level Two) — The werewolf can sense any
unnatural presence and determine its approximate strength and type. Supernatural
presences can include magic, spirits, the Wyrm, wraiths and vampires, although
it won't pick them out specifically as such. The werewolf may sense a person
plagued by hauntings as easily as a ghost. Any spirit servant of Gaia can teach
this Gift.
System: The player rolls Perception + Enigmas. The more successes he
rolls, the more information he gains. The sensory input is somewhat vague and
subject to interpretation, though. For instance, a vampire might smell of old
blood, of fear, of rotten flesh, of fresh meat or of whatever else the
Storyteller finds appropriate. Interpreting the information properly might
require an Intelligence + Occult roll (Storyteller's option).
Serpent's Sting (Level Two)
Serpent's Voice, The (Level Two)
Shagreen Shield (Level Two) -
The hide of some sharks is strong enough to repel a harpoon. Rokea with this Gift can strengthen their skin to the
point of repelling nearly any attack.
System: The player spends one Gnosis point and rolls Stamina +
Primal-Urge (difficulty 7). The Gift lasts for one turn per success. During this
time, attacks that score less than three successes on the damage roll do not
penetrate the Rokea's skin at all. The player's difficulty to soak all other
attacks is 5; although she receives all damage rolled; for example, if an attack
inflicts five health levels of damage, the player rolls to soak all five, not
just two. Bashing damage is halved before soak is rolled, rounding up (which
means that an attacker must score more than six levels of bashing damage to have
any chance of damaging the Rokea).
Sheep’s Clothing (Level
Two)
-The Nuwisha can take the form and scent of another shapeshifter. While this Gift is ineffect, the Nuwisha may take the appearance of any form common to the type of shapeshifter she is impersonating. Even Gifts designed to identify shapeshifters cannot pierce Sheep’s Clothing (unless Coyote feels it appropriate).
A
cuckoo-spirit
teaches this Gift.
System: The player spends one Gnosis and rolls Wits + Primal-Urge (difficulty
6
for mammalian Changer,
7
otherwise). The character thereafter looks and smells like whatever kind of shapeshifter she chooses. She does not, however, gain any of the special powers of the Breed - a Nuwisha impersonating a Rokea could assume Gladius form, but would gain neither the enhanced strength nor the Sending that the form usually confers. This Gift lasts for one full day, though the player can extend that duration
by
spending additional Gnosis (one day per point spent).
Shriek (Level Two) —
With an ear-splitting scream, the Bastet deafens everyone
nearby. Careless shriekers beware — your allies are not immune!
System: This Gift demands a scream, a Stamina +
Expression roll (difficulty 7), and a mean streak. Everyone within 10’ will be
deafened for one turn per success, and will end up in a world of pain (plus 1 to
all difficulties for the duration).
Sight from Beyond/Insight
of the Mother (Level Two) — When danger stalks the Garou or
momentous events are in the offing, visions begin striking the Garou without
warning. The nature of the danger is veiled in metaphor — a powerful vampire may
appear in the Theurge's dream as a bloody skeleton, while an impending battle
might be heralded by dreams of carrion crows. Crow-spirits teach this Gift.
System: Interpreting these signs is best handled through roleplaying,
but the Storyteller can require the Garou's player to roll Wits + Occult
(difficulty 7) if he deems appropriate.
Sigil (Level Two) -
With this Gift, a Ratkin can encode a message in a bit of graffiti; only other Tunnel Runners can decipher it. These marks are often found in train yards, outside bus stations, under freeways, and anywhere else that wanderersfrequent. Most include warnings about hazards to be found ahead. This Gift is taught by a Wanderlust-spirit, one of Rat’s many Gafflings.
System: Inscribing the Sigil requires one Gnosis and a successful Intelligence +
Primal-Urge roll. The player writes down a message up to ten words in length; the Storyteller distills this into an image other wererats will receive if they study the glyph. Any Tunnel Runner can notice and decipher one of these glyphs with a successful Perception
+
Survival roll; if the wererat isn’t specifically looking for it, the difficulty
is an 8 (and the Storyteller rolls secretly), but if a Tunnel Runner
is specifically looking for Sigils, the difficulty is a
6.
Silencing Webs (Level Two) -
This Gift generates a heavy caul of webs over the mouth on an enemy. These webs
can potentially smother a target, but are primarily used to keep
the target from calling out warnings or biting the Ananasi.
System: The werespider spends one blood point and rolls
Dexterity + Firearms, difficulty 6, to hit the target's mouth.
This same Gift can be used to cover a target's eyes or ears, but the difficulty increases to 7. The webs are of normal strength.
Sky’s Beneficence
(Level Two) - Sky’s Beneficence allows a Corax t (1 drop a
package of any sort onto a target from any altitude that the bird can fly to.
Any aerial spirit can teach this Gift.
System: Sky’s Beneficence requires a Perception + Melee roll (difficulty
7). If this Gift is used, the Corax automatically takes into account factors
like crosswinds, precipitation and so on, meaning that the difficulty of the
roll is always 7. The CCra x must be able to see her target to use this Gift
Sky's Shadow (Level Two) -
There’s little that is more frustrating
than
a creeping sensation that you’re being
watched. This Gift allows a Corax to bestow that feeling on the target of
victim. Sometimes the
Gift creates
the shadow of a large bird that follows the target everywhere; other times, it
just imbues a sense of pure paranoia. At first glance,
Sky’s
Shadow might not seem like a
terribly effective Gift,
but
nervous men make mistakes -
and
this
Gift can make even the
strongest-willed man nervous. Any bird spirit can teach this gift.
System: The Gift implants in the target the certainty that he is being
watched, with the feeling lasting a day for each success on a Manipulation + Intimidation roll (difficulty
7).
The Gift costs a point
of Rage to activate. While under the Gift’s influence, the victim is constantly
aware of the shadowy eyes of unknown figures upon him.
This
takes away from his ability to
concentrate, and he’s at + 1
difficulty on all Willpower- and Mental-related rolls as long as the Gift’s
effect lasts.
Slip of the Tongue/Forked
Tongue
(Level Two) — Sensing the truth is the purview of
the Half Moon, but the trickster is adept at obtaining admissions of guilt,
however accidental. By engaging in a conversation (heated or otherwise), the
user of this Gift can make the target accidentally remark on what she wished to
hide (“of course I had everything to do with his death… I mean, nothing to do
with it!” or “The necklace isn’t here, search all you like, but don’t bother
with the study, that’s so obvious!”) The slip may only arouse already suspicious
minds, but it may fluster the target enough to cause some more tangible
admission of guilt, like a confession or an attack. This Gift is taught by a
Gaffling of Falcon or by any truth spirit.
System: The Ragabash must engage the target in a conversation relating to
the suspected crime or action. The player and target make a resisted
Manipulation + Subterfuge roll, difficulty of the opponent’s Willpower. One
success allows a subtle slip only noticeable to the already suspicious, while
five results in the spilling of damning information no judge could discount.
Snarl of the Predator/Chitter (Level Two) — The Garou lets out a feral snarl
that terrifies opponents and cows them into submission. A wolf-spirit teaches
this Gift.
System: The player rolls Charisma + Intimidation (difficulty of the
opponent's Wits +3). Each success subtracts one die from an opponent's dice
pools oft the next turn. This Gift takes one full turn to invoke.
Snitch (Level Two) -
You’ve got a talent for gathering secrets. As long as you can see someone’s face, you can read his lips. As long as someone is within line-of-sight, you can
hear her whispers. This
Gift is taught by a Stormcrow, a Gaffling of Grandfather Thunder.
System: Just roll Perception
+ Alertness (difficulty 4), whenever one of these situations presents itself. The amount of information gathered depends on the number of successes; with five successes, you can even gather empathic information or unspoken subtexts. If the roll fails, you can still spend a point of Gnosis to have a Rat-spirit snatch up a small fragment of the conversation for you.
Solidify Water (Level Two)
Song of Terra
(Level Two) - The Gurahl may touch the earth and hear what occurred in that
spot in the recent past.
System: The Gurahl makes contact with the earth. The player rolls
Perception + Primal-Urge and spends a point of Gnosis. One success reveals a
significant event that occurred within the last 24 hours. Additional successes
increase the amount of time that can be “heard” by 8 hours per success up to a
maximum of 48 hours.
Sorcerer’s Blade (Level Two)
— By casting this Gift on a weapon, a cat can enchant
a blade so that it harms supernatural beings. A favorite trick of swashbuckling
Ceilican who wandered the open roads in bygone eras, this Gift often comes from
the King of Cats or Mistress of Catkind.
System: The player spends a point of Gnosis and
rolls Manipulation + Occult while the cat cradles the weapon in her hands. The
blade then inflicts aggravated damage until the next sunrise. Although this Gift
allows the cat to enchant missile weapons, each bullet or arrow must be Gifted
separately. Although the arrows may be reused, bullets cannot be.
Speak with Wind Spirits (Level Two) — The Wendigo may call upon
wind-spirits for knowledge and guidance. He can ask them one question, which
must concern the immediate area (wind-spirits have notoriously short attention
spans). A wind-spirit teaches this Gift.
System: Upon learning this Gift, the Garou can speak with wind-spirits
automatically while he is in the Umbra. To ask a question in the physical world,
the player must spend one Gnosis point and roll Manipulation + Expression
(difficulty 7). The number of successes reflects the accuracy of the
information.
Spear Dancing (Level Two) — The old tales tell of Fianna throwing
spears while balanced on the beam of a chariot at full gallop, or even crossing
an army by leaping from spearpoint to spearpoint. This Gift gives the Fianna the
ability to balance on the smallest surfaces, whether tightrope, post or even a
spearpoint. If successful, the Garou takes no damage from stepping or
handstanding on sharp objects, but may otherwise be wounded normally. A
bird-spirit oran ancestor-spirit may teach this Gift,
System: The player spends a Gnosis point and rolls Dexterity + Athletics
(difficulty varies: 5 to stand on the back of a trotting horse, 6 to stay aloft
a rolling ball, 8 to jog across a tightrope, and 9 to balance on the point of a
spear). Storytellers may require additional successes for more difficult feats
(for example, the horse breaks into a gallop, or the tightrope is in a high
wind). The effects last for a scene.
Spew (Level Two) - -
The Warding may guard the nest with a spew of slippery ooze. He can drink a few gallons of water and spit it out as a slimy mess. This
Gift
is taught by Frog or Snail-spirits.
System: The Mokole must have drunkquite a bit of water within the last
24 hours before using this Gift,
although some drink oil as a precursor. The player
rolls
Stamina +
Expression, difficulty 7,
as the Mokol6 spews out water and slime
onto any surface. The number of successes determines the radius, measured in paces, of the area covered with slippery slobber. Any creature treading on the place must make a Dexterity
roll
(plus Acrobatics, if any) or slip and fall. Mokok may also slime pathways with their vomit, urine or other bodily fluids,
resulting in offensive odors as well as slippery surfaces.
Spines (Level Two) -
The Ananasi using this Gift
creates defensive spines on his exoskeleton, much like the barbs of a porcupine. These spines break off fairly easily, remaining in the flesh of anyone who attacks the Damhan
in hand-to-hand combat.
System: The character spends one Gnosis point to activate this Gift. While the spines remain, anyone striking the Ananasi with bare flesh receives a dice pool of aggravated damage equal to the attacker's Strength. The Gift lasts for one scene.
Spirit of the Bird (Level Two) — Few enemies would expect a werewolf
to attack from above, which is precisely why the Uktena developed the means to
do so. The Garou may hover, fly or float. Any bird spirit can teach this Gift.
System: The player spends one Gnosis point. The Garou can fly at 20 mph
and hover as she desires. The difficulties of all combat maneuvers increase by
one. This Gift lasts for one hour.
Spirit Knife (Level Two) — Using this Gift, a Theurge can imbue a knife —
or any other weapon she hand-crafted herself — with the power to strike across
the Gauntlet, affecting enemies on the other side. This Gift conveys no ability
to see across the Gauntlet beyond what the Garou normally possesses, however. A
Wasp-spirit teaches this Gift.
System: The Garou spends one Gnosis point, and any single weapon she
crafted entirely herself is able to strike creatures on either side of the
Gauntlet in any area where the Gauntlet is equal to or lower than her Gnosis.
This effect lasts for the duration of the scene.
Spirit of the Fish (Level Two) — The werewolf blessed with this Gift
can breathe underwater and swim as fast as he can run in Hispo form.
Unsurprisingly, a fish-spirit teaches this Gift.
System: The player spends one Gnosis and rolls Stamina + Animal Ken
(difficulty 7). The effects last for one hour per success.
Spirit of the Fray/First
Slash/Lightning Strike
(Level Two) — This Gift allows the Ahroun to
attack with lightning speed, striking before any foe. A cat-spirit teaches this
Gift.
System: Once the character learns this Gift, its effects are permanent.
The Ahroun may add 10 to all his initiative rolls, which will nearly always
ensure that he strikes first. If he chooses, the Ahroun may spend a Gnosis point
to add another 10 to his initiative roll. Remember, though, that doing so
prevents him from spending Rage to gain extra actions; werewolves can't use Rage
and Gnosis in the same turn.
Spirit of the Spiny Rat (Level Two)
- The South American spiny rat surrounds itself with sharp quills to protect itself against predators. This talent is similar to the Gift of the Porcupine, though not as deadly.
System: Sprouting spines requires a point of Rage; the Ratkin must be in Crinos or Rat Thing form. Anyone who grapples, body slams or immobilizes the metis (or is on the receiving end of these moves) takes aggravated damage equal to the wererat’s Strength + 1. The spines last for one turn for
every point of the rat’s permanent Rage.
Spirit Ward (Level Two) — By
employing the eldritch enigmas of Egypt, a Bubasti can wall an area off from
spirit-traffic. No spirit can move in or out of the warded place without the
cat’s permission. Naturally, the stronger chaya can shred this barrier like
papyrus; still, the wisest werecats can erect stronger barriers than their
youngers can….
System: By spending a Gnosis point and rolling her
Willpower against difficulty 8, the Bubasti erects a barrier across an area no
larger than 30 feet by 30 feet. Each success the player rolls raises the
Gauntlet around the area by 1 (maximum 10), and extends it so that the barrier
exists in both the material and Penumbral worlds. This irritates the spirits,
and they can often tell who’s to blame. The Ward lasts one day per point of
Gnosis in the cat’s permanent pool, unless some spirit destroys it, which a
chaya can do by rolling its Rage against the new Gauntlet rating. Three
successes or more will turn the Ward to spirit-dust.
Spiritual Wrath (Level Two) — Garou are by nature beings half of
corporeal flesh and half of spirit ephemera, living in two worlds
simultaneously. By calling upon this Gift, an Ahroun manifests her spiritual
nature more strongly than physical for a brief period, allowing her claws to cut
through defenses they could never normally pierce. This Gift has no effect on
creatures that are half spirit already, like other Garou, fomori and
changelings. But any being entirely of one world, such as Banes, vampires,
ghosts or animals, is vulnerable to its sting. Any spirit of war can teach this
Gift..
System: The player spends a point of Gnosis; the difficulty to soak the
damage from a single claw attack the Ahroun makes in that turn is raised to 9.
Note that the usual rule of being unable to spend Rage and Gnosis in the same
turn still applies.
Spit Teeth (Level Two) -The Rokea may spit her teeth at any
opponent from a distance. While Spit Teeth can be used in the water, its
greatest utility is in the fact that it can be used in any form (Homid included)
and therefore is just as useful on land. .A shark-spirit teaches this
Gift.
System: The player rolls Stamina + Primal-Urge (difficulty 6) to loosen the
tccth; one tooth per success becomes loose. The player then rdls Dexterity +
Athletics (difficulty 6) to strike with them. The maximum range for spitting the
teeth is 25 feet. Each tooth inflicts one health level of damage, provided that
the roll to hit succeeds. This damage is considered aggravated.
Staredown/Eerie Eyes (Level Two) — By staring into the eyes of a human or
animal, a werewolf can cause the target to flee in terror. This Gift can be used
against other werewolves, but the target will freeze in place rather than flee.
A ram- or snake-spirit teaches this Gift.
System: The Garou using this Gift may focus on only one target per
turn; the player rolls Charisma + Intimidation (difficulty 5 + the victim's
Rank). The victim flees for one turn per success, although he may expend a
Willpower point to resist the Gift's effects for a turn. Should the character
score five or more successes, the victim flees for the duration of the scene.
Werewolves (and most powerful Wyrm-monsters) will not flee, but they cannot
attack while the Gift's user continues to stare them down. However, if they are
attacked themselves, all bets are off.
Sticky Fingers (Level Two) -
Humans have too much damn stuff for their own good; you only take what you need, but you don’t care who it comes from. This Gift uses misdirection and distraction to
boost stuff from humans with just the most casual contact. Bump in to them or talk to them, and you can take what you need. Just remember to use everything you take.
System: Any Ratkin with this Gift finds it easier to snatch little objects (items smaller than a human’s hand) from the unaware. Roll
Dexterity + Subtelfuge and spend one
Willpower to snag what you need. The difficulty depends on how well-guarded the
object is. This doesn’t apply to weapons wielded in combat, by the way.
Difficulty Object’s Accessibility
6 sitting in plain
sight
7 clutched in
someone’s hand
8 in a pocket or on a wrist
9 around someone’s neck or prominently worn
10
encasedinsomethmgek (like a brief case or wallet)
If the scam involves talking to someone face-to-face, the difficulty is increased by 1 (to a max of 10). Just bumping into someone or “accidentally” knocking someone over is much easier.
Stink (Level Two)
-
The
Ratkin with this dubious blessing is able to satumte a lO-foot-by-lO-foot area with a horrific odor to drive \.
ictims away.
System: The p1ayt.i spends one Rage and rolls Intelligence + Occult. Anyone
wanting to remain in the area must succeed at a contested Willpower roll (difficulty
7).
Stinking Breath (Level Two)
- The Mokok can breathe out stinking gases that repel anything that breathes, making them flee. This Gift is taught
by
a Garbage-spirit or a Monitor-lizard spirit.
System: The Mokol6 spends a Gnosis point and breathes on her enemies. Air-breathing creatures (obviously, the undead are immune) are repelled by the smell and try to flee the encounter, unless they successfully make an opposed Gnosis roll against the Mokol6’s Gnosis.
Strength of Purpose (Level Two) — Some Garou feel so strongly about
their place in the pack, the tribe and the world that they can draw on this
resolve in times of need. The Philodox can pull new resolve from his deepest
reserves. A wolf-spirit teaches this Gift.
System: Once per scene, the player may roll Stamina + Rituals
(difficulty 7). For every two successes, the Philodox recovers one point of
Willpower up to her maximum.
Stonework (Level Two) — As the Level Three Homid Gift: Craft of the Maker, except that it only affects stone, dirt, clay and glass, employs a Manipulation + Survival roll, and reshapes the object permanently.
Subtle Serpent (Level Two)
Summon Engling (Level Two) -
Usually, when shapechangers need to replenish their Gnosis, they summon an Engling and
stalk it.
In
urban areas, this hunt takes on a few unique twists; a Shadow Seer with this Gift knows them
intimately. The Engling is always disguised as something mundane. Only the members of the Rat Pack can recognize that it’s really a spirit. Humans react to this in unpredictable ways -watching mad street people pursue a fleeing ice cream truck, a boy with a balloon, or a cloud of buttedies
- each
has different results.
System: Spend one Gnosis and roll permanent Gnosis against the difficulty of the local Gauntlet. With three
successes, an Engling appears, but in a disguise that only the Shadow Seer can see through. (The spirit’s stats are: Willpower
5,
Rage
1,
Gnosis 10, Power 25; Cham: Airt Sense, Materialize.)
The Ratkin must chase it down and “kill” it; if they
do,
they gain
10
Gnosis to divide equally between the members of the Rat Pack.
Summon Water (Level Two) —
By calling upon the ancient affinity between catkind and the waters, a Bastet can create a bit of water in some place where none was before, or add to an existing amount of it. This Gift, known by most desert cats, only creates pure water, not any other form of liquid.Swallow's Return (Level Two) -
Corax usually know where they are going.
That's more or less part of the package that comes with the Spirit egg, after
all. However, there are times when a Corax is too tired or too badly
injured to navigate himself back home. that is when he turnes to this
gift. Swallows Return, is nothing less than an autopilot, brining the
Corax safely back home even while the wererave sleeps or heals. A
swallow-Spirit teaches this Gift.
System: Corax wishing to use this gift must give up a point of Gnosis, and trust
his luck, also making a Wits + Empathy roll (Difficulty 6). Swallows
return only brings the Corax home - no alternate destinations can be inserted -
and the defination of "home" can occasionally get the Corax in trouble.
Taking the Forgotten/Swipe (Level Two) — The Ragabash with this Gift can
steal something from a target, and his victim will forget that she ever
possessed the stolen item. A mouse-spirit teaches this Gift.
System: The player must score three successes on a Wits + Stealth roll
(difficulty of the victim's Intelligence + Streetwise).
Tame Sunbeam (Level Two)
- Sun, whom the Mokol6 call The Face of God, is opposed to evil and darkness. He
teaches his children to call upon
his
aid when they need it.
A
Sun-spirit teaches this Gift.
System: The Mokole must spend a Gnosis point, roll Intelligence + Occult,
difficulty
6,
and
add any True Faith in Sun to the result. The effects last for one scene, plus one more scene for each additional Gnosis point spent.
Successes/Effect
1 Illuminate any dark area with ambient light
2. Sun can pierce clouds or trees with enough brightness point
out targets or injure vampires
3
The sun’s rays are as strong through water, glass,
clouds or cover as from a clear sky.
4
Sun’s rays can light fires or bring heat when it is cold, or appear inside windowless building during the daytime.
5+
Sun can shine at
night.
Tarantula's Kiss (Level Two) -
The Ananasi may stiffen the hairs on his body, making them as hard as the quills on a porcupine. Once they are hardened in this
manner, however, the Damhan can fire them away from his
body in a volley of arrowlike missiles.
System: This is primarily a defensive Gift, and the
character doesn't have fine control over where the hairarrows go. The character must spend one blood point and roll Dexterity + Firearms, difficulty 6. Each success means one of the hairs strikes a random target within thirty feet,
doing Strength + 1 nonaggravated damage. The hairs are coated in a mild toxin, which, while not fatal, is extremely
irritating. Living targets struck by the hairs must make a Stamina roll, difficulty 8, or suffer from a painful, itchy rash
that lasts for several hours. All Willpower rolls are at a +2 difficulty while the stings' effect remains.
Ten Chi (Level Two) -The Kitsune always knows where he is in the Middle Kingdom, Yin or Yang Realms
by feeling his relationship to Gaia. Additionally, he carries his “territory”
with him wherever he goes. Natural foxes and animals sense this, allowing him to
pass through their territories without challenge. Other Roko usually show the
same courtesy. Migrator1 bird spirits such as crane or goose teach the Gift.
System: The RokrI spends a Gnosis point to know whether he is in the Y
in, Yang, Yomi or physical realm, where the cardinal points are and what
direction his home lies.
The Spirits’ Displeasure (Level Two) — Theurges use this Gift as a form
of mystical warning against those who have offended the spirits. It causes the
victim to suffer ill luck, and to witness an omen from his own culture
indicating foreboding or cosmological displeasure. Note that many modern people
may not recognize an omen as an omen, but they will still find it unsettling by
it’s very nature. A Stormcrow teaches this Gift.
System: The Theurge spends a point of Gnosis, burns an effigy of the
victim and rolls her Manipulation + Occult (difficulty 7); the intended target
does not need to be present. Sometime in the same story the Gift is used, the
target will botch an important (but not life-threatening) roll automatically, or
suffer botch-like effects at one time in his everyday life.
Threaten (LevelTwo)
Tides of Lust (Level Two)
- This Gift is
most common among the Gila monsters and Mexican beaded lizards of the American Southwest, the Unktehi, who learn it from a Rooster-spirit. It gives them power over the tides within someone’s body.
System: The Mokol6 begins to dance and rolls Rites
+
Expression, difficulty
7.
If the target already loves someone else the difficulty is
8,
or
9 if
the target isveryold or attracted to the same sex. The number of successes determines the number of hours that the person
will
be unnaturally lusty. Impotence, if any, disappears, the target becomes fertile if ordinarily sterile (unless the target is metis, of course), and the target also becomes a little more open-minded about potential partners. Even so, the Mokol6 must still seduce the person through roleplaying, as this Gift does not implant obvious desire
- it merely
removes barriers.
Touch the Spirits (Level Two) -
In
animist philosophies, all objects hold some spiritual essence. Through this Gift, a Shadow Seer can speak directly to these inanimate spirits, learning where physical objects have been and what they’ve been used for. Psychics call this “psychometry.” Knife- Skulkers don’t care what it’s called
...
they just call for the
Shadow Seers to do it on command.
System: Spend one Gnosis
and
roll Perception
+
Empathy. Eachsuccess allows you to see back one day, sensing the gist of where the object has been
and
who was using it.
Tread Sebek’s Back (Level Two) - When
activating this Gift, the Garou calls upon the spirit of Sebek the crocodile to
bear her up as she rum across the water. The werewolf can also run across other
liquids (a vat of industrial cleaner, sewage, or even lava), but this Gift
provides no protection for her feet - any damage is greatly lessened as the
harmful substance only comes into contact with a small part of her body, but she
must soak it nonetheless. Particularly fast and spiritually attuned Silent
Striders claim to have run across seas using this Gift. It is taught by a
crocodile-spirit, or that of a crocodile bird.
System: The player spends a Gnosis point and rolls Dexterity + Survival
(difficulty 7). Each success allows the character to travel across water as if
it were open ground for an hour. In areas inhabited by crocodiles, the
difficulty to invoke this Gift drops to 5.
Treeshake (Level Two)
-The Gurahl may procure food for one or
more individuals by shaking the trunk of a tree, shaking down acorns and other
tree-fruits regardless of the tree’s type or whether it is in season.
System: The player spends a point of Gnosis and rolls Strength + Rituals.
Each success provides enough food for one individual.
Trickster Beacon (Level Two) — Known as the “Kick Me Gift” by
particularly irreverent New Moons, this places a spiritual beacon on the
unwitting target, attracting the local troublemaking spirits. While potentially
lethal pranks are off limits, anything else is fair game: items are moved or
lost temporarily, the target is surrounded by jeering spirits in the Umbra or
momentarily loses his way in familiar territory. The beacon cannot be removed or
hidden (and the target can never see it although all spirits and perceptive
Garou can), but an eloquent and lucky victim may be able to “buy off” the
spirits with the appropriate chiminage. This Gift is taught by any trickster
spirit.
System: The Ragabash expends a point of Gnosis and touches the target (a
pat on the back or handshake do as well as a punch). The player rolls Wits +
Enigmas (difficulty is the target’s Rank +2; difficulty 5 for nonshapeshifters).
The Gift effects last for one day per success. A botch marks the Ragabash
instead (the unfortunate must roll against himself to determine how long the
plague of spirits lasts, and a botch on the second roll means a full lunar
month). Even spirits agree there is such a thing as carrying a prank too far. A
Ragabash who uses this Gift more than once per lunar month or against a given
individual more than once per season risks becoming the target of the spirits’
attention (subtract one success from the die roll for each consecutive use of
the Gift).
True Fear/Terrors (Level Two) — The Ahroun can display the true extent of her
power, scaring one chosen foe into quiescence for a number of turns. Spirits of
fear teach this Gift.
System: The player rolls Strength + Intimidation (difficulty of the
target's Willpower). Each success she achieves cows the enemy for one turn; the
victim cannot attack at this time. He may defend himself if attacked and
otherwise act normally, although his actions will likely be guided by fear.
Twisting Tongues (Level Two) -
The Nuwisha may understand any written or spoken
language while using this Gift.
Even sign language and facial expressions
offer no trouble. While under the influence of this Gift, the Nuwisha can speak
with spirits, Banes and even computers (which hardly makes for interesting
conversation, but can prove worthwhile). This Gift is taught
by a
Trickster-spirit.
System: The player rolls Wits + Expression, difficulty
7. For
every success, the character can
fully comprehend the language
-
complete with all slang terms - for one full day. The character must employ this
Gift separately for each language she wishes to comprehend.
Umbral Map (Level Two) -
The Nuwisha using this Gift can locate any part of
the Umbra, and in some cases can even locate an individual entity in the Umbra.
This Gift is taught by
an Ancestor-spirit.
System: The player makes a Gnosis roll, with a varying difficulty.
If the
character has never before been to the target part of the Umbra, the difficulty
is 7. If
the character has traveled the area before, the
difficulty is 6. If
the character frequents the area, the difficulty is
only 5.
With one success, the character can pinpoint where
in the Umbra he is. With two, he can determine how best to approach any area or
Realm in the Umbra. With three successes, the character can get a feel for where
a target is within the Umbra. With five or more successes, the character can
pinpoint a target’s exact location within the Umbra.
Undertow (Level Two) - The Rokea stirs up a vicious
current that sweeps a target in whatever direction the wereshark chooses. The
Brightwater might use the Gift to pull a human out to sea, force any opponent
towards the surface, or draw a victim towards her waiting maw. A spiritservant
of Sea teaches this Gift.
System: The player spends one Gnosis point and rolls Strength + Primal Urge
(Difficulty 7). The number of successes determines the strength of the
undertow - anyone caught in it must beat the Rokea's successes on a Strength +
athletics roll (Difficulty 8) to escape it.
Unexpected Venom (LevelTwo) -
Unified Force (Level Two) — The Galliard can bond the pack into a truly
unified force, striking as one. As long as no one in the pack succumbs to
frenzy, each member strikes at the same instant, and few foes can stand up to
such an attack for long. A wolf-spirit teaches this Gift.
System: The player must spend one Gnosis point for each turn in which
this Gift is to be active. Every turn that she does so, each player rolls for
initiative as usual, but the entire pack acts on the highest initiative rolled
(so if the character’s initiative totals wind up being 10, 8, 14, and 17, the
entire pack acts on 17, even if the pack’s alpha wound up with the 8). The
entire pack must be present in the battle for this Gift to be effective, and if
even one pack member frenzies, the effect is lost. Also, only pack members
bonded by a totem may enjoy these benefits. All pack tactics are at –1
difficulty while this Gift is active.
Unsea's Blessing (Level Two) -
Unsea considers the Rokea to be
her nieces and nephews, created as they were by her sister, Sea. As such, she
does them the favor of healing their wounds if they but ask. The spirit of a
stingray or other fish that burrows into the earth teaches this Gift.
System: The Rokea must touch Unsea directly, be it the sea bottom or dry
land. The player rolls Charisma + Rituals (difficulty 5). For every
success, the Rokea heals one health level, regardless of the type of damage. The
Rokea can take no other actions in the turn he uses this Gift.
Urban Camouflage (Level Two) -
Experienced Tunnel Runners don’t look like they’re wandering beggars; instead, they blend in wherever they go. A highly talented traveler can wander almost anywhere looking like he’s a native. Why be invisible when you can be ignored? Runners carry this to an extreme: even whenever they’re barefoot and broke, no one will question their presence if the Ratkin is using this Gift. Other supernatural creatures rely on being invisible or
obfuscated; wererats with this talent just remain nondescript. Unlike other abilities, you can activate this Gift
as
soon as someone approaches you. Disappearing from plain view tears the Veil apart; being inconspicuous doesn’t.
System: Roll Intelligence +
Stealth and spend one Gnosis.
If the number of successes
exceeds a viewer’s Perception, you’re not invisible, but you will be ignored. For large groups of
people, just use the highest Perception rating in the crowd. This Gift cannot be used during the stress of combat, however.
Veil of the Wani (Level Two)
Voice of the Depths (Level Two) -
In the deep oceans, there are spirits who have lain quietly since before the
dawn of man. For the Rokea brave
enough to find them, the knowledge to be gained is great. Using this Gift, the
Darkwaters can converse with their eyes and ears — the sea anemones and polyps
that line the ocean floor — and gain insight. Their advice is always cryptic and
usually incomplete, but the Darkwaters love a challenge. Anemone-spirits can
teach this Gift, but usually the Darkwater must travel to the lightless deeps to
learn it directly from a primordial spirit.
System: The player rolls Manipulation + Rituals (difficulty 6) to make
the proper overtures to the primordial spirits. The Rokea is then rewarded with
advice and visions concerning the topic in question. Over the years, the
Darkwaters have found that these beings know more about human affairs than might
be expected, which only makes them more interested in these beings' knowledge.
The Storyteller decides what the Rokea learns, how mysterious the words are, and
the roll (if any) that the player can make to interpret the information.
Waterwalk (Level Two) -
Through intense concentration, the Ananasi is able to walk on water as though it were a solid surface. The water does not become level or unmoving unless it is naturally calm, making it a difficult walk for anyone in Homid form.
System: The Ananasi must make a successful Willpower
roll (difficulty 7) before beginning the walk. If he is
unsuccessful, he cannot attempt the Gift again for the remainder of the scene. The character must continue to make Willpower rolls
each turn for the duration of the walk; if he fails his roll at
any time, he can no longer stay on the water's surface, and cannot
attempt to Waterwalk again that that scene.
Waxwork Monster (Level Two) -
-Brought to light recently by the Shining, this Gift lets a Mokol6 take
advantage of the fact that “dinosaurs are extinct” to hide in plain sight even in Archid form. Essentially, the Mokol6 takes on the appearance of a model or dummy.
A
Tuatara-spirit teaches this Gift.
System: The Mokok spends a Gnosis point and rolls Stamina + Expression. For each
success, he can freeze in place for one hour unnoticed by
anyone.
In
Suchid form, he appears to be a stuffed crocodile; in Homid form, he seems to be a mannequin or waxwork. In Archid form the Mokol6 appears to be a life-size fiberglass or cement dinosaur model, but cannot cause the Delirium unless he moves or speaks. Some Shining
will
even carry around a small label designating the species of dinosaur that they are supposed to be.
Of
course, the “statue”
will
arouse suspicion if there is not supposed to be a statue in the place where the Mokol6 is hiding. Whole clutches have concealed themselves this way as roadside attractions and the like.
Weather Watch (Level Two)
Weight of a Heart (Level Two) —
As the Swara know, the weight of emotions comes from the weight of the heart.
Making the heart swell creates euphoria, while shrinking it generates terror or
despair. By working the weight of another being’s heart, a Swara can induce
crazy mood swings from a distance. Nothing diffuses a fight faster than making
the aggressor walk away in nearsuicidal depression. Tales credit this Gift to
Hatti, who knows the ways of the heart better than most people do.
System: A
Manipulation + Empathy roll changes the target’s mood. The more radical the
shift (from joy to sudden weeping), the higher the difficulty. Even so, this is
an easy Gift to use — its difficulties range from 4 to 8. The victim — if even
aware that something has changed his mood from the outside — can resist the Gift
with a Willpower roll at difficulty 8. Otherwise, the Gift lasts one scene, and
inflicts no damage.
Whisker Sight (Level Two/Level Three Bastet) — By
attuning herself to her surroundings, a metis Bastet can get a sense of her
surroundings. Anything within reach — even if it’s behind her, or invisible — is
plain to all her senses.
System: Roll Perception + Primal-Urge (difficulty
6). Success grants the character total sensory perceptions within a 10 foot
radius. This doesn’t automatically reveal hidden or invisible objects, but it
allows her to try a normal Perception roll to notice things that would normally
be beyond her sight. The Gift lasts one scene.
Wind from the West (Level Two) —
Words can be as ephemeral as the Pacific fog; by making them dance and shimmer,
a Qualmi can lead a less-clever opponent into a mental maze, then leave him
there to puzzle his own way out. This takes the form of a series of high-speed
riddles designed to tie folks’ minds into knots. Most Qualmi are especially
pleased to find someone clever enough to avoid this mental snare.
System: As the Level Two Bubasti Gift: Mousemaze,
except that the roll is Manipulation + Enigmas, and does not cost a Gnosis
point. To counter the confusion effect, the target might try to figure out the
puzzle (Wits + Enigmas) before it takes effect. Oddly enough, it pleases most
Qualmi when a victim can think for himself; this often leads to a riddling
contest, with the loser becoming confused by the magic. To simulate this
exchange, see “Gamecraft” in Werewolf
(page 223), and raise the difficulty by one after each
turn. When it reaches 10, check the final result: if someone wins and another
loses, the loser suffers magical confusion; if both lose, they’re both confused;
if both win, neither is confused. Most Qualmi take defeat well under these
circumstances, and can be very generous losers.
(Three Level Three)
Adaptation/Survival
of the Bear (Level Three/Two (CB)) — The Garou takes no damage from poison or
disease, and he may exist in any environment, regardless of pressure,
temperature or atmospheric condition. This Gift does not protect the Garou from
hazardous situations (like falling), only hazardous environments. A bear-spirit
teaches this Gift.
System: The player spends one Gnosis point and rolls Stamina + Survival
(difficulty 7). Each success extends the Gift's effects by one hour.
Adversity (Level Three) -
A Munchmausen can survive extreme temperatures for a
full day with this Gift. Arcadian Ratkin often tell ridiculous stories about having lived on the moon, the bottom of the ocean, or the caldera of an active volcano. Some of these stories are true.
System: Tava (RankThree Ratkin) are immune to extreme heat (up to boiling lava) or extreme cold (up to Antarctic conditions). At Rank Four, they gain the ability to live
underwater or in a vacuum.
A
Rmr’t
(Rank
Five) Ratkin can
reproduce the Ratkin Gift: Survivor; Moon Mice find this ability
essential.
No roll is
necessary; the Rat just spends Gnosis for each day he wants to survive. Extreme heat or cold requires one Gnosis. Underwater conditions or compete vacuums require two Gnosis; the Survivor Gift requires three. As a
side note, this Gift will never grant immunity to silver, though it will reduce
the damage from
fire from aggravated to non-aggravated.
Alter Lilian
(Level Three) -The Kumoti may alter her Lilian form at will, rearranging it
to suit her whim.
System: The player makes a Willpower roll (difficulty 7). The effect lasts
for one scene or until the werespider shifts to another form.
Armor of the Tortoise (Level Three) - This
Gift enables the Mokol6 to form a hard shell around his skin while in Archid or Suchid form, protecting himself even further from harm. The Gift is taught
by a
Turtle or Tortoise-spirit.
System: The player rolls Stamina +
Primal Urge, difficulty 6;
the Mokol6 must spend a turn in deep
concentration. The number of successes is the number of dice added to the dice pool for soak rolls. These dice are in addition to any armor already possessed, but the Gift can be activated only once per scene.
Assassin's Insistence (level Three) -
Assassin's Strike (Level Three)
Aura of Ananasa
(Level Three) -
There are none that can inspire fear like the Ananasi. By means of this Gift, the character can cause any affected character in the area to enter a state of extreme horror and fright. The victims do not automatically panic, unless something (which can be anything from a loud noise to a gentle scrape
on the flesh) sets them off. Of course, once one of them gets started, they all tend to go nuts quickly.
System: The playfef makes a Manipulation + Primal Urge roll (difficulty 7), and expends one Gnosis point,
creating tension and near-panic in anyone within a hundred- foot radius. Supernatural characters may resist with Willpower (difficulty 7) to avoid the effects.
Babel’s Cure/Traveler’s Tongues/The Many Tongues of Ptah (Level Three) — By
flexing Rahjah’s powers, a Bastet can translate any human language in her
vicinity. Invoking the Unmaker will turn everything into gibberish.
System: To render languages either clear or
unintelligible, the player rolls her Manipulation + Linguistics (difficulty 6).
This Gift works on spoken words, writing and even body language. Everyone within
50 feet will understand all communications for the duration. Cahlash’s inversion
of the Gift scrambles everything the same way. Either version lasts for one turn
(or minute) per success, and each can cancel the other out.
Backbite (Level Three) -
The
wererat can disappear into the Umbra, instantly reappearing behind an opponent up to 50
feet away.
System: The player spends one Gnosis and one Rage; the victim must be within line-of-sight. The Ratkin can immediately attack in rhis
same turn; the strike is rolled at a -2
difficulty
(minimum difficulty of 4).
Banish Cahlash’s Brood/Asuras’ Bane (Level
Three/Four) — By calling upon the Father of Dark
Spirits, a Bubasti may command one of his brood to depart. Of course, powerful
spirits or ones bound into fetishes won’t be easily dismissed; doing so may
demand great rituals or even a sacrifice. Small independent elementals or Banes,
however, may be banished with slight effort. Calling upon Cahlash has a price:
Each time the werecat performs this Gift, his fur grows a deeper shade of black
and his actions become more…erratic. Garou or Bastet who Sense Wyrm on him will
detect the Unmaker’s essence upon him until he purges himself somehow. The more
spirits he banishes, the deeper the taint becomes. For the Kahn it turns the
tiger’s pelt white instead of black. Unlike the shadowcats, tigers channel Rahjah
to banish corruption
System: The cat’s player rolls Manipulation +
Enigmas and spends a Willpower point to attempt to dismiss a spirit. The
difficulty is the spirit’s Gnosis, or its Rage if the latter is higher. Each
success removes 10 points of the spirit’s Power. Banishing a 30 Power spirit,
then, requires at least three successes. Getting rid of a powerful spirit might
require an extended roll or two; a spirit bound into a fetish, meanwhile, sets
the difficulty at 6 plus the fetish’s level (a level 4 fetish would be
difficulty 10, as would a level 5). Sacrificing a bit of blood to Cahlash may
add to the Gift’s effectiveness; for every Health Level “spent” this way, the
Bubasti lowers his difficulty by 1. The spirit isn’t under any obligation to sit
still during the process, and may attack the Bastet until either the werecat
stops or the spirit disappears. Nala help the werecat who botches this Gift; the
Wyrm taint fills him utterly, and he must make a Rage roll, difficulty 6, or
frenzy. Atonement isn’t impossible, but ridding one’s self of the dark taint
often requires a rigorous quest without Renown.
Banish Totem (Level Three) — By speaking words of forbiddance, the
Uktena can bar pack or personal totems from giving their children aid. Doing so
also disrupts the spiritual rapport between packmates, making it difficult for
them to execute pack tactics or act in concert. An ancestor-spirit teaches this
Gift.
System: The Uktena must concentrate for a full turn, and he must know
which totem his victims follow. The player spends one Gnosis point and one
Willpower point, and he rolls Gnosis at a difficulty of the pack's combined
Totem scores (maximum of 10). If successful, the pack members lose all Traits
associated with their totem, and they cannot use pack tactics or act in concert
for the remainder of the scene. If the Uktena is rendered unconscious or killed,
the Gift is canceled.
Bark of the Mudpuppy (Level Three)
-
This Gift allows the Mokol6 to bark loudly at any one person or object, shattering glass, splintering light wood or even opening wounds on a living being. This Gift is taught
by
Mudpuppy.
System: The bark does one health level of aggravated damage, but automatically strikes its target. There is no actual cost.
Bayou Shambler (Level Three)
— Deserts and mountains aren’t the only places Pumonca roam. So-called “swamp cats” know the Southern wetlands well. By crooning to the spirits of the bayous and calling upon any favors owed, a Pumonca can call forth a swamp elemental, dripping with plants and ooze, to assist her. While the creature retains its own free will, a Shambler is disposed to be friendly to the cat and hostile toward anyone in her way.Attributes:
Strength 4, Dexterity 2, Stamina 5, Wits 1Bends (Level Three) -
Air-breathing creatures have, in recent years, been able to reach great depths.
Some Rokea have noticed that if they surface
too quickly, Sea becomes angry and causes them
great pain and possibly death
(humans know this phenomenon as "decompression sickness" or "the bends").
This Gift allows the Brightwater to inflict such
agony on a target, whether or not she normally breathes air, or whether she is
currently in the water. A servant of
Sea teaches this Gift.
System: The player spends one Gnosis
point and rolls Strength + Medicine
(difficulty 7). Each success inflicts one level of lethal damage. On land, any
target may attempt to soak this damage.
Underwater, however, only water-breathers may do so. The wounds caused by this
Gift are extremely painful; as such, all wound penalties are increased by one
(for example, a character dropped to the Hurt level by this Gift subtracts 2
dice from all actions, not one).
Bestow Ursa's Blessing (Level Three)
Blessings of Kali (Level Three)
Blind (Level Three) -The Fox can make an enemy blind for
one day. Stinging pain accompanies the blindness. The Gift is taught by a
porcupine-spirit.
System: The player spends one Gnosis and rolls Manipulation +
Medicine (difficulty 7). The target resists with Stamina (also difficulty 7).
Blood Pump
(Level Three) -
This Gift allows the Ananasi to metabolize ingested blood more quickly
than normal.
System: The character spends one Gnosis point to activate this Gift; the effects last for one scene. While the
Gift is in effect, the character may spend as many blood points per turn as she likes, whether to gain more actions, heal
herself, use Gifts or whatever. Blood spent must be
replenished in the usual way.
Bloody Feast (Level Three) — Great Wendigo, as a hungry cannibalistic
spirit, can teach his favored children the ability to gain added strength from
an enemy's flesh and blood. An avatar of Great Wendigo teaches this Gift.
System: To activate this Gift, the Garou must first bite his opponent
and be able to taste blood — meaning he must inflict at least one health level
of damage, and his victim must be something that bleeds. If his opponent has
toxic blood or none at all, this Gift will not work. The player then rolls
Gnosis at a difficulty of the opponent's Stamina + 3 (maximum of 10). The
Wendigo gains one extra dot in Strength for every two health levels of damage
inflicted by the bite (maximum of +5 to Strength). The extra Strength bonus
lasts for one turn per success on the Gnosis roll. However, flesh and blood can
be addictive. The Wendigo's player must make an immediate frenzy roll the turn
after activating the Gift.
Bolt! (Level Three) - A Ratkin with this Gift can bolt out of any fight. Even if the wererat is totally surrounded, he
will find a way to escape from his foes. This works
roughly the same way as the Backbite Gift: the wererat “leaps” a
short distance through the Umbra
to a safe place. A wererat who
returns to battle after bolting will lose two points of Cunning Renown; a wererat who chooses the better part of valor will no doubt
escape.
System: Spend one Gnosis; the Ratkin can appear up to 50 feet away, as long as his destination is within line of sight. Then spend a point of Rage; this allows the rat to use an extra turn of movement to run away from his enemies. Halt the Coward’s Flight will not prevent the Ratkin from leaping through the Umbra, but will still slow running speed afterward by half.
Bug Lord (Level Three) -
Ananasi using this gift can summon vast swarms of insects and arachnids to an area. The Ananasi can communicate with these insects, though the talk is likely to be very limited in concept. Nonetheless, the summoned arthropods obey to the best of their abilities.
System: The player spends one Gnosis point and rolls Charisma + Animal Ken, difficulty 7. The number of
successes determines the size of the swarm (limited, of course, by the Storyteller's discretion as to how many insects
are available in the area). One success would summon
enough insects to cover a person, while six or more successes can bring enough insects to blanket a small office complex. The insects follow simple commands, such as "Eat that
person" or "Defend me." They are limited to their normal
traveling speeds, and while they work in unison, the insects aren't really bright enough to follow complex commands.
Calcify (Level Three)
- The Viskr may cause anyone area in the Great Web to become resistant to change
of any sort. This is useful in protecting areas significant to the Ananasi or to
the Mother-Queen.
System: The player rolls her Gnosis (difficulty 7) and gives the targeted
location or object three extra soak dice per success. The area cannot be greater
than one acre and the effect lasts for one scene. Targeted objects must be
inanimate (which excludes undead!).
Call of the Dead (Level Three) -
The Kitsune's attunement to Yin
enables them to interfere with a being's vital energies. Exposure to the
negative forces of the darker Umbra caulii; chills, injury, confusion, and even
serious damage jffsliving creatures (among other things). Rare Water- and
Cold-spirits teach this Gift; it is uncommon.
System: The player spends 1 Rage and 1 Gnosis point and rolls Stamina +
Occult (difficulty 8). Animals (such as humans), halfway creatures (hengeyokai,
changelings, etc.) and Yang-Realm spirits suffer damage as per the chatt below;
the victim loses Health Levels to the given point, regardless of Stamina. Yin
creatures and spirits take no harm from the Gift, and (at the Storyteller's
discretion) may be strengthened or even healed by its effects. Kindred of
Humanity 6 or higher and Kuei-jin aspected to Yang take damage; their darker-souled
cousins do not.
Successes Effect
1 The victim is functional but in
pain from headache, chills and aching
joints. He may find it difficult to concentrate. (A Willpowet roll is necessary
to continue any complex mental or intense physical activities successfully.)
2 The victim is Injured, experiencing fever, sprains and cramps.
3 The victim is Wounded. At this level, convulsions wrack his body and the damage is inflicted by his own muscles tearing him apart.
4 The victim is Crippled. Hypothermia and seizures set in, and humans will probably die by end-of-scene if left unaided. Sturdier victims are only Wounded, but the damage is aggravated.
5 The victim is Crippled with aggravated damage. Humans die instantly.
Call the Pride (Level Three) —
By moaning or crying out, the Bastet may summon the local cats (domestic, wild
or big cats, depending on where she is) to her aid. Although the Gift isn’t a
life-or-death command, the summoned cats will help the Bastet if they can. Some
Bastet can summon other creatures as their “prides;” Bubasti often keep jackals
nearby, Qualmi summon birds, and Pumonca have been known to summon hawks, owls
and alligators to their defense.
System: Roll
Charisma + Animal Ken (difficulty 7). For each success, four normal cats or one
large predator (if any are nearby) respond at their own speed. The Gift can
reach up to a mile; cats more distant than that won’t be much help, anyhow. The
Pride remains until it has performed one service, then departs. Variant
creatures must be approved by the Storyteller, and work just as cats do
(four small or one large per success).
Call the Tides (Level Three)
-This Gift makes the Mokok able to bend the tides to
his
will. The Gift is taught
by Tidekeeper.
System: The Mokole must be in sight of a tidal body of water (ocean, sea, river estuary). The player then makes a Gnosis roll, difficulty of
8.
The number of successes determines the result:
1 The tides come in or go
out twice as fast as usual.
2 Tides can be
reversed, and will come in instead of go out or vice versa.
3 High tide or low
tide can be brought in one scene.
4 Unusual tides (spring tide
or neap tide) can bebrought in one scene
5
+ Freakish tides (i.e. 30’
tides in Florida) can occur in one scene.
Call Water Spirit (Level Three)As the Uktena Gift: Call Fire Spirit, save that a Mater-spirit is called. The Mokole must have a water source. The water spirit will move water, dampen a foe, or short out a power system at the Mokole’s command.
Caper (Level Three)
— By dancing around, a Bastet can charm bystanders into a
semi-trance. This works in any form, so long as the werecat invokes the Gift and
dances for at least a turn. Violence breaks the spell, but subtle actions like
sneaking away remain unnoticed until the trance ends.
System: A roll of Manipulation + Expression (or
Dancing) and a spent Gnosis point set the charm in motion. Anyone watching the
werecat dance must roll his Willpower against difficulty 9 or be lulled into a
genial daze. Storytellers may simply make a single roll against difficulty 7 to
reflect a large group of normal humans. The trance lasts one turn per success,
unless someone starts a fight or obviously steals something, in which case it
ends immediately.
Castigate (Level Three) — The Theurge calls upon the spirits to revoke
their favor from another Garou; she must verbally state the target’s offenses
against the spirit worlds, and the target must be present; if successful, the
target loses both Renown and spiritual Gifts. A hyena-spirit teaches this Gift.
System: The player spends a point of Gnosis and rolls Charisma +
Intimidation against a difficulty equal to the target’s [Gnosis + 3]. Each
success causes the target to lose one point of temporary Renown for good. In
addition, the target loses access to one Gift of the Theurge player’s choice for
the remainder of the story, of a maximum level equal to the successes rolled.
Cat Fear (Level Three) — Garou
aren’t the only ones who command primal fear. By bristling and spitting, a
werecat can scare holy hell out of everyone nearby. Unfortunates suffering from
ailurophobia (fear of cats) often go catatonic with fear when confronted this
way.
System: A successful Manipulation + Primal-Urge
roll (difficulty 7) and a point of Gnosis can send everyone within 10 feet per
success into a panic. Supernatural creatures can resist with their Willpower
(difficulty 7), but humans and animals flee or fall into shock for one turn per
success. Ailurophobes lapse into a coma for one day per success. This Gift
cannot be used in Homid or Sokto forms.
Catch the Wind (Level Three) -
This Gift gives the Ananasi the ability to ride on the winds, gliding from place to place with apparent ease. The character appears to be surrounded by an ethereal envelope, looking something like a ghost floating in the air.
System: The character spends one blood point and
makes a Stamina roll to become enshrouded with remarkably fine, non-adhesive webbing. The character cannot hide this
effect, as it is the means for the Gift to take hold. The
Ananasi has only limited control over the direction and speed that she travels; her maximum speed is equal to the current wind
speed, and her minimum is about half the current wind speed. The character can only rise fifty feet above her starting elevation. The duration of the Gift is five minutes per success. Traveling against the wind requires the character to tack into it much as a sailboat would, greatly slowing her progress.
Catfeet/Fluid Grace/Spider's Grace
(Level Three) — This Gift gives the werewolf the agility of a
cat, making him immune to falls under 100 feet (he lands on his feet just
right). He also has perfect balance even on the most slippery surfaces, and the
difficulties of all combat actions involving body slams and grappling decrease
by two. Cat-spirits teach this Gift. Bastet also know this gift, and it is
much easier for them.
System: This ability becomes innate to those who learn the Gift.
Catgut (Level Three) -
This is one of the fouler secrets possessed by Plague Lords. By carefully curing the skin or internal organs of other Changing Breeds, the Lord can weave a highly durable skein. With a bit of work, this can be crafted into form-fitting armor. Catgut armor, unfortunately, really pisses off other shapechangers. Bastet have been known to frenzy at the very sight
of a Plague Lord wearing a leopard-skin fall to the ground laughing.)
System: Preparing catgut armor requires a dead shapechanger, an hour of work,
and the expenditure of a point of Gnosis. Roll Intelligence
+
Repair; if the roll succeeds, the pelt that’s skinned bestows three extra dice for soaking damage. Shapechangers of the same Changing Breed as
the victim of this Gift must make frenzychecks the first time they see it, or whenever they enter battle against a Ratkin wearing it. This Gift cannot be used on Ratkin.
C'et's Mysteries (Level Three) -
The betweener can call on
land-dwelling Scuttlers to aid her in using human technology. The Rokea can make
good use of such oddities as cars, guns, computers, and so forth, even if she
has had no prior contact with them. This Gift is taught by a Pattern Spider.
System: The player spends one Gnosis point and rolls Intelligence +
Science (difficulty 6). One success gives the Rokea passing familiarity with a
form of technology (she'll know how to turn a computer on, for instance). Two
successes grants one dot of an appropriate Ability. Extra successes bestow one
dot of the ability for every two successes, rounding up (so five successes on
the roll would grant 3 dots in an Ability). These effects last for only one
scene.
Cheshire Prank/Nighttime Web (Level Three)
— Why should Lewis Carroll have all the fun? It took a
while, but enterprising Bastet finally discovered the secret to disappearing
from plain sight. Today, it remains a valuable but popular trick.
System: By putting on a wide grin, spending a
Gnosis point, and rolling Charisma + Subterfuge (difficulty 7), a Bastet may
fade from view. The Prank takes three turns to complete. This invisibility lasts
for the scene’s duration and foils even magical perceptions. The Gift won’t
dampen sounds, but any werecat who can’t move silently by this rank is in big
trouble, anyway. This Gift only works in Feline and Chatro forms, and changing
forms ends the invisibility.
Clearwater Passage (Level Three)
— By turning herself into liquid, a Swara can pass through
barriers without fully passing into the Umbra. Like water, she trickles through
cracks, seeps around obstacles and soaks through materials. Once she reaches the
other side, the cheetah reforms into a solid shape and continues on her way.
It’s said that Shi’a the Water Ghost taught this Gift to the Swara elder Nyolo
in return for a kiss. He nearly drowned, but survived her embrace long enough to
pass the Gift to his friends before joining his love beneath the waves.
System: The player spends a Gnosis point and rolls
Stamina + Enigmas (difficulty 7) to turn her Bastet into water, and the cat
remains in that state for two turns per success. While liquid, she cannot be
harmed by any physical attack except fire (from which she takes the usual
aggravated damage). She may reform at any time, but must use the Gift again to
turn into liquid again. If she’s been “absorbed” while in a watery state, the
Swara bursts out of the material when she turns back into solid form.
Clear Mind (Level Three) -
This Gift encourages clarity of thought, no matter what the distractions; it is taught by a crow-spirit.Cling (Level Three) -
The use of this Gift allows the Ananasi to walk about on any solid surface, in any form, much
the same as a small spider walks on walls. On the wall, the
character can perform any action that would normally be possible for him. Due to the nature of this Gift, the character is not disoriented
by
walking on a wall or hanging upside down.
System: The Ananasi must spend one blood point to activate this Gift. The strength of the surface the character wishes to climb is not an issue; otherwise the paint would flake off walls if the character tried wall-crawling in any form other than Crawlerling. The character is able to use his full
Strength, but the strength of the surface does become relevant if the Ananasi chooses to carry anything with him — the Gift allows for only the Ananasi's weight. The effects last for a scene.
Cobra’s Dance (Level Three) —
Long ago, a panther named Tola entered into negotiations with King Snake. After
weeks of discussion and debate, the two came to an understanding of sorts. No
one knows what secrets Tola offered King Snake, but he learned this Gift as part
of the exchange. The Dance allows a cat to freeze prey with a glance. Some old
Bagheera claim to know other secrets of the serpent folk, but if any other Gifts
have survived, they’re not well known.
System: To begin the Dance, a panther sways in
place; the player rolls Manipulation + Expression and spends a Gnosis
point. This requires at least one turn spent dancing, and the effect lasts one
turn per success. The roll’s difficulty depends on the target: hypnotizing most
animals is easy (5), while freezing a hostile vampire is anything but (10). To
break the spell, the target must win a Willpower contest with the cat
(difficulty 8). Otherwise, he’s held stunned and helpless until the Gift wears
off. Once the Dance takes hold, the cat can do whatever she likes — such as
leaving, talking or mauling the target.
Combat Healing (Level Three) -As the AhrounGift. ((So far found there is no other gift with this name))
Command the Prey (Level Three) —
By chittering slightly, a Bastet may, with this Gift, make her prey come to her.
So long as she stands still and chants, the victim will wander slightly dazed
until he’s close enough to grab. Once the cat moves, the trance is broken.
Naturally, this Gift can be used for all kinds of hunting….
System: The
Bastet player rolls Manipulation + Primal-Urge (difficulty 7) to command her
target to approach. Unless he can resist with a Willpower roll (difficulty 8),
any human or animal will obey. Supernatural opponents with a mind-empowering
supernatural ability (if active when the Gift’s influence began) or more than
five points of Rage resist at difficulty 6. Otherwise, they’re attracted as
usual. This only works against victims who were unaware of the Bastet’s presence
beforehand — as far as they know, they want
to wander over that way. Once the prey is close,
the werecat can move in however she prefers; a leap, a distraction or an opening
line all work equally well once the target’s in place. This Gift does not work
in combat.
Consume Taint (Level Three) -
Marine garbage dumps often attract sharks looking for easy meals, but they also
attract angry Rokea. With this Gift, the wereshark
can eat refuse, be it waste oil, garbage, or even barrels full of chemicals,
thus rendering them harmless to Sea. This Gift is taught by a tiger
shark-spirit.
System: The player rolls Stamina + Survival (difficulty 7). Each success
allows the wereshark to eat one pound of waste without harm. It is possible to
consume nuclear waste or even Wyrm toxins with this Gift, but the difficulty is
increased by two. A botch on this roll inflicts three levels of unsoakable
aggravated damage.
Control Complex Machine (Level Three) — Similar to Control Simple
Machine, the Garou may now converse with and command the spirits of electronic
devices such as computers, video games and cars. One learns (or steals) this
Gift from a Net-Spider.
System: The player spends one Willpower point and rolls Manipulation +
Science (or Computer). The Storyteller sets the difficulty based on how complex
the machine actually is (usually 8). The Garou's control lasts for one scene.
Corrupt (Level Three) -
With this Gift, the Ananasi can make an object weaker. The Ananasi cannot destroy the object, only accentuate the natural flaws, bringing out the entropy of the item and causing it to become more unstable and more easily destroyed. This Gift is only effective against inanimate objects.
System: The Ananasi must make a Gnosis roll as if it
were a damage roll. If he successfully "wounds" the object, the object loses one soak die or health level (Storyteller's option) for the scene.
Coup de Grace/Destroying
Blow
(Level Three) — The Garou studies her foe, looking for
the best place to strike. In doing so, she sets herself up to land this
devastating attack. An owl-spirit teaches this Gift.
System: The player spends one Willpower point and rolls Perception +
Brawl (difficulty of the target's Stamina + Dodge). If successful, the player
doubles her damage dice on the Garou's next successful attack.
Crush (Level Three)
Dance of Abandon (Level Three) -
The Nuwisha can compel an opponent to forget
everything but the need to celebrate. Where anger and hatred dwelled a moment
earlier, suddenly the target of this power is filled with joy and a need to
express that joy. This is used for defensive purposes primarily, as the
Gift
is too powerful to allow anything but celebration. There are some cases,
however, where this Gift can backfire on the Nuwisha. Certain Garou, such as the
Get of Fenris, tend to celebrate very violently. This
Gift
is taught by a Gaffling in service to Loki.
System: The player makes a Willpower roll against a difficulty equal to the
opponent’s Willpower. Two or more successes are necessary to activate this Gift.
Dance of Abandon may only be used against one opponent at a time. Gift of
Laughter (Level Three) -The Nuwisha may end a frenzy with this
Gift,
or may simply use it to lighten the mood in tense situations. This
Gift
may also be used to end the pain of someone who is mortally injured, allowing
him to use the last few moments of life in full control of his faculties. This
Gift is taught by
a spirit of Kishijoten.
System: The player rolls Charisma + Expression against a difficulty
matching the target’s Willpower. At
least one success is required to use this
Gift, and at least three successes are needed to end a frenzy.
Dance of the Chaya (Level Three)
— One of the greatest favors a Bastet can offer a
spirit is the chance to ride in his skin for a while. Although most cats would
never consider such a “loan,” many Swara see voluntary possession as a service,
not a chore. This Gift, which begins with a frenzied dance, allows a chaya to
enter the werecat and “take control” for a while. The spirit gets a body to
ride, and the werecat gets certain… benefits. The Dance is seen more as an act
of love or affection than of servitude — a sentiment few Bastet would ever
understand.
System: A smart cheetah performs a spirit calling
before he starts the Gift, and scans the Umbra to see who responds before
opening himself to the possession. More often than not, the cat will be familiar
with the ghost or spirit before he offers it a ride. Once the Dance has begun,
the player rolls Charisma + Enigmas, difficulty 7. The Gift lasts about two
turns per success, and allows the Swara to do things that would usually be
impossible — wild contortions, great feats of strength, flight, etc. The exact
effects of the Dance will depend on the spirit, the Bastet, their circumstances,
and the relationship between the three, but should emphasize drama over game
systems.
Dark Truths (Level Three) -
This gift allows the corax to
uncover a secret truth or character flaw of an observed subject. As you
might expect Corax love to use this Gift. There's even a game related to
Dark Truth's that some Corax play; One Corax uses the gift on a Mortal (say in a
bar); the other contestants then have to try and wheedle that same secret out of
the Mark without using Dark Truth's. A fly Spirit teaches this gift.
System:
To
utilize Dark Truths, the Corax spends a
Gnosis point and rolls Perception + Enigmas (difficulty
7).
With a success, the Corax acquires
knowledge of one of his target’s deep dark secrets. While this Gift doesn’t turn
loose the sort of secrets that are useful in combat, it does pry loose all sorts
of interesting blackmail material.
Data Flow (Level Three) — As the Glass Walkers Gift (in the Players Guide).
Dazzle (Level Three) — The Garou can flood a target's mind with the
glory and love of Gaia, rendering him harmless for a short while. A
unicorn-spirit teaches this Gift.
System: The player rolls Charisma + Empathy. The difficulty varies
according to the target.
Target | Difficulty |
Normal human | 4 |
Packmate | 5 |
Gaian Garou (even frenzied) | 6 |
Wyrm creature (including Black Spiral Dancers) | 8 |
Alien or unemotional creatures (vampires) | 9 |
Dazzle rarely works to pacify spirits that don't feel emotion or that have a specific emotional focus (like hate-spirits). Success indicates that the target sits down and stays there, cantemplating Gaia's love quietly, for the rest of the scene. Attacking the target will disrupt the effects of this Gift. Dazzle can br used on a given target only once per scene.
Dead Talk (Level Three)
-
There are secrets you just can’t get from a dead man’s eyeball. There are times when you need more than just a stiffs last sight. At those difficult times, being able to hold a conversation with, or at least get a few straight answers out of, the spirit of the deceased increases the Corax’ information-gathering
Possibilities exponentially. A
Vulture-spirit teaches this Gift, though supposedly some wraiths can teach it as well.
System: The
Corax, by
spending a Gnosis point
and
rolling Perception + Occult
(difficulty
8), can hear
and speak to a recently dead
body
(no more than
24
hours dead). The corpse’s willingness to talk is determined
by the number of successes, but no matter how many successes the Corn achieves, all he’ll get is the body’s mechanistic response to
his questions. Odds are, the corpse’s ghost is long gone.
Deeper Lungs (Level Three) -
The Mokole may reserve air within himself, allowing him to live for a period of time without breathing. This Gift is taught
by
Turtle-spirits.
System: In the material world, this Gift allows the MokolC to hold her breath for a number of hours equal to his Stamina. In the Umbra, the duration is the same number of days. In any event, when the duration expires, the
Mokole must be able to breathe air for a full five minutes before invoking this Gift again.
Direct the Storm/Scent
of Blood (Level Three) — Having a packmate who is prone to
frenzy isn't safe for anyone. With this Gift, the Shadow Lord can direct the
primal instincts of a frenzied Garou — friend or foe — causing him to attack
targets of the Lord's choice. A Stormcrow teaches this Gift.
System: The player spends a point of Gnosis and rolls Willpower
(difficulty of the target's Rage). Success indicates that the Shadow Lord
controls the target's frenzy and can set him on anyone she chooses. Using this
Gift on a Garou in the Thrall of the Wyrm is possible, but doing so requires the
player to roll Rage (difficulty 7) to check for frenzy for her own character.
Disquiet (Level Three) — This Gift makes its target feel inexplicably
depressed and withdrawn. The subject finds it difficult to draw on his full
emotion or to maintain any type of concentration. An ancestor-spirit teaches
this Gift.
System: The player rolls Manipulation + Empathy against a difficulty
equal to the target's Willpower. If successful, that opponent will not be able
to recover Rage for the duration of the scene. Furthermore, all difficulties for
extended actions increase by one.
Distant Whispers (Level Three) -
Much like the
Metis Gift; Mental Speech , but with a typically
Fox twist: The shinju speaks his message into the wind, a stream, a fire, the
bare ground or other element, and the target hears theKitsune's voice coming
from a like source nearby. Storms arc particularly popular vehicles — talking
thunder satisfies the shinju sense
of drama. This Gift is taught by any Elemental spirit.
System: The player rolls Charisma + Empathy (difficulty 8 ) . The Fox may
communicate over a distance of 20 miles per success, provided the element she
chose for a carrier is present at both ends. The conduit will not allow
mind-reading and will not work with strangers (-wnless the Fox has a personal
token of the target, such as fingernail clippings or a wedding ring), but
permits Social Abilities to be used on the receiver, provided no visual cues are
necessary.
Divided Heart (Level Three) — The heart of the werewolf is filled with
rage, and quite often, this internal fire can overcome a werewolf’s strength of
will. With this Gift, taught by any tree spirit, a Philodox can briefly allow
another to “hold back” the fury inside, lest a poorly made decision cause
irreparable damage.
System: The purpose of this Gift is to help alleviate the difficulties a
werewolf encounters when his Rage exceeds his Willpower (Werewolf, p. 126). For
every success on a Manipulation + Primal Urge roll by the Philodox player, one
penalty die is negated for the target character. The effects last for five
minutes per success — a Philodox can temporarily alleviate the Curse, but never
negate it.
Dragonfear (Level Three) -
-This Gift
invokes an aura of menace so terrible that the Mokolk’s Archid form is capable of inducing the night-fear in any creatures,
supernatural or otherwise.
This
Gift is taught by
Dragon.
System: The Mokolt! spends a Rage point to invoke the fear for one scene; all witnesses become subject to the Delirium. Note that the other creatures may roll Wits + Occult to move up on the Delirium Chart as usual. However, creatures created to be immune to the Delirium, such as fomori, can still experience the effects of the Delirium when this Gift is used.
Dragon’s Breath (Level Three)
-The Mokole can spit fire; taught
by Dragon himself.
System: The player spends one Rage and rolls Dexterity + Brawl (difficulty
8);
the flame inflicts two health levels of aggravated
damage. If
the roll succeeds, the creature can spend
additional Rage; each point spent inflicts two additional levels of aggravated
damage.
Dragon's Tongue (Level Three) -
-This enables the Mokolk to call lightning down on a target. This
Gift
is taught
by a
Lightning-Bringer.
System: The player spends a Willpower point and rolls Strength + Intimidation,
difficulty
6.
Each success inflicts one die of aggravated damage on the target. The difficulty may be increased at the Storyteller’s option if there is no storm, no clouds, the Mokok is inside, or other unfavorable conditions are present.
Dreams of the Buri-Jaan (Level Three)
Drop of Sea (Level Three) —
Qualmi are renowned shapeshifters; this Gift, which allows them to take a
variety of forms, demonstrates why.
System: This
Gift combines the powers of the Level Four Homid Gift: Monkey’s Uncle and the
Level Five Swara Gift: All the Beasts Under the Sun, with the following
differences: The roll is Manipulation + Subterfuge (difficulty 7); the animal
shapes run from hare-sized to bear-sized; and an observer who makes a Perception
+ Enigmas roll (difficulty 9) may see the werecat for what she is. If he wants
to undo the magic, he may ask the transformed werecat a riddle (see “Gamecraft);
if she can’t answer it, she changes back to her old form immediately.
Drown (Level Three) - The
Rokea causes an airbreather to grow gills, so that she must breathe water to
survive. More diplomatic Dimwaters might use this Gift to allow a visitor to
come to Sea, but most of the time, the Gift is used to kill air-breathers or
force them leap into the water..where the Dimwater’s slew awaits. Any
fish-spirit can teach this Gift.
System: The player spends a Willpower point and rolls Willpower (difficulty
of the victim’s Stamina + 4). Success forces the target to breathe water (fresh
or salt) to survive, but offers no protection from other sea-borne hazards
(pressure, temperature, sharks). The effects last for one hour.
Ease the Fevered Mind (Level Three)
Elemental Favor (Level Three) — By begging, threatening or cajoling
an urban elemental, a Garou can convince the spirit to do her a favor by
manipulating or even destroying her earthly shell. Thus, a glass sheet might
explode at the Garou's foes; a door might refuse to open, even if unlocked, or a
car's brakes might fail. An urban elemental teaches this Gift. For Red Talons that
this version affects the four classic elements — fire, earth, water and air —
and a natural elemental teaches it.
System: The player rolls Charisma + Subterfuge (difficulty of the
spirit's Gnosis). The Storyteller determines the precise effects.
Evasion (Level Three) -
Trapping a rat is difficult. Hitting one can be nigh-impossible. Anyone who’s chased a feral rat through an apartment late at night has experienced this first-hand. Tunnel Runners heighten this instinct to
supernatural levels, especially when they travel through realms frequented by supernatural creatures.
System: During combat, spend one Rage
and
roll Dexterity
+ Dodge (difficulty
8).
Add up the number of successes and remember it; each success can be spent for an automatic success on a Dexterity
+
Dodge roll that turn. These points can be
spent before or after the roll is made; if you miss a
Dodge roll by one or two successes, it
may save your tail. The Tunnel Runner cannot attack while using Evasion, but he may take other actions. This Gift can’t be
used at the same time
as
the rodens Gift: Scamper.
Evocation of Ceremony (Level Three) — Rituals are not used only to evoke
supernatural effects; they also have an inherent value to Theurges in and of
themselves. Using this Gift, the Garou evokes a sense of awe, reverence and holy
mystery through ritualistic behavior — anything from a Garou rite to a Catholic
sacrament. Along with any normal mystical effect, the ceremony produces a sense
of reaffirmation and cosmological belonging in everybody who participates. While
Theurges usually use this effect to strengthen sincere spiritual devotions or
build community among Garou, it’s just as easily abused to keep participants in
a rite in ignorant, dogmatic fear of the supernatural world — the Theurge’s
intent, not the nature of the Gift, determines which is the case. An enigmatic
spirit teaches this Gift.
System: Any being can attempt to inspire, unify or cow an audience
through ritualism with a Charisma + Rituals, Occult, Performance or Subterfuge
roll as appropriate to the exact situation. Possession of this Gift increases
the Charisma of the Theurge by four dots, only for the purposes of such attempts
(to a maximum of nine).
Exorcism (Level Three) — This is the Gift of ejecting spirits from
places or objects, whether they are there voluntarily or are bound there. Any
Incarna avatar can teach this Gift.
System: The Garou must concentrate uninterrupted for three turns. If a
spirit does not wish to leave, the player must make a Manipulation +
Intimidation roll (difficulty of the spirit's Willpower). If the spirit has been
bound to its lodging place (or into a fetish), then the exorcist must make a
Wits + Subterfuge roll (difficulty 8) and gain more successes than the binder
did when tying the spirit to its location. This Gift can be used to "cure"
fomori, although the host will surely die as the Bane is ejected unless a
powerful healer manages to preserve her life during the exorcism.
Eyes of the Cat/Cat Sight/Eyes of the Wound (Level Three) — The werewolf may see clearly in pitch
darkness. His eyes glow a lambent green while this power is in effect. Any
cat-spirit can teach this Gift, although werewolves who make enemies of the
Bastet will have trouble finding teachers. This is another gift that is easier
for the Bastet to learn, than the Garou. For the Rokea,
this Gift also immediately compensates for sudden flare-ups of light. A shark-spirit teaches the Rokea this Gift.
System: The character must state when the Gift is in effect, but it
requires no roll or expenditure. The character suffers no difficulty or
dice-pool penalties from darkness.
Eye of the Cobra/A
Mother's Look (Level Three) — With but a look, the Garou can
attract anyone to his side. A snake-spirit teaches this Gift.
System: The player rolls Appearance + Enigmas (difficulty of the
target's Willpower). The Garou needs three successes to bring the target to his
side; fewer at least start the victim moving in the right direction. Once there,
the target can do as he pleases, but he must try his best to get to the Galliard
until then.
Eyes of the Eagle
(Level Three) - One of the few Corax Gifts available in any form, Eyes of
the Eagle allows the wereraven’s vision to pierce fog, smoke, cloud and
darkness. When this Gift is called upon, the Corax can suddenly see through
anything short of a solid object. Eaglespirits teach this Gift.
System: This Gift requires the expenditure of a single point ofGnosis, anda
Perception + Alertness roll (difficulty 6). The effect of the Gift lasts for as
many minutes as there are successes rolled. The expenditure of a Willpower point
extends the effect fromi minutes to hours.
Faerie Kin (Level Three) — The Fianna can call upon ancient pacts
between her people and the fae. By emitting a special howl, the Garou can call
whatever fae are in the area to help. They will obey the Fianna, but not without
question. A dream-spirit teaches this Gift, and the teaching normally involves a
quest of some kind.
System: The player spends at least one Gnosis point and rolls
Manipulation + Occult (difficulty 8). Spending more Gnosis increases) the raw
power of the faeries who respond, while more successes on the roll means that
more faeries answer. Note that this Gift may summon changelings or dream-spirits
called chimera, but it will call true fae only in strange Umbral reaches, and
even then very rarely. Botching this roll is bad news; the faeries who respond
are vicious and malevolent, and they will act to hinder the Garou.
Farsight/Smoking Mirror (Level Three/Level Two)
— By concentrating on a reflective surface or summoning a spirit, the Bastet looks into distant places. It helps if he’s been there before, but it isn’t essential. Once he finds what he’s looking for, he may watch it for a while until, slowly, the Farsight fades.Location Difficulty
Intimately familiar (home, girlfriend’s place) 6
Somewhat familiar (buddy’s house, vacation spot) 7
Visited occasionally (old elementary school) 8
Been there once 9
Only described, or seen in photos 10
Fathom Sight (Level Three) -
The vast expanse of the ocean taxes even the sensory powers of the Rokea. With
this Gift, a Rokea can project all of her senses, not just sight, for great
distances. This Gift works in any direction, including straight up (meaning that
it is possible to see and hear events above the surface). Fathom Sight does not
translate speech for the Rokea, however, so eavesdropping on a conversation on
board a boat deck does no good unless the Rokea understands whatever language
the humans are using. The spirit of any swift-moving fish teaches this Gift.
System: The player spends one Gnosis point and rolls Perception +
Alertness (difficulty 7). The Rokea can send her senses out for 1 mile per
success in water, and 100' per success on land (this difference is due to the
far greater concentration of distractions on land). The Gift lasts for one
scene.
Fist of Cahlash (Level Three) —
By channeling in raw destructive power, an angry Bastet can destroy any material
thing with a snarl. Although the Gift isn’t terribly effective against living
(or undead) creatures, its potency can be avowed by a multitude of puzzled
technicians and drivers in various rainforestclearing projects.
System: The werecat’s player spends a Rage point
and rolls her Rage against difficulty 6 (for inanimate objects) or 8 (for
living or undead beings). Each success either destroys 10 pounds (or 10 cubic
feet) of matter, or inflicts one aggravated Health Level. The latter
damage can only be soaked by a Gnosis or Glamour roll (difficulty 6), Spirit or
Prime countermagick, or vampiric Fortitude. Affected targets literally burst or
fly apart. The Fist cannot affect spirit-matter of any kind; even Materialized
spirits or ghosts are immune. New attacks require new rolls and expenditures.
Flight of the Swift (Level Three) -
Raven's aren't the fastest flyers out there.
They admit this, and don't have a problem with it under most circumstances.
However, on those rare occasions when a Corax finds himself chased by something
both airborne, faster and nastier than he is, the Corax get's a little envious
of his faster, smaller cousins.
That's where Flight of the Swift comes in. In essence, it's a set of
afterburners that a Corax can hide under her feathers giving her the wherewithal
for an extremely speedy escape. A Swift-spirit teaches this gift.
System: All this Gift does is allow a Corax to double his rate of speed.
Corax normally fly at up to 35 MPH, so a Corax calling upon Flight of the Sw3ift
can reach up to 7- mph. Using Flight of the Swift requires the scrafice of
a point of Rage and a Dexterity + Flying roll (Difficulty 5). Multiple
successes can allow a Corax to go even faster than he is supposed to go by the
Gift's parameters.
Freyja’s Blessing (Level Three)
— The old Norse goddess of fertility and love traveled in a chariot drawn by
cats. Now she remembers the service by gifting certain cat-folk with a profound
fertility, which they may bestow upon others if they wish. Although the Gift
doesn’t insure that a given mating will sire a Bastet kitten, many within the
Folk claim that without the Blessing, their kind might be virtually extinct.
System: By rolling Gnosis (difficulty 7) and
calling upon Freyja, Gaia or Nala, the Bastet summons a Fertility-spirit into
herself. By laying her hands on another’s belly, the werecat may pass the spirit
into someone else who wants a child. A male may use the Gift at +1 difficulty to
sire some offspring with his next mating. If the roll succeeds, a child of some
kind will result. Whether that child carries the werecat gene depends on Nala’s
(and the Storyteller’s) whim.
Friend In Need (Level Three) — It takes a lot for a pack to accept a
Bone Gnawer as an equal, but once they do, the Bone Gnawer's loyalty is
unshakable. This Gift allows a Bone Gnawer to risk all, even his own life, to
aid a packmate or tribemate. A dog-spirit teaches this Gift.
System: When a packmate or fellow Bone Gnawer is in danger, the Bone
Gnawer may "lend" him what he needs, be it a Gift the Bone Gnawer knows, his
Rage, his Willpower, or even his own life (in the form of health levels). The
Bone Gnawer cannot lend a Gift of a higher rank than the recipient could know,
nor can he lend Abilities or Attributes. The player must spend one Willpower
point and roll Willpower (difficulty 7) and must succeed for the transfer to
take place. If the roll botches, the Bone Gnawer loses the Traits in question
but the recipient does not gain them. This Gift lasts until the end of the scene
unless the recipient decides to terminate it early. If the recipient dies before
the Traits are returned, the Bone Gnawer loses them permanently.
Gift of Laughter (Level Three)
Gift of Rage (Level Three) — By
tapping into her inner Beast, the werecat may summon a Berserk frenzy, lashing
out at everyone within range until the Gift wears off. Sadly, this is usually a
last-ditch tactic; most werecats use the Gift only once.
System: To
invoke a frenzy, the cat’s player rolls her Rage (difficulty 6). This sends her
into a killing state where tactics and mercy are impossible and all Health Level
penalties are suspended. This rage lasts as long as there’s danger around, and
in this state, anyone present seems dangerous. The Thrall of the Wyrm (Werewolf,
page 201) applies to werecats, too.
Gift of Rage (Level Three) -
While the Nuwisha do not, for the most part, envy their Garou cousins’ ability to Rage, they admit that is comes in handy.
With
this Gift, the werecoyote gains Rage for a short time, with all the benefits and drawbacks it carries.
A
spirit servant of Loki teaches this Gift.
System: The player
rolls
Willpower (difficulty
7). If
successful, the character gains a Rage rating of 5 for the scene (though she
may cancel it at any time). While this gift is in effect, the character can take extra actions and shapeshift instantly, as Garou can
-
but
is also subject to frenzy and vulnerable to silver.
Gift of the Ray (Level Three) -
Great Leap (Level Three) — The Strider with this Gift can jump truly
astounding distances. A jackrabbit-spirit teaches this Gift.
System: The player spends one Willpower point and rolls Strength +
Athletics. Each success allows the character to jump 100 feet.
Gremlins/Ebisu's
Fingers (Level Three) — The Ragabash can cause a technological
device to malfunction, merely by touching it. This Gift actually disrupts the
spirit energy within the device that aids its function. If the Garou can
frighten the spirit sufficiently, it will flee the device, causing it to
malfunction permanently. A Gremlin teaches this Gift.
Ebisu is a Shinto luck god and the Patron of Honest
Work. To the Kitsune way of thinking, machines take work away from honest
laborers; this Gift puts it back.
System: The player rolls Manipulation + Intimidation; the difficulty is
determined by the complexity of the item. The more successes the Garou obtains,
the more the device is damaged. Five successes disable the device permanently
(the spirit has fled). Good roleplaying might certainly warrant one to three
additional dice at the discretion of the Storyteller.
Device | Difficulty |
Computer | 4 |
Phone | 6 |
Automobile | 8 |
Knife | 10 |
Happy Thoughts (Level Three) - Shapeshifters with Rage are dangerous to be around. More than one Nuwisha has lost her life when an unappreciative werewolf has lost control after aprank. This Gift allows the Nuwisha to remove the threat of frenzy for a short time (hopefully long enough to get away). An avatar of Coyote teaches this Gift.
System: The player spends one Gnosis point. The character must touch the target. For the duration of the scene, the target loses access to his Rage. He cannot frenzy, take extra actions, or use Rage in any way. He can still change shape, however- the Rage is still present, the target just can’t make use
of
it.
Heart of Fury (Level Three/Level Two Bastet) — The Garou can steel himself against
anger, suppressing his Rage and creating a mental dam against the explosive
frenzies of his kind. This anger will catch up with him eventually, though, so
he must vent it before it breaks free. A boar-spirit teaches this Gift.
System: The player rolls Willpower (difficulty of the character's
permanent Rage rating). Every two successes add one to the character's frenzy
difficulties for the scene, making it harder to frenzy. When the scene ends,
however, past slights and injuries come rushing back to haunt the Garou,
refilling the Garou's heart and soul. He must spend one Willpower point or make
a frenzy check immediately at the regular difficulty.
Hot Ichor (Level Three) -
-
This Gift makes the Mokok able to gain a pool of heat energy, increasing his prowess in hunting or battle.
A
Raptor-spirit teaches this Gift.
System: By spending Rage, the character gains a temporary “heat pool” of one point per Rage point spent. Beginning thenext turn, the Mokole can thenspend the points in the heat pool to add to Physical Attributes; the bonuses last for one
turn. The
pool
maximum is the Mokolk’s Homid-form Stamina +
5.
Hummingbird Dart (Level Three) - This gift is most often utilized in
conjunction with Razor Feathers, in which case it makes for a devastating
weapon. Hummingbird Dart permits a Corax to pluck one of her own feathers and
throw it like (as one might guess) a dart. The feather flies Straight and true,
Un~~~Umbebrye
adn ything SO petty as the laws of Physics and the strictures
OfaerodYnamics. A
Hummingbird-spirit teaches this Gift.
System: The Hummingbird Dart requires that the Corax Spend a Point of
Rage and then roll Dexterity + Melee (difficulty
5). If
a Corax chooses to use this Gift after calling for
Razor Feathers, the results can be vicious.
A
Razored Hummingbird Dart is, in essence, a throwing shiv that does aggravated
damage, and should be treated accordingly. The thrown feather does Dexterity
+3
dice of damage.
Ignore Pain (Level Three)
— By summoning up his inner reserves, the werecat can
ignore the effects of his wounds.
System: A
successful Stamina + Primal-Urge roll (difficulty 8) allows the character to
ignore all Health Level penalties for the Gift’s duration, even those from
aggravated damage. Each success lets the Gift last two turns. If the Bastet
hasn’t healed by then, he’ll be in serious pain….
Impala’s Flight (Level Three/One) —
An essential Gift on the open plains, the Flight doubles the werecat’s running
speed. As the name implies, Bastet credit Impala with this wisdom. This is
much easier for the Swara to learn.
System: A successful Stamina + Athletics roll
(difficulty 6) boosts the cat’s maximum speed to double. It does
not confer additional
actions in the same turn. The Gift lasts two turns per success, and works in any
form.
Improvisation (Level Three) -
In your hands, anything can become a lethal weapon.
All
Ratkin are servitors of chaos; in combat, a warrior with this Gift is adeadly,
unpredictable madman.
System: Spend a point of Gnosis and name a type of object that would be near your character in combat. You may then wield one of these objects as
a weapon for the duration of one
scene. Each time you use this Gift, however, you must name a different type of object. As always, your Storyteller can veto your choice if its too implausible. For instance, the first time you fight
in a cafe, for instance, you may decide to fight with “plates,” while
the next time, you may choose “kitchen knives,” “hot coffee” or “trash cans.” In addition, you must graphically describe each attack you make, and
describe a different attack
each time. Wielding it requires a roll of Dexterity
+
Melee; the difficulty starts at a 6 at the beginning of combat. Each
attack you make must be different than all the attacks before it.
If
you chose “plates,” for instance, you could break a pIate over someone’s head the first round, roll a plate across the floor
and
trip someone into a plate glass window the second round, and break a plate into jagged pieces before stabbing someone on the third round. Each
attack must
be
different.
The Storyteller responds to each attack with a thumbs up or a
thumbs down. Depending on how ingenious your attack is, the difficulty of
your next attack is either -1 or +1. The damage roll starts out equal to
your permanent Rage; this also goes up or down by 1, depending on your
ingenuity. If the storyteller is impressed and gives a thumbs up to your
attack, the damage roll of the same subsequent attack get's an extra die
and the difficulty goes down by 1. If the Storyteller is not amused and
gives a thumbs down, the damage roll of your next attack loses one die and the
difficulty goes up by 1. Optionally, the Storyteller may ask everyone at
the table (or watching the game) to give a thumbs up or down and use the crowd's
judgement. Believe me, if the player and Storyteller are ingenious, they
will draw a crowd.
Impunity (Level Three) — One of the Ragabash’s jobs is to voice
uncomfortable truths. Unfortunately, not all tolerate that role, and those who
most need to hear the truth are often least willing to listen. No Moons must be
quick on their feet to avoid a furious elder who’s been called on the carpet by
a subordinate. With this Gift, the Garou may tell a respected leader he screwed
up without becoming the dead messenger. The Gift is taught by a cat-spirit.
System: By succeeding in a Charisma + Subterfuge roll (difficulty 6), the
Ragabash can avoid the worst repercussions of his statements. The target(s) must
make a Willpower roll (difficulty 6 plus the No Moon’s successes) to punish or
attack the speaker for the rest of the scene. Each attempted use of this Gift in
the span of a lunar month adds an additional +1 to the No Moon’s difficulty.
Note that whatever the Ragabash says must be clearly and completely true from
the user’s point of view — no prevarication or double entendres are possible.
For example, “Your nephew broke the Litany” would work if said Garou ate a
policeman, but not if he failed to respect a Black Spiral’s territory. (Though a
simple opinion, such as “You’re being an idiot,” is acceptable if heartfelt).
The Storyteller is the final arbiter. If the Ragabash attempts to misuse this
impressive Gift, not only will he not realize it didn’t work until after he
speaks, but Cat will make her displeasure evident.
Indirect Strike (Level Three)
Invisibility (Level Three) — The Garou can vanish from sight. When
this Gift is in use, the Garou must concentrate on staying invisible. He cannot
move faster than half normal walking speed, and he cannot draw attention to
himself. A spirit servant of Uktena teaches this Gift.
System: The player spends one Gnosis point and rolls Intelligence +
Occult (difficulty varies: 4 if already concealed, 6 if in open, 9 if in plain
sight). Anyone looking for the Garou must score more successes on a Perception +
Alertness roll (difficulty 8) than the player did on the initial roll.
Itchy (Level Three) -
Years ago, a small pack of Rat-spirits accessed the Television Zone in the umbra. When they came back, the results weren’t pretty. Local cartoon mice had taught them things Rats Were Not
Meant to how. The Itchy Gift allows a Ratkin in the Umbra
to shapechange into a form that can employ many of the Cat-and-Mouse tactics used in classic cartoons.
System: “Taking Itchy form” is not subtle; all of the colors in the Ratkin’s fur become much brighter than reality can normally manage. The wererat even begins to move like a cartoon mouse, and any creature he
decides to stalk will hear an macabre parody of cartoon music. Spend one Gnosis and roll
Intelligence + Enigmas, difficulty 6. Itchy-form Ratkin have the statistics of Rodens form, but can take ridiculous amounts of damage and live;
the number of extra successes on the initial roll become temporary health levels
for the duration of one scene. These extra levels only apply to non-aggravated damage; the claws and teeth of supernatural creatures remain just as deadly. By spending one Rage, you can also form a cartoon weapon for one scene; thenon-aggravated damage it inflicts is equal to your permanent Rage. You can only devise one cartoon weapon or trap at a time, which fizzles out at the end of the scene. For some reason, cartoon rats have unusually elastic bodies, which can distort into all the shapes you’d expect in animation. An Itchy form-rodens’ eyes can literally bug out, a heart pounding in your chest may swell several inches outside of your body,
and so on. The Storytelkr has
control over this; toon out at your own risk. Since this Gift can only be used in the Umbra, no one needs to worry about shredding the Veil.
Keening of Swarm Panic (Level Three)
Kitesnake (Level Three)
Kun's Warning (Level Three) -
Some islander legends speak of a person born with a shark's mouth between his
shoulder blades, who later became a shark and killed and ate other islanders.
Likely as not, these tales are garbled stories of the Kun's Warning
Gift. Used in modern times mainly by betweeners and their hunters, this Gift
causes a shark's maw to appear on the Rokea's back. This allows some early
warning for the Rokea, as well as an extra line of defense against multiple
opponents. A shark-spirit teaches this Gift.
System: The player spends one Rage point and rolls Stamina + Primal-Urge
(difficulty 7). This Gift is active for one day per success, unless the Rokea
decides to cancel it earlier. The mouth appears between the Rokea's shoulder
blades and protrudes only slightly; not enough to give the Rokea a "humped"
look. While this Gift is active, the teeth will begin to gnash should anyone try
to creep up behind the wereshark. If the stalker is using a supernatural power
to remain hidden (such as the Gift: Blur of the Milky Eye), the Storyteller
should roll the Rokea's Gnosis (difficulty 8). If the roll succeeds, the mouth
"notices" the stalker and reacts accordingly. The jaws can be used to inflict
normal bite damage, provided the Rokea can position herself in such a way as to
allow this.
Lance of the Summer Sun (Level Three)
Larder
of
the Shrike
(Level Three) -
Shrikes are notorious for killing more than
they need, then storing the corpses for later use. Shrike-spirits can share the
knowledge of the benefits that can accrue from such behavior.
Essentially, this Gift
allows the to Store
food
- and
anything eke, like, Say, acorpse- in Perfect
condition for up toayear, solong as the stored item is allowed to hang free in
the “larder.”
System: By spending a Gnosis and succeeding on a Willpower roll (difficulty
61,
a Corax can use this Gift on a
hunk
of meat (or vegetables, though few Corax have deigned to do so) to preserve it
nearly ad
infinitum
for future use. For as long as the Gift’s effect
lasts, neither rot nor bloat affects the stored items
-
including dead bodies. Living items cannot be placed into a state of suspended
animation by
this
Gift, which only affects dead things.
Vampires and Risen don’t fall under Larder of the Shrike’s purview either,
unfortunately.
Lesions (Level Three) -
Like the Garou Gift: Halt theCoward’s Flight. Ifyou can bite or claw your victim, lesions and sores will break out on his legs and feet, making rapid movement impossible. His running speed is effectively halved.
System: Spend one tum focusing your diseases within you, and then bite or claw your victim. You must unleash this illness before the end of the scene.
If you succeed, roll Charisma
+
Intimidation; the difficulty is the victim’s Willpower.
If this roll succeeds, the victim moves at half normal speed for the
remainder of the scene. This is an Epidemic, and can be spread to more than one victim with the Gift: Epidemic Contagion.
(Level Three) -
Long Running (Level Three)
-
Reduce the travel time of a journey, whether on foot or in a vehicle.
System: The player spends one Gnosis and rolls Dexterity
+
Athletics (or I’kive, if driving) against the difficulty of the local Gauntlet,
each success reduces travel time by
5%.
The effects last for one day.
Long Strike (Level Three)
Lover’s Touch (Level Three) -
The Garou can restore what another lacks:
not only wounds healed, but also strength of will and even spiritual essence.
Any spirit of love or avatar of Unicorn may
teach this Gift.
System: The Garou touches the afflicted person kindly; the
system is the same as for Mother’s Touch. The two need not be lovers but
the contact must convey affection and warmth; the two may embrace, one may
caress the other or wrestle with him, or there may be further intimacy. The
Garou spends a Gnosis point and rolls Intelligence +
Medicine as usual; each success may restore one health level of damage, one
point of Willpower, or one point of Essence (if the target is a spirit). The
difficulty is the Rage or Willpower of the other person (whichever is higher).
The player may choose to divide the successes among multiple pools; he need not
choose to heal only wounds or Willpower. In all other respects, this Gift
functions as Grandmother’s Touch, save that it can be used on spirits (but, yet
again, not undead).
Lure (Level Three) -
The Dimwater creates an illusory replica of herself, which can act somewhat
autonomously. It can perform simple, repetitive actions (swimming or walking,
commonly). The illusion looks, sounds, and smells exactly like the Rokea. It has
no tactile component, but by the time an attacker realizes this, she has already
revealed herself to the lurking wereshark. Angler fish-spirits teach this Gift.
System: The player spends one Gnosis point. The duplicate can appear
anywhere within the Rokea's line of sight and lasts until the Rokea breaks
concentration or wills the duplicate to vanish. The duplicate may take any
action the Rokea wishes, but as it has no physical form, it cannot pick up
objects or attack.
Mental Speech/Touch the Mind/Send
the Dream (Level Three/Level
Two(B)) — This Gift grants mental communication,
even over vast distances. The user must either know the target personally
(although he does not have to be friends with that person) or have something
that belongs to that person, such as a lock of his hair. Bird spirits and ;
spirits of intellect teach this Gift. Owl is a particularly sought-after
teacher, and those who learn from him claim to have enhanced abilities at night.
System: The player rolls Charisma + Empathy (difficulty 8) and expends
a Willpower point; the effects last for a scene. His character may hold a mental
conversation with a target at a maximum distance of 10 miles per success. It
does not allow mind reading, but the werewolf may use social Abilities, such as
Intimidation.
Might of the Mountain (Level Three)
Might of Thor/Might
of the Kings/Strength of the Crashing
Waves
(Level Three) — The Garou can increase his strength
tremendously, the better to slay his foes. A wolf-spirit teaches this Gift.
System: The player spends one Gnosis and one Rage, then rolls Willpower
(difficulty 8). The Garou's Strength doubles for one turn per success. After the
Gift wears off, the Get is weakened considerably (Physical Attributes are
considered 1, and Willpower is halved) until he can rest for at least one hour.
Mind Sight (Level Three)
Mind to Mind (Level Three)
Mynah’s
Touch (Level Three) - This Gift allows a Corax to know the details of
any Garou Gift of a lower level than the Corax herself. This knowledge flees the
instant that the Corax actually uses the “borrowed” Gift, but in the meantime an
impressive body of knowledge is there for the taking. This Gift is only taught
by mynah-spirits.
System: The use of this Gift demands two points of Gnosis, as well as a Wits
+ Alertness roll (difficulty 6). If there are any successes, the Corax using the
Gift can now pick and choose knowledge of a single Gift from the entire list of
Garou Gifts lower in level than he is. The stolen Gift can be used once.
Name the Spirit (Level Three) — A werewolf with this Gift becomes
familiar with the ways of the Umbra. He can sense the type and approximate Trait
levels (Rage, Gnosis, Willpower) of spirits. A spirit servant of the Uktena
totem teaches this Gift.
System: The player spends one Willpower point and rolls Perception +
Occult (difficulty 8).
No Blood (Level Three) -
Most sharks use vibrations and electrical pulses as well as smell to track food.
The Darkwater using this Gift
renders herself completely invisible to these senses. Even if she bleeds, she
still emits no smell at all. Also, her coloration changes so that any attempts
to see her coming are stifled as well. In short, as long as the wereshark
remains silent, she likely remains undetected. A stingray spirit teaches this
Gift.
System: The player spends one Gnosis point and rolls Wits + Stealth
(difficulty 6). Success indicates that the Rokea is completely undetectable by
scent, vibration, or electric pulse, and any attempts to detect by sight are at
+3 difficulty. While this Gift is most useful underwater, it does thwart Gifts
like Scent of Sight as well. The Gift's effects last for one hour per success,
though attacking or otherwise drawing attention to oneself cancels them.
Of Rat and Man (Level Three) -
With a bit of practice, homid breed Ratkin can learn to assume a form between Homid and Crinos, rather like a Garou’s Glabro form. Though the
critter still appears very human, his “ratlike” features become
exaggerated enough that anyone can notice them. Beady eyes, a sharp nose, gnarled hands and a stoop are the most commonly displayed traits. Humans find this unnerving; rats find it charming. While in this form, many of the aspects of misleading and betraying humans become much easier.
System: Spend one Rage and spend one turn shifting. The following Attribute modifiers apply while in “near man” form: Dexterity +2,
Charisma +1 (to rats), Charisma -1 (to humans), and Perception +2. Best of all, while in this cunning form,
your Subterfuge and Stealth rolls’ difficulties are
reduced by 2.
Open Moon Bridge/Open Sun Bridge (Level Three) — The Garou has the ability to open a
moon bridge, with or without the permission of the totem of that caern. A Lune
teaches this Gift.
System: The player spends one Gnosis point. See the Rite
of the Opened Bridge for more information on opening moon bridges. The
maximum distance that can thereby be covered is 1,000 miles.
Paralyzing Stare (Level Three) — The Shadow Lord directs a terrifying
glare at a target, causing her to freeze in terror. A Stormcrow teaches this
Gift.
System: The Garou concentrates for one turn. The player spends one
Gnosis point, and rolls Charisma + Intimidation (difficulty of the target's
Willpower). Each success freezes the target in place for one turn. The target
must be able to see the Garou.
Part Webs (Level
Three) -
The Damhan using this
gift can walk through any webbing, even the Great Web, without actually disturbing the webs where they lay. This is
very useful for moving through abandoned houses, and right
past the traps set by others of their kind.
System: The character rolls Wits + Alertness, difficulty 6, and spends one Gnosis point. One success is enough to activate this Gift and it lasts for one scene.
Paws of the Raging Spirit Tiger (Level Three)
— By channeling his chi energy through this Gift, a Khan may
wreath his paws or hands in crackling spirit power. Thus fortified, the tiger
can rip through enemies in the spirit world without stepping sideways to do it,
so long as he can see them. Obviously, no spirit will teach a Bastet such a
damaging Gift; he’ll have to learn it from another Khan (and considering this
Gift’s nature, the learning can be very dangerous!).
System: The Khan spends a Gnosis point and
concentrates. The next turn, his paws or hands begin to smolder in blue-white
light. This light burns from blue to green to yellow to red. When it attains a
pinkish hue, the Gift dissipates. This takes roughly six turns.
Phantasm/Veil
of Maya
(Level Three/Level Four Garou) —
Twisting the fibers of illusion, the Ceilican create majestic nonsense to baffle
and entertain their companions — or horrors to torment their enemies. This
secret obviously comes from forbidden faerie lore, and can be quite powerful in
the hands of a cat with an active imagination. The Garou creates an unmoving illusion that
contains visual, auditory, olfactory and even tactile elements. A grain-spirit —
the so-called "spirit of spirits" — teaches this Gift.
System: To cast a Phantasm, the player rolls
Manipulation +Subterfuge and spends a Willpower point. The resulting illusion
lasts for one scene unless the cat chooses to dismiss it, and can extend through
an area roughly 10 feet square. Simple illusions are easy; the more complex the
trick, the harder it is to perform. Although the illusions have no solid form, a
casual witness might be fooled into believing that a Phantasm was real. FOR
GAROU:The player spends one Gnosis for each 10-foot area to be
covered by the illusion and then rolls Intelligence + Expression. Anyone who
doubts the illusion must roll Perception + Alertness and exceed the Garou's
successes in order to see through it.
Illusion Complexity
Illusion Difficulty
Pierce Illusion (Level Three)
Pin The Eagle's Wing (Level Three) — Known as Lleu's Spear by the
Welsh Fianna (who claim to have discovered it), a Fianna with this Gift can
throw a spear as far as an arrow and sink it deep into its target. Spirited
Fianna can even pierce heavy doors or strike a foe on a high rooftop — or pierce
a Leech's putrid heart. Ancestor-spirits teach this Gift.
System: The Fianna must concentrate on the weapon for one full turn and make
a Willpower roll (difficulty 8). She then spends a variable number of Gnosis
points. Each Gnosis grants two additional dice, which can be split between the
attack roll and damage roll. Dice may also be used to increase the spear's
flight distance (20 yards per die allocated). The Gift doesn't work with any
other weapon, even a thrust spear - only a thrown spear.
Prevent Adharma (Level Three)
Pull of the Chosen Land (Level Three)
Pulse of the Invisible (Level Three) — Spirits fill the world around
the Garou, and none knows this fact better than the Theurge. This Gift grants
constant awareness of the spirit world. Even in the physical world, the Theurge
with this Gift can interact with spirits in the Penumbra at will. While most
spirit activity is barely worth watching, the Theurge will be aware of any
dramatic changes. Any spirit can teach this Gift.
System: If the Garou's permanent Gnosis equals or exceeds the Gauntlet,
he can see into the Umbra automatically. Otherwise, the player must roll Gnosis
to pierce the Gauntlet (difficulty of the Gauntlet rating). Only one success is
required. The effect lasts for an entire scene or until the character enters an
area with a higher Gauntlet.
Puppeteer’s Secret (Level Three) - All
Kitsune pick up a few illusions, and a few fox tricks. Not being noticed is the
most important of both. This Gift won't turn the Nine-Tails
invisible; even better, it makes him one
of the crowd. If a Fox using Puppeteer's
Secret is standing around the police station, everyone just knows he's part of
the squad. At the Party meeting, everyone assumes he's a faithful, if dull,
member. Wherever he goes, he's been there for years—he's the familiar face; the
friend of a friend; the loyal, nameless supporter; the small-timer trustworthy
because he hasn't an angle to call his own. Deer and other well-camouflaged
spirits (whose mortal representatives blend into the scenery or die) teach this
Gift.
System: Forstarters, the player rolls Charisma + Subterfuge (difficulty
7). The Kitsune should be wearing at least a rough approximation of what
everyone else is—a suit won't encourage the confidence of dock-workers — and
keep up fairly appropriate behavior (as a janitor he can sweep the same patch of
floor forever, but safecracking will draw too much attention). This need not be
a maj or effort—Puppeteer's Secret will cover all the things a disguise can't
except ignorance — but as a rule, the less the N ine-Tails says and does,
the better. If the Fox begins to step outside his assumed character, the
Storyteller may ask for additional skill rolls: Wits, Charisma or Manipulation
plus Streetwise, Etiquette, etc., to allay suspicion.
Pure Venom (Level Three)
Purity of Spirit (Level Three) — Many Galliards relate stories describing
the werewolves’ weakness to silver as a kind of chiminage — the price Luna
extracts from her children for the gift of Rage. Using this Gift, the werewolf
can, at great cost, briefly shield himself against silver’s damaging power with
his own spiritual energies. A Lune teaches this Gift.
System: The Garou spends a number of Gnosis points, and immediately
receives this many automatic successes to soak damage from silver, even if she
has no dice to roll. The effect lasts for a number of turns equal to the Gnosis
spent, not including the remainder of the turn in which it was activated. The
Gift does not take an action to activate, and indeed can be activated
immediately if the Garou has been struck by surprise with a silver bullet or
blade to help ameliorate the damage… as long as the user hasn’t spent any Rage
that turn, of course. This Gift cannot be active at the same time as Luna’s
Armor; whichever is activated last cancels the prior Gift.
Purr (Level Three) — The
ultimate tool of feline seduction: by softly purring near some person or animal,
the Bastet instills her with a desire to cuddle, pet and spoil him. So long as
he treats his paramour well, she’ll want nothing more than to shower him with
affection for days at a time. Purr works in any form.
System: To set
this charm in motion, the Bastet must purr audibly for at least a minute. The
player spends a Willpower point and rolls Charisma + Empathy (difficulty of the
target’s Willpower). This Gift works on anyone, and unless she has some reason
to suspect a trick, the subject will believe her affections are genuine (soon,
they may be). Violence or unreasonable demands (“Go kill that vampire for me,
sweetheart”) wreck the charm beyond repair — it’ll never work on her again. The
infatuation lingers for one day per success; the results may last a lifetime.
Push
(Level Three) -The Nuwisha can force another
being into the Umbra with this Gift. This is taught
by a
Coyote-spirit.
System: The player must make a Gnosis roll (difficulty of the target’s
Willpower) and expend one Gnosis point. The target of this Gift appears in the
Penumbra.
Pyrotechnics (Level Three) -
Fire walks with you. While cowards cloak objects in darkness, you’re a soldier of the Apocalypse; you’ll cloak them in flames. The size of the object in question depends on your anger and your ability. Anyone using this Gift must have some sort of prop to cover up the supernatural activity. Use gasoline, mix chemicals, or just wire something to blow. Even if it shouldn’t physically work, your race’s undying hatred will give it
the kick it needs to jump-start the Apocalypse.
System: Start off
by focusing your anger. You can
spend as f much Rage as you like; each point gives you an
automatic success on the Intelligence + Occult roll that follows. The size of
the
object and its composition both affect the number of successes you need to set it ablaze. Every success allows you to torch a 10- by-10 foot area. Yes, this can be
used on living things. Optionally, mechanically- inclined Storytellers may choose to split the number of successes on the initial roll between
these two tables to further define the conflagration. For more
details,check out the Fire! section of the main rulebook.
Successes Severity of the Fire difficulty to soak damage
Successes Size of the Fire wounds inflicted each turn
Rapture of the Deep (Level Three)
Rat Thing (Level Three) -
With a bit of practice, metis Ratkin can learn to take on a form between Crinos and Rodens, rather like the well-known Garou Hispo form. The result is a giant, lumbering Rat Thing: a long, furry
quadrapedal rodent about the size of a large dog.
System: Roll Stamina + Primal-Urge, difficulty 7. Shifting from Rodens or Crinos requires one success; shifting from Homid form requires three successes. As usual, spending apoint of Rage will automatically shift the character into this form. The Rat Thing’s Physical Attributes are Strength +4,
Dexterity +1, Stamina +l; the
brute is far stronger than it is agile, but it can lumber along at three times normal running speed. If the rest of the pack is in Rodens form, they can easily ride on the back of this beast of burden. With absolute obedience, it will carry them through hell and high-water on its furry back. Unfortunately, size is traded off for intelligence. A wererat in Rat Thing form has an effective Intelligence of 1, and can only follow the simplest orders. It cannot speak, save for vague grumbling noises. Its Manipulation score is also effectively 0. Though it is too dense to be affected by any kind of
supernatural mind control, it has the attention span of a two-year-old human child. Pity the stupid, stupid Rat Thing.
Reshape Object/Craft of the Maker/Potter’s Clay/Maker’s Charm/Shape Matter (Level Three/Level Four) — The werewolf can shape once-living material (but not undead!) into a variety of objects instantly. Trees may become shelter, buck antlers become spears, animal hides become armor, and flowers become perfumes. The item will resemble the object from which it was shaped (e.g., the aforementioned spear is made of antler, not wood). A Pattern Spider — one of the Weaver's spirits — teaches this Gift. System: The player rolls Manipulation + Crafts against a variable difficulty (5 to turn a broken tree limb into a spear, 8 to turn a plank into a floatable raft) and spends a Gnosis point. The created object is not necessarily permanent; it will last a length of time according to the following chart. Expending an additional Gnosis point allows a created weapon to inflict aggravated damage for the scene's duration or until the object returns to its original form. This effect can be made permanent with the sacrifice of a permanent point of Gnosis if the object itself is changed permanently.
Successes | Duration |
One | 5 minutes |
Two | 10 minutes |
Three | One scene |
Four | One story |
Five | Permanent |
Righteous Gaze (Level Three) —
By staring into the heart of a liar, the werecat can break through his
deception, shaming him badly. Bagheera and Simba excel at this Gift.
System: The werecat must stare into her target’s
eyes for at least a turn and accuse him of lying. On a successful Perception +
Subterfuge or Primal-Urge roll (difficulty of the target’s Willpower), the
target not only confesses any lies he may have told, but also loses one point of
temporary Willpower per success and falls to his knees in tears. If the accused
is honest, the Gift merely makes him uneasy.
Safe Passage (Level Three)
Sanctify (Level Three) -
This Gift is used in conjunction with the Rite of the Pain-Dagger; if you know this Gift, you may also learn that rite from a Warrior (without spending
the
experience for it). Normally, you can bind a spirit to a blade
of religious significance to form a Pain-Dagger, the Ratkin’s equivalent of a Garou klaive. The Sanctify Gift allows you to temporarily bind one of the spirits used in the rite to unyehing with a jagged or pointed edge: butcher knives, chain saws, broken bottles, meat hooks
and bone saws are all obvious examples. This Gift is blissfully bestowed by a Pain-spirit, but only if you can give it what it wants first. This often involves sacrificing another creature’s pain.
System: Find a weapon to dedicate as your new Pain Dagger. Spend one Rage and whisper
the greatest crime you intend to commit with it into the blade. You can then perform
the Rite of the
Pain Dagger upon it to summon a Pain-spirit and bind it inside.
If
the weapon normally inflicts
non-aggravated damage (like a broken bottle or a meat hook), the new weapon can mete out Strength +
2
aggravated damage.
If
the weapon normally inflicts aggravated damage (like a chainsaw), the new weapon metes out Strength +
4
damage. In addition, the Twitcher can spend a point of Gnosis to force the spirit to use the Charm: Agony (seep.
48).
When the blade is dedicated, roll Gnosis; for each success, the spirit remains bound for one week. As usual, a Twitcher cannot don’t worry about losing Obligation Renown for performing irreverent or obscene acts with them. Unfortunately, the spirit inside a Sanctified Pain Daggers may whisper to the Twitcher who carries it; only the owner can hear these disturbing messages. Once a day, if the owner fails a Willpower roll (difficulty
9),
a drawn spirit blade will force its owner to attack a victim of its choice. Some Ratkin believe it’s a small price to pay.
Sang Froid (Level Three)
Scent of Vengeance (Level Three)
- Nuwisha using this
Gift
can make another shapechanger recognize the scent of an old foe. Usually this
scent emanates from somewhere in the distance,
but
the Nuwisha can also place the scent on another target, creating all sorts of
havoc between innocent strangers or even close friends. When used in the latter
fashion, this Gift
completely masks the natural odor of the target.
This Gift is taught by
a Skunk-spirit.
System: The player rolls Wits + Subterfuge, difficulty
5,
when producing the scent of an old foe.
If the
character decides to use this Gift on a target, he must successfully touch the
person and spend one Gnosis point in addition to making a Wits + Subterfuge
roll
at a difficulty of
7.
Scale of Ma’at (Level Three) -
The Halls of Ma’at are where the dead go to be judged; the liars, cheaters and
murders are denied eternal life. The Silent Striders can invoke the judgment of
Ma’at on the living, seeing through lies to find the ugly truth beneath. This
Gift is taught by an ibis-spirit, the symbol of Thoth.
System: The player rolls Intelligence + Empathy (difficulty of the subject’s
Manipulation + Subterfuge). Success indicates that the character knows which of
the subject’s statements are true, and which are false. If the character chooses
to delve more deeply into any statement, true or false, the player must first
succeed at a Perception + Empathy roll against the same difficulty. Success
unveils the complete truth to the Garou; a botch ends this use of the Gift, and
closes this topic to the Strider forever - at least when questioning this
individual.
School's Fear (Level Three) -
The Brightwater can cause a group of
beings — be it a school of fish, a
crowd of people, or even a pack of Garou—to be seized with the fear that
something is coming to eat them. Those
gripped with the fear will panic and run (or swim) for their lives. This Gift is
taught by the spirit of any small, schooling fish.
System: The targets need not actually see the Rokea for the Gift to work.
The player simply rolls Charisma + Intimidation. The difficulty depends on the
targets. Used against a school of normal fish or a group of humans, the
difficulty is 6. Against active predators —a school of sharks or a pack of
wolves, or even a group of soldiers or
policemen — the difficulty rises to 8. Used against any group that includes
supernatural beings, the difficulty
is 9. If the roll succeeds, the group panics and
runs for one turn per success (humans and fish
usually keep fleeing until they reach safety).
Scorpion
Tail (Level Three) - This Gift,
usable only in Lilian or Pithus form, creates a fully functional scorpion tail.
System: The player spends three blood points to form the tail, which has a
Strength equal to the werespider’s and does Strength +2 aggravated
damage. The neurotoxin rarely affects Ovidbut damagesothercreaturessusceptible
toit.TheAnanasi may use other known Gifts to amplify or change the toxin. The
tail lasts for the scene, or until the Ananasi changes form.
Sea’s Wisdom (Level Three) -
The Dimwater swims in frenzied circles, creating a small whirlpool. In the
swiftly moving water, she can hear the voice of her spiritual mother, Sea, and
ask her advice. This Gift is taught by a spirit-servant of Sea.
System: The player rolls Intelligence + Rituals (difficulty 7). The more
successes the player achieves, the more useful and direct the advice Sea grants
will be. Seahasnot, as ofyet, given an opinion on betweeners to any Dimwater
using this Gift.
Seek (Level Three) -The Gift opens communication with local spirits so the Kitsune may ask for a single individual’s location. Spirits answer correctly if they can; should the individual be beyond their territory, they admit such. The spirits of prtdatory animals teach this Gift. System: The Gift requires the expenditure of a Gnosis point to reach the spiri t required. This sacrifice is waived if the Kitsune is currenth in that spirit’s presence or shrine. The player rolls Wits +- Occult, difficulty 6.
Second Sight (Level Three) -
High-ranking Tunnel Runners tend to settle down to a few select colonies, or decide
to spend a lifetime acting
as
the Scout for one tribe. Staying in one place for too long can be intolerable
-
unless, of course, the maverick learns to use this Gift. By staring into the eyes of a younger Runner, the wererat can learn to use this second rat
as
his eyes and ears outside the Nest. This second Ratkin must voluntarily agree to this communion. This explains a commonly used tactic: aTunne1 Runner may agree to be captured by a nest’s enemies to help his colony find out more information.
System: Spend one Gnosis and roll Perception
+
Empathy; the difficulty is equal to
(5 +
the second Ratkin’s Rank).
If
you succeed, you can close your eyes and see through the eyes of this temporary ally. This effect lasts one day for each
success. Once you advance beyond Rank Three, you can do this with more than one Tunnel Runner; for each level of Rank you have above 3, you can commune with an additional scout.
Sense
Motion (Level Three) - The Kumoti may sense motion around her,
regardless of illumination, size of the moving object or person or invisibility
to normal vision.
System: The Ananasi spends one Gnosis point to detect even the slightest
motion with a successful Perception + Alertness roll. The Gift lasts for
one scene.
Sense Need (Level Three)
Shadow the Moon’s Light (Level Three)
— There is a time for everything, even for stealth. As nocturnal hunters, the catkings have perfected a secret which allows them to dim the light as they approach. While it can’t actually extinguish the moon, this Gift stifles natural, magical and technological lights equally well.Light Source Difficulty
Shadow Walk (Level Three) -
The Nuwisha employing this
Gift
may visit any aspect of the Umbra, even those normally forbidden to the Changing
Breeds. This includes the Dark Umbra of the dead (which most Nuwisha avoid as
both too depressing and too dangerous) and many Horizon Realms of the magi. This
Gift is taught by a Gaffling of the Trickster.
System: The player must make a successful Gnosis roll, difficulty
7. Of
course, the Nuwisha must still know where to go.
Shadow Wings (Level Three)
-This Gift allows a Mokole to fly through the “nothing”of the Umbra, ignoring the various paths and tracks in favor of a more direct route from Realm to Realm. This Gift is taught by a Sky-spirit.
System: The MokolC must have the Gift: Walking Between Worlds to enter the Umbra, and must move to a place where “flying” between the Realms is possible. She may be using Dream the Matre’s Mind. Should she be able to reach an Anchorhead, she may fly through the Deep Umbra as well. No roll is necessary: the Mokok simply wills her wings to unfold.
Shark’s Bones (Level Three) - Rokea in human form are
often annoyed by how hard and brittle their bones become. This Gift allows the
Rokea to change her Homid form bones into the pliable cartilage she is used to,
if briefly. This allows her to squeeze into small openings (as tiny as eight
square inches) and resist blunt damage. A shark-spirit teaches this Gift.
System: The player spends one Gnosis point, and the Gift lasts for one
scene. During that time, halve the damage of any bashing attack made on the
character before soak is rolled. This Gift can only be used in Homid or Glabrus
forms.
Shelter of the Earth (Level Three)
Shield of the Dragon (Level Three)
Sidewind (Level Three) - The
vasuki can move With an amazing burst of sinuous agility-
System: The player spends one Gnosis, then rolls Stamina
+
Athletics (difficulty 7);
for up to eight hours, the Nagah can move up to six
times its normal land speed.
(Multiply the creature’s land speed
by the
number ofsuccesses Plus one.) The Nagah must move continuously at this speed; if
it slows down, the Gift’s effects end.
Silence (Level Three) -
The Kitsune can completely silence an area so that
no sound can be heap whatsoever. Lake- and Mountain-spirits teach this Gift.
System: The player spends two Gnosis points and rolls
Manipulation+Stealth (difficulty 8); theareaof effect is five yards in radius
per success. Any Gifts or other actions which require sound to work will cause
the two users to make a resisted Gnosis (Chi or another appropriate Trait if not
Bete) roll (difficulty 6) The winner's action takes precedence over the
loser's, but the Silence will continue except for that interruption. The effect
lasts one scene, or until the Bard is rendered unconscious.
Slick Webs (Level Three) -
This gift allows the Ananasi to create an almost completely frictionless web. These webs are
often used to line the tunnels of their own webs or web traps, allowing them to keep a target from escaping them easily.
System: The Ananasi spends one blood point and one
Gnosis point to create this webbing; the web lasts until burnt or otherwise destroyed.
Silver Claws/Wolf’s Terror (Level Three/Level
Four Bastet) — The Ahroun can establish her battlefield
primacy against other werebeasts by transforming her own claws into silver. A
Lune teaches this Gift.
System: The player rolls Gnosis (difficulty 7) to activate the Gift.
The transformation lasts for the scene or until the Ahroun decides to end the
Gift. Silver claws still do aggravated damage to all targets, and they are
naturally unsoakable to Garou and most other werebeasts. While the Ahroun
manifests the claws, she suffers searing agonies. Each turn, she gains an
automatic Rage point. Furthermore, all non-combat difficulties increase by one
because of the distraction. When her Rage points exceed her Willpower, she must
check for frenzy.
Sliver Tooth (Level Three) -The Ratkin’s incisors can leave nasty splinters behind when used in a successful bite attack.
System: After a successful bite attack, the player spends one Rage. Any damage inflictedcannot be healeduntil all the splintersareremovedT. he victimmusts coreat least
5
successes on a Dexterity + Medicine
roll to remove them; this takes a number of turns equal to (10
minus the number of
successes).
Smothering Question (Level Three)
Song of Fear (Level Three) - The Eji has such
disciplined control of her fear that she may release her fox frenzy on other
beings. Caveat vulpes: Garou and similar professional berserkers will not
be happy with the Kitsune who uses Song of Fear on them. Enemies react with
undying vengeance. Allies (even should the Fox have saved their life by forcing
them to run) often seek retribution or sever contact. This Gift is taught by a
Hare-spirit.
System: The player rolls Manipulation + Intimidation (difficulty of the
target's Willpower). Each success sends the target running in terror for one
turn.
Song of Rage (Level Three) — This Gift unleashes the Beast in others,
forcing werewolves, vampires and other such creatures into frenzy and turning
humans into berserkers. A wolverine-spirit teaches this Gift.
System: The Garou rolls Manipulation + Leadership (difficulty of the
target's Willpower). The victim flies into a violent rage (or frenzy, if
naturally prone) for one turn per success.
Soothe the Savage Beast
(Level Three) - By being the catalyst for any sort of soothing music (singing,
turning on a radio, playing a CD, etc.) the
Garou makes it more difficult to Rage. When Garou must fight one another, the
Children of Gaia sometimes use this to their advantage, as many are more
experienced at holding back their Rage. A
nightingale-spirit teaches this Gift.
System: The player rolls Gnosis, difficulty
7. Each success increases the difficulty of
Rage rolls by 1 for all those in earshot (to
a maximum difficulty of 10). The effects
last for as long as the Child of Gaia is able to continue providing music.
Spinnerets (Level Three) -
All Ananasi can generate webs in their Crawlerling and Pithus forms, but this Gift allows them to generate webs in any shape. The sheer
volume of webbing created by a Damhan in anything other than Crawlerling form all but guarantees the capture of a target foolish enough to touch the stuff.
System: The Ananasi must spend one blood point to make a substantial amount of webbing, and at the discretion of the Storyteller might have to spend more. While it's
possible to cover a skyscraper in webs, it would require 20 or more blood points to do so. The webbing created by this Gift is strong enough to stop a private jet in its tracks, provided it's properly anchored in advance and there's enough of it.
Spirit Friend (Level Three) — A Child of Gaia's presence is generally
more beatific than that of most werewolves, and although humans can't sense this
aura of peace, spirits can. The Garou can use this Gift to aid in interactions
with spirits. A unicorn-spirit teaches this Gift.
System: The player rolls Charisma + Empathy (difficulty 7). Each
success adds one die to any rolls involving interactions with spirits for the
duration of the scene.
Squeeze (Level Three) -
A rat can collapse part of his skeleton to fit through narrow openings. A typical Rattus norvegicus can fit
through an opening as small as a quarter. A Ratkin with this Gift is far more impressive, especially when he uses his spiritual talents to pass through seemingly solid
objects. By briefly passing through the Umbra, the Ratkin can squeeze through solid walls, doors or other obstacles. This Gift is
taught by a Rat-spirit, who often leads his prot6g6 on a chase through an infested building while teaching it.
System: The player spends one Willpower and rolls Dexterity + Enigmas
(difficulty 6); “squeezing” through a solid object increases the difficulty to 8. Three or more successes allow the wererat to pull another person through with him.
Strength of the crashing Waves (Level Three)
Summon Electricity (Level Three) -
Far more effective than a general Rite of Binding, this Gift summons an electricity elemental and binds it to an electrical devices for a short period of time. Even broken devices will e able to operate with a little judicious jury-rigging.
System: Roll Gnosis versus the difficulty of the local Gauntlet. You must
be near a source of electricity, which isn’t very hard in any human caity. With four successes you've
summoned the spirit. Binding it into a battery or an electrical device requires a Gnosis roll against the spirit’s Gnosis; if
you succeed, it is
bound, and will continue to supply
power for one week per success. Five successes binds it for a year; after
that, the spiritual warranty will expire.
Summon Scuttlers (Level Three) - Darkwaters are intrigued by
different kinds of foes, and find it useful to study their enemies for
information and new ideas. This is hard to do, however, when one's enemy has
been consumed. This Gift allows the Rokea to summon scores of tiny Scuttlers —
spirit minions of C'et — who swarm over the Rokea's foe, paralyzing him. In the
Realm, there is no visible effect, although the victim feels the tiny legs on
him. In the Umbra, the crab-like spirits are visible to any observer. This Gift
can be used on land, but Darkwaters have found this risky — on land, it summons
tiny spiderlike spirits who don't always release the target when asked. This
Gift is taught by a Scuttler.
System: The player spends one Gnosis point and rolls Charisma + Enigmas
(difficulty 8, 6 on land). The target is held immobile for one turn per success.
The pattern spiders who answer the call on land may or may not choose to release
the target (Storyteller's discretion).
Summon the Accused (Level Three)
Sun's Guard (Level Three) -
Givens to his children by Raven after the great
misadventure with Helios, this Gift serves to protect Corax from excessive heat.
After all, the ravens got away with being burned to a crisp on the outside the
first time;next time, the Corax might not be so lucky.........To no one's
surprise, an Avatar of Raven teaches this gift.
System: Raven’s Guard costs two points of Rage, and also demands a
Stamina +
Primal Urge roll (difficulty
6).
Each success is a turn during which the Corax is immune to flames literally up
to and including those of the
surface of the sun. This includes regular
flames, magickally conjured fire, and even balefire.
Swarm of Servants (Level Three)
- This is one of a Doshi's most bizarre
powers; from the fur of his tails he may summon armies of tiny vermin to do his
bidding (mice, lice, beetles, frogs, grasshoppers, whatever the caster wishes).
The spirits of such creatures teach this Gift, if the Kitsune will only stop
scratching long enough.
System: The player spends one Willpower and rolls Stamina + Occult
(difficulty 8). Each success summons 25 of the beasts; they are under the mental
control of the Doshi. Though the swarm must stay within 20 feet of the Kitsune,
they can harass foes (-1 to the victim's Dice Pool per 25 creepers) and perform
simple tasks (at Strength 1 per 10).
Swim through the School (Level
Three) - In the ocean, Darkwaters
keep to themselves, swimming the lightless depths, rarely encountering others.
On land, however, this is often impossible, as so many humans occupy such small
spaces. This Gift allows the Darkwater to move through crowds with ease, as well
as to avoid the worst effects of the Curse. This Gift is taught by an
eel-spirit.
System: The player spends one Gnosis point to activate the Gift. For the
remainder of the scene, the Rokea may move through a crowd as fast as she can
normally walk or run; people simply move out of her way without noticing it.
Also, her Rage is considered to be half its actual rating for purposes of the
Curse.
Taste of Madness (Level Three) -
Share my delusion! The Munchmausen can construct a brief variant of reality for his victim to experience. This must be summarized in one sentence of no more than ten words.
System: Spend a point ofGnosis and roll Manipulation + Subterfuge (the difficulty is equal to the subject’s Willpower).
If the roll
succeeds, the victim believes the delusion as truth. The effects last one hour per success.
The Cleaving Hoof (Level
Three) -Unicorn’s powerful hoof blows often killed
the humans that hunted him. This gift allows the Garou to focus inner
strength into a single blow, ending a fight before further harm can take place.
A Unicorn-spirit teaches this Gift.
System: The player spends a Gnosis point before rolling to hit.
If he successfully strikes his opponent, the
dice gained from Strength in his damage pool count as automatic successes rather
than dice. Dice in the damage pool gained from weapons, claw damage or extra
successes on the attack roll must be rolled as usual. For example, a werewolf
with Strength 5 uses this Gift before
successfully clawing an opponent; his damage pool works out to
be 9 dice (5
for Strength, +1 for the claw
maneuver, +3 for three additional successes on the attack
roll). The player rolls four damage dice, adding any successes (or subtracting
in the case or rolling ones) to the five automatic successes on the damage roll.
The defender may soak as usual.
The Usual Suspects (Level Three) — The wary Ragabash often wants to
keep tabs on others, whether to know the location of a wandering cub or trail a
suspicious government agent. The Usual Suspects allows the user to know the
general whereabouts of several subjects at any time. Owl-spirits or urban
spirits of Wisdom teach this Gift.
System: The Ragabash can keep tabs on a number of individuals equal to her
Gnosis rating. To choose a target, the New Moon must either have an unobstructed
view or have a strong scent trail of the target and make a Gnosis roll
(difficulty 7). Thereafter, by spending a Gnosis point and concentrating for
three turns (the player rolls Perception + Enigmas, difficulty 8 for physical
beings or Gnosis rating for spirits) the Ragabash can sense the general location
of the target. Successes increase accuracy; one success would give “Southwest, a
mile or two away,” while five would allow “Southsouthwest, 1.3 miles, on the
porch of his house.” If the Garou already has a maximum number of targets saved,
she must “lose” one before acquiring another.
Thunderbolt (Level Three) — A
pact with the spirits of the storm allows some Pumonca to call down a
thunderbolt. So long as at least one cloud hangs in the air, the cougar can call
down lightning. Most cougars learn this mighty spell from Thunderbird himself.
System: The cougar’s player spends a point of Rage
to summon a bolt of lightning, and rolls Dexterity + Survival to hit the target.
Under normal conditions (partly cloudy skies, human-sized target), the roll’s
difficulty is 8; large targets or stormy skies can decrease it to 7 or 6, while
dry conditions or unusually small targets can raise the difficulty to 9 or even
10. The bolt inflicts two Health Levels worth of fire damage for every point of
the werecat’s Gnosis. Even if the Thunderbolt misses its victim, it’s still a
terrifying experience to be on the receiving end of a lightning strike. Would-be
victims to roll their Willpower against difficulty 8 to avoid running in fear.
Tick Body
(Level Three) -
The Ananasi using this Gift can concentrate blood within her form, much as elder vampires do, thus allowing her to store more nourishment within the same volume.
System: There is no roll for this Gift; the character's blood pool simply becomes 5 blood points per rank. A thirdrank Ananasi would thus have a blood pool of 15, while a
fifth-rank elder would be able to hold 25 blood points altogether. Note that this Gift does not change the fact that an Ananasi can only spend 1 blood point per turn (without the aid of the Gift: Blood Pump, of course).
Tongues (Level Three) -
The Fox may read and write any
human language she encounters, including language and script. A wind-spirit
teaches the Gift.
System: The player rolls Intelligence + Linguistics and spends one Willpower
point, difficulty depending on the age of the language. This ability lasts until
the next sunrise.
Touch of Blood (Level Three) -
This Gift allows the Hatar to use either of the Gifts: Blood of Pain or Blood of Illusion through contact rather than ingestion. By simply
having the character's ichor touch the target, the Ananasi can affect her victim as if he had ingested her blood.
System: The system for determining the effects remains consistent with the respective Gifts, except that the ichor need only touch exposed flesh on the target. Touch of Blood costs nothing to use, but does not change the cost of the other Gifts.
Touch of the Tree-Frog (Level Three)
— By touching a victim with her paw, teeth or even spittle, a Balam can paralyze him for minutes on end. Some jaguars take this opportunity to get away, or to deliver a warning; others make more sadistic use of that time. This Gift stems from the Tree-frog-spirits, whose fluids coat the arrows of the ancient folk. Trackless Waste/Wandering
Forest/Strange Waters (Level Three) — Humans have no sense of direction,
the Talons assert. With this Gift, the Garou can make certain that they don't.
The Talon employing Trackless Waste must have some familiarity with the terrain
in question. Upon using the Gift, humans become hopelessly lost. Compasses
malfunction, maps are misleading, and landmarks seem to be out of place. A
spirit of the wilderness teaches this Gift.
Strange Waters affects the target's sense of direction at sea or under water.
System: The player spends one Gnosis point and rolls Intelligence +
Primal-Urge. Each success "scrambles" a two-mile radius. This Gift functions on
other werewolves, but they can resist with a Perception + Primal-Urge roll, and
they must score more successes than the Talon to remain unaffected. This Gift
lasts for four hours.
Trap Door (Level Three) -
This Gift allows the
Ananasi to craft an Umbral "pocket" much like a trapdoor spider's lair. Such lairs can be placed anywhere, whether deep wilderness or the sides of a skyscraper. The Nuwisha borrowed this Gift some time ago, a fact which irks the Ananasi to this
day.
System: Once the Ananasi has chosen a location, she must sacrifice one permanent Gnosis to create the Umbral pocket, then roll Wits + Subterfuge (difficulty 7) to properly camouflage the "door."
Underbelly (Level Three)
— By sizing up a foe or obstacle, a feral Bastet can
get a feeling for its weakest point. Once that’s spotted, he can rip through
most things with a good swipe.
System: By rolling Perception + Primal-Urge, the
Bastet can find a weak spot on living (or once-living) beings. Picking a
weakness on a technological object requires Perception + Repair, while noticing
a flaw in a natural one takes Perception + Survival. Either way, the difficulty
depends on the target’s toughness:
Subject Difficulty
Typical (man, computer, wall) 6
Sturdy (athlete, car, desk) 7
Powerful (vampire, heavy machine, boulder) 8
Reinforced (man in armor, combat vehicle, bank vault) 9
Each success adds one to the Bastet’s damage Dice Pool against that target for
the scene. Spotting a weakness in a magical object or mystical protection
requires a Gnosis point in addition to the roll. This Gift doesn’t work against
spirits of any kind.
Uzume Sings (Level Three) -
Kataribe voices are particularly Beautiful;
with this Gift they become paralyzingly so. A skillelWbard may hold an enemy at
a standstill purely with the power of song, or entice him forward to his doom.
Nightingale- and Snake-spirits teach this Gift.
System: The player spends one Gnosis and rolls Charisma + Performance
(difficulty of the target's Willpower). For every success rolled, the victim
remains in the Kitsune's power one turn—she must roll again when the first
successes run out, but need not spend more Gnosis. The victim may be held
completely motionless, or (if the singer desires) slowly follow the sound. If
the Kitsune leaves or stops singing, the spell ends after the current duration
runs out.
Venom Bite (Level Three) -
The character can use her fangs to inject a mutated venom into a target. This
powerful neurotoxin paralyzes the victim, leaving only the autonomic systems —
heartbeat, breathing — unaffected. Unlike regular spider venom, this toxin is
immediate in effect, and capable of dropping even a raging Garou.
System: The character must first successfully bite the
target, then spend a Gnosis point and make a Gnosis roll, difficulty of the target's Stamina +4 (never above 9) for the venom to take effect. One dose of the poison is enough to
paralyze the victim. Two doses (administered separately, of course) can stop even the autonomic systems of the victim, leading to death by asphyxiation or heart attack. This Gift is costly, and most Ananasi use it only when they are outnumbered
by their opponents. Certain supernaturals, such as vampires, can expel their own blood, which allows them to remove the toxins. Ovid and other regenerating creatures can also heal themselves, but to cure themselves of the venom requires enough time to
regenerate four health levels of non-aggravated damage. This Gift affects
anyone making a successful bite attack against the Rokea.
Venom Blood/Poisoned Flesh (Level Three) — The Garou may change her blood into a
black, acidic bile that poisons anyone unlucky enough to come into contact with
it. A snake- or spider-spirit teaches this Gift.
System: The player spends one Rage point and rolls Stamina + Medicine
(difficulty 7). Anyone coming into contact with the Garou's blood for the
duration of the scene takes one die of aggravated damage per success on the
first roll.
View the Battlefield (Level Three) — Moon Dancers are renowned for their
ability to be everywhere at once during a fight. Some onlookers say that
Galliards have a sort of innate sense of where they need to be during a fight,
either to witness a blood feud consummated or simply to help an overwhelmed
packmate. This Gift is part of the reason for these tales, and allows the
Galliard to see the entire battlefield in her mind’s eye. A hawkspirit teaches
this Gift.
System: The player spends one Gnosis point and rolls Wits + Alertness.
The difficulty varies based on the size of the battlefield. One large room would
be difficulty 5, while
a football field would be difficulty 7 and an entire forest would be difficulty
9. If the roll succeeds, the character can see the entire battlefield as if from
above (and can look through ceilings and the like to view the combatants below).
This makes ambushing the character nearly impossible, and allows her to know if
any of her allies are in immediate danger. Even if the character’s sight is
somehow blocked (through use of the Gift: Shroud, for example) she still
instinctively knows the exact location of her packmates. This Gift lasts for one
turn per success on the initial roll.
Visceral Agony (Level Three) — The werewolf's claws change to barbed,
wicked talons dripping with black venom. While wounds caused by these claws
cause no extra damage, the pain alone they inflict is crippling. A pain-spirit
teaches this Gift.
System: The player spends a Rage point before the character attacks.
Any wound penalties the target suffers as a result of this attack are doubled
(i.e., a foe at Wounded would lose four dice). If the target is in frenzy or
otherwise resistant to pain, he still suffers normal wound penalties.
Waken (Level Three)
Ways of the Tapestry (Level Three)
Weak Arm/Discern
Weakness
(Level Three) — Philodox are masters of judgment, and this
trait extends even into the field of battle. By watching an opponent's fighting
style, the werewolf can evaluate his strengths and weaknesses. Snake- and
wind-spirits teach this Gift.
System: The player rolls Perception + Brawl (difficulty 8). Each
success gives her one bonus die to add to her attack or damage rolls against
this opponent. For instance, a Philodox who gets four successes on this roll
could add two dice to her attack rolls and two to her damage pool. This Gift can
be used against a given foe only once per scene, and the benefits are lost at
the end of the scene. The Garou must concentrate for a full turn to use this
Gift.
Web Snare (Level
Three) -
The Wyrsta using this
gift spins a web trap, which will trigger under the right set of circumstances, capturing an opponent. sfi'
System: The character spins a series of webs that are invisible to the naked eye, placing them in a certain location; this costs one blood point. The snare can be used to trap a target, or to haul a target into the air or into a more lethal
trap. In order to properly hide a Web Snare, the character must roll Wits + Subterfuge, difficulty 7. Only one success is needed.
Wisdom of the Ancient Ways (Level Three) — All werewolves have an
innate connection to their ancestors, a form of racial unconscious accessible
through intense meditation. The Philodox can tap into these deep memories to
remember ancient facts and lore. An ancestor-spirit teaches this Gift.
System: The character must meditate for a short time, concentrating on
the past. The player then rolls Gnosis (difficulty 9, -1 for each point of
Ancestors the Garou possesses). The number of successes determines how detailed
and exact the answer he receives will be.
Wriggling Teeth (Level Three) -
Sharks have many rows of teeth, and commonly lose several in a single bite.
A Brightwater blessed with this Gift, how
ever, can cause his teeth to burrow into
his victim's flesh even after he releases the bite. The teeth continue to drive
themselves deeper until removed, at which point they become inert. A
shark-spirit teaches this Gift.
System: The Rokea must first successfully bite a
target. Then, the player spends a Willpower point
and
rolls Strength (difficulty 8). One tooth
detaches for each success and continues driving itself into the victim's body.
This has several effects. First, the victim adds a die to wound penalties for
every two teeth (a Wounded victim with two teeth stuck in him would lose 3 dice
from his dice pools, not two). Second, the wounds from the bite cannot be
healed, naturally or magically, until the teeth are removed (a bloody process
which will likely inflict further wounds). Finally, the teeth continue to injure
the target. One tooth will inflict an unsoakable aggravated health level of
damage every five turns. Two teeth inflict the same damage once every four
turns, and so on, to a maximum of one health level per turn (with five or more
teeth).
Words of the Alpha (Level Three) - The Children have often
sought leadership in human societies as well as among Garou. This Gift allows a
leader to seek the best course of action for a particular goal. Eagle teaches
this Gift.
System: The Garou meditates on the chosen goal, spends a Gnosis
point, and rolls Intelligence + Leadership (difficulty
8). For each success, she gains one fragment
of insight, be it a word of advice or hint at secret knowledge, into the right
way to lead this group toward her chosen end. Note that Eagle does not show the
most popular way, or the easiest way. His flight is high, and
he flies alone.
Wrath of Gaia/Wrath
of Dragon
(Level Three) — The Garou shows himself in full,
terrible, glory as Gaia's chosen warrior. His splendor overwhelms minions of the
Wyrm, driving them before him in terror unless they can master their instinctive
fear of this predator. An avatar of Gaia herself teaches this Gift.
System: The player spends a Gnosis point and rolls Charisma +
Intimidation. Any minions of the Wyrm who look upon the Garou for the next scene
must roll Willpower (difficulty 7) and equal or exceed the player's successes.
Otherwise, they flee in terror.
(Four Level Four)
Airt Sense (Level Four) -
This is the same as the spirit Charm, and can be
taught by
any type of spirit possessing that particular
Charm.
System: Corax using Airt Sense must spend one Gnosis point and roll
Perception +
Occult (difficulty
7) to
utilize it. The understanding of the ways of the Umbra granted
by
this Gift halves travel time through the spirit world.
Attunement (Level Four) — The Garou may commune with the spirits of a
city or town and gain information about the area from them, including rough
population, enclaves of Garou or other beings and secret tunnels. This Gift does
not function in the wilderness, since the Bone Gnawers have lost the knack for
conversing with such spirits easily. A rat-spirit teaches this Gift. When the
Silent Strider learns the Gift, she must choose if it functions in the city or
the wilderness. The "city" version is identical to the Bone Gnawer Gift. The
"wilderness" version is similar, but the roll required is Perception + Survival
System: The player spends one Gnosis and rolls Perception + Streetwise.
The amount and accuracy of the information depend on the number of successes
rolled. On a botch, playful spirits lie (which can be fatal, depending on the
nature of misinformation).
Attunement (Bastet Level Four)
— Bastet who’ve set up Den-Realms use this secret to view their holdings from where they stand. By going into a light trance, the werecat in question communes with the spirits in her territory and learns what’s going on throughout the Den-Realm. Visitors, intruders or crises can be discovered long before they get too close to the cat herself. Balor's Gaze/Raptors
Gaze (Level Four) — This Gift emulates the power of one of
the Fianna's legendary enemies. One of the Garou's eyes glows a livid red color,
and all enemies caught in his gaze are stricken with pain. A pain-spirit teaches
this Gift.
System: The player spends one Rage point and one Gnosis. She must then
roll Perception + Occult (difficulty 8). For the rest of the scene, any foe at
whom the Garou glances must roll Willpower (difficulty 8) and equal or exceed
the player's successes or double over in pain. Any beings thus affected take
wound penalties as though they were at Crippled (-5 dice to all actions),
regardless of their current health. Any characters already at Crippled are
considered Incapacitated.
Battery (Level Four) -
A Ratkin Engineer can use this Gift to energize himself or other wererats. This can temporarily increase physical abilities, though often at
the
risk of inflicting temporary damage as well. Some
dangerous wererats use direct electricity to affect this, while more
sedate ones simply mix up noxious concoctions of battery acid and other foul fluids. Convenience stores now sell many
odd “energy
beverages” that are commonly adapted for this purpose.
System: Spend one or more points of Gnosis and roll Wits + Repair. Every two successes on the roll can increase a
Physical Attribute by one for the duration of a scene, as long as the Engineer has spent an equal number of points of Gnosis.
No
Trait can be raised higher
than 6 in this way (not countingnon- Homid Attribute bonuses).
.Beast Life/Forest Lord (Level Four) — The werewolf with this Gift can communicate
with other wild animals and attract (or even command) them. Domesticated animals
will speak with the werewolf, but they have given themselves to the ways of
humans and must be persuaded to obey the Garou. Any animal spirit may teach this
Gift, although Lion and Bear are most often sought as teachers. Children of Gaia
who use this Gift never do so if the animals attracted would come to harm,
unless the very heart of a caern is threatened.
System: The player spends one Gnosis point and rolls Charisma + Animal
Ken (difficulty 7). The character gains the ability to communicate with all
animals automatically. One success can attract specific types of animals within
a 10-mile radius, and those that can reach the werewolf in a reasonable amount
of time will do so. Each additional success adds 10 miles (two successes
indicate a 20-mile radius). All wild animals become friendly to the character.
They follow any reasonable request the character makes, and many unreasonable
ones as well. A character who uses this Gift to force an animal to sacrifice
itself had best pay homage to its spirit or risk angering Gaia. The effect lasts
for one scene, but the time may be extended by spending one Gnosis point per
extra scene desired.
Being One (Level Four)
Belly Ride (Level Four) -While in Vasuki form, the Nagahcanenter anunconscioushuman’s stomachby wriggling down her throat. The human will be oblivious to the creature’s presence, even using rationalization to deny its presence. System: The player spends one Gnosis, then rolls Dexterity + Stealth. The serpent can remain in the victim’s stomach for one day per success; after that, he is vomited out. At any time, the Nagah can trigger this vomit reflex or escape from the sleeping victim through her throat. The Nagah is unaffected by anything unpleasant or harmful created by the victim’s stomach, and he cannot harm the victim while inside her belly.
Best Policy (Level Four) - "Honesty
is the best policy," or so the human proverb goes. Rokea are not known
for duplicity, but even Brightwater betweeners, who lead double lives of sorts,
are not well suited to lies of any kind. With this Gift, an honest comment, no
matter how inflammatory, is taken in stride and accepted. This Gift is taught by
a remora-spirit.
System: The player rolls Charisma + Expression (difficulty 6). The Gift
lasts for one scene. Listeners take anything the Rokea says at face value, as
long as it is true. Also, if the truth requires the Rokea to reveal herself to a
human being, the Veil covers her words later. For example, the Brightwater might
explain to a security guard at a Pentex facility that she and her slew need to
get by the gate to stop a load of toxic chemicals from being dumped into the
Sea, because they live there and don't wish to be poisoned. The security guard
agrees (he wouldn't want his living space poisoned, either) and lets them pass.
Later, he might remember that someone came through the gates, and even what they
looked like, but he'll be certain they had the proper clearance.
Blades of the
Mantis (Level Four) -
The character
using this Gift grows longer arms, with long, wickedly sharp
blades, much like those of a praying mantis.
System: The player spends one blood point; the«, character's first set of arms grows by roughly two feet, developing scythelike blades which do Strength + 5 aggravated damage. The length and sharpness of these blades makes them particularly easy to use (difficulty 5 to attack).
Blood Hunt (Level
Four) - The Myrmidon may locate any single creature encountered within the
last 24 hours or any individual she has ever fed from.
System: The Ananasi rolls Wits + Primal-Urge (difficulty 7) and spends one
point of Gnosis for every scene of pursuit. The Gift lasts until the werespider
locates her target or calls off the search.
Body Wrack (Level Four) — The Fury causes a target immense, crippling
pain. The Fury needs only point to the target for this Gift to be effective. A
pain-spirit teaches this Gift.
System: The player spends a Gnosis point and rolls Strength + Medicine
(difficulty of the opponent's Stamina + 3). Each success causes the victim to
lose one die from all dice pools as pain wracks her body. The effects last for
one scene.
Book of Years (Level Four) — The Galliard taps into a floodgate of
knowledge from her ancestors. While the amount of information thus received is
overwhelming, the Garou, if she keeps her head about her, can find information
on nearly any topic. An ancestor-spirit teaches this Gift, although certain
reptilian spirits have been known to impart it as well.
System: The player rolls Wits + Enigmas or Ancestors (whichever is
higher; the Garou need not have the Ancestors Background to learn this Gift) at
a difficulty of the local Gauntlet. The character falls into a trance and is
immediately immersed in a deluge of memories stretching back to the dawn of
time. This flood continues until the character terminates the Gift, and the
memories get older the longer she remains in the trance. For every hour the
character remains under the Gift’s influence, the memories stretch back roughly
five centuries. For each hour that the character remains in the trance, however,
the player must roll Willpower (difficulty 7) to keep the character grounded in
her own time. If the roll fails, the character must either immediately terminate
the trance or lose a point of temporary Willpower as the memories threaten to
consume her. If the roll botches, her body disappears and reappears somewhere in
the Umbra; the Legendary Realm and the Battleground are both popular choices.
While the character cannot hope to remember all or even most of the information
she sees, she can attempt to search for specific moments in history. The result
is a sort of vision quest; the Storyteller may choose to simply describe what
the character sees or might lead the character on a quest through the memories
of the Garou until she finds the information she needs.
Brethren call
(Level Four) -
The Ananasi is able to
call others to her aid in a time of crijis. The cljaracter has
the choice of contacting the two closest Ananafi, or a massive
quantity of nearby spiders. The Ananasi do not magically appear, but are suddenly informed of the character's difficulty and location. If the character chooses to summon the local
spiders, they converge on the area en masse, with the
single
mindset of aiding the Ananasi in trouble. The spiders do not gain magical intelligence, but within those limits do alt;
can to help the Ananasi who summoned them.
System: The player must spend one blood point aim roll Willpower. The difficulty in contacting other Ananasi, is equal to the distance (in miles) that the character is from" their Sylie, divided by 10 (minimum of 3). The difficulty in summoning the local spiders is 7, with every success summoning twenty spiders to the Ananasi's aid.
Bridge Walker (Level Four) — The Galliard has the ability to create
minor moon bridges through which she alone can travel. The Garou travels between
the ends of this moon bridge in one percent of the time it would take to travel
that distance normally, allowing her to disappear from in front of a foe and
reappear behind it instantly. Note that these moon bridges are not protected by
Lunes, and they attract the interest of spirit creatures occasionally. These
beings have even been known to follow the Garou into the physical world. A Lune
teaches this Gift.
System: The player spends one Gnosis point to create the bridge. The
moon bridge lasts for only one passage, unless the player spends a permanent
Gnosis point during its creation, in which case it lasts until the next full
moon. The maximum distance that can be traversed by the bridge is the Garou's
Gnosis in miles.
By the Light of the Moon (Level Four) - The Kitsune can
see any hidden creature by moonlight, including obfuscated, invisible, spirits
in the Penumbra, mages, hengeyokai, changelings and anything else attempting to
hide. Owl and bat-spirits teach the Gift.
System: The player spends one Gnosis point and rolls perception
alertness, the storyteller sets the difficulty based on distance, physical
barriers, crowds, etc. that could block the view. The effect lasts until moon
set, but the Fox must roll each time she wants to find another hidden creature.
Call Elemental/Command
Water Spirit
(Level Four) — The Garou is able to call one of the
four classic elementals to his aid (earth, air, fire or water). An elemental
teaches this Gift. For the Nagah who use this gift, they can only call
upon water Spirits.
System: The player spends one Gnosis point and rolls Gnosis (difficulty
of the area's Gauntlet). She must then roll Manipulation + Occult (difficulty 7)
to make the elemental look favorably upon the Garou. The elemental vanishes at
the end of the scene.
Call the Cannibal Spirit (Level Four) — By dancing under the night
sky, the werewolf can summon an avatar of Great Wendigo to hunt down a target of
the Garou's choice. The Garou must possess a piece of his target whose heart the
Wendigo devours.
System: The Garou must dance for three full turns. The player spends
one Rage point and one Gnosis point, then rolls Charisma + Occult (difficulty
8). If the roll botches, or if the Wendigo is somehow prevented from killing its
target, it will return to kill the summoner.
Carrion Clothes (Level Four) -
Wild foxes sometimes catch birds by
pretending to be dead; wild Foxes catch larger prey in like manner. This Gift
cloaks the Kitsune completely in the trappings of death — no aura, no breath,
no pulse, no telltale movement; the faint smell of first rot emanates
from a roko thus disguised, and a conviction
:that
the body is dead creeps into the mindsof
those affected. Even those with magically sharpened senses may be mistaken —
possibly for the last time. This Gift is taught by the spirits of flies, flesh-
jgsubs and other insects in the recycling trade.
System: The player spends a Gnosis point and makes a Stamina + Stealth
roll (difficulty 7). The Gift will hide small motions only; visible attacks,
creeping corpses and Gifts that involve gestures or speech will break the spell.
Mortals and inexperienced shen may be slow to realize what they're
dealing with, however — the first thought may be that the body is undead, rather
than living. Shen with special senses may roll Perception + Occult
(difficulty9) to realize the spirit remains.
Chill of Early Frost (Level Four) — The werewolf calls down a
mystical chill from Great Wendigo himself, freezing the surrounding lands and
anyone in it. A spirit servant of Great Wendigo teaches this Gift.
System: The player spends one Gnosis point and rolls Intelligence +
Occult (difficulty varies: 4 if it is already winter, 6 for spring, 9 for
summer). Success drops the temperature to a bit below freezing in a five-mile
radius, or even further below zero if it was already winter. All creatures
without a natural coat of fur lose two dice from all pools. This Gift wreaks
pure havoc in urban environments, as pipes burst and roads freeze. This Gift
lasts for one hour per success.
Clawstorm (Level Four)
— Any cat is at his most terrifying when cornered. This Gift
allows him to become the proverbial shredding machine. Anyone within reach had
better be at peace with their gods!
System: By
spending one point each of Rage and Gnosis, the werecat gains three extra
attacks that turn (to a maximum of four, total — he cannot spend Rage for extra
actions while using Clawstorm). Only slashing attacks apply — he can’t perform
elaborate maneuvers, shoot guns or travel more than 10 feet, although he could
use edged melee weapons. A Bastet may use Clawstorm as many times in a single
combat as he has dots in Stamina.
Clenched Jaw (Level Four) — The werewolf with this Gift can bite down
with such power that her grip won't loosen until she chooses to do so; even in
death, her jaws bite down. A wolf- or hyena-spirit teaches this Gift.
System: After making a successful bite attack, the player may invoke
this. Gift by spending a Rage point. For each successive turn she opts to
maintain her grip, she makes a bite attack roll (difficulty 3). While foes can
make a resisted Strength roll to break the grip (suffering an additional health
level of damage in the process of tearing free), the Garou may add half her
Willpower to her dice pool.
Cocoon (Level Four) — The werewolf can wrap himself in a thick,
opaque sarcophagus-like epidermis, making him immobile but near-impervious to
harm. This cocoon grants him immunity to fire, starvation, gas, high pressure,
cold and similar environmental hazards. An insect- or Weaver-spirit teaches this
Gift.
System: The Garou spends one Gnosis point. While in the cocoon, the
werewolf ignores any attacks which fail to do damage at least equal to her
Stamina + Rituals, but attacks that pierce the cocoon destroy it. The cocoon
lasts for one scene, after which it dissolves rapidly and evaporates. The player
may extend the duration of the Gift spending more Gnosis points. Spending days
in the cocoon is entirely possible, but the maximum duration is up to the
Storyteller.
Command Metis (Level Four) -
Ratkin metis act
as
lackeys to the rodens who dominate colony politics.
Should one become disobedient, a high-ranking Ratkin can force him to obey his will.
System: Spend one Gnosis and roll Charisma
+
Leadership
. (the difficulty is the metis’ Willpower); the number of words
in your command must equal the number of successes. Your command must
be
a complete sentence (including
imperatives); one success means your command is one verb. By the way, this ability cannot be used on a Ratkin metis who is of a higher rank than you are, or on a metis in frenzy! The effects last for one scene; if
the action strongly goes against the metis’ character, the
Storyteller may allow a Willpower roll (difficulty9) to modify the command. This cannot, however, override the metis’ survival instincts.
Dam the Heartflood (Level Four)
-No other tribe among the Garou has as much hatred for vampires, for as just a
cause, as the Silent Striders. It is no surprise then that the Striders sought
out this Gift, searching long through the spirit world and the physical world
for the secret to incapacitating a vampire. They found an answer from the spirit
children of Cobra, who taught them a spirit-poison usable against the vampires
who defiled Cobra’s name.
System: This Gift can only be used on supernatural creatures that use a
blood pool to power their abilities (vampires, ghouls and the spider
shapechanger Ananasi). The player spends a Gnosis point and rolls Manipulation +
Medicine (difficulty of the target’s Willpower). Each success renders the target
unable to tap the power of her blood for one turn - she may not use any
bloodrelated powers or spend blood points to heal wounds, activate Disciplines
or Gifts, or for any other reason. A Garou may only use this Gift once per scene
per target, but multiple werewolves can envenom the same target.
Darting Fangs (Level Four)
Delay the Death Bear's Coming (Level Four)
Denial of Wellbeing (Level Four) -
Disappearing Act (Level Four) -
The Nuwisha using this Gift seemingly disappears
from sight. Enemies looking for the werecoyote can touch the Nuwisha or even run
into him, and never notice that he is there.
All
senses are affected, and even other Gifts or supernatural powers used for
detection (Auspex and so on) cannot locate the Nuwisha as long as he remembers
not to move. This Gift is normally used to avoid being killed
by
large mobs of enemies who desperately want the Nuwisha dead. This Gift is taught
by
a Cat-spirit.
System: The player expends one Willpower and one Gnosis point. The Gift
lasts for as long as the character does not willingly move. The Gift stays in
effect even if the character is knocked over, but the character cannot get back
up without dispelling the Gift’s effects.
Discarded Dreams (Level Four) -
Humans throw their dreams away and never realize what they’ve lost. This
Gift allows a Ratkin to
salvage these dreams from any trash pile. By chanting an incantation and offering the refuse to someone as a gift, the recipient will be caught up in an elaborate dream; this is based on a memory someone has lost. The dreamer may even think she has the skills to carry out this aspiration. A stem old woman with a broken doll might think she’s a ballerina; a lonely man with a moth-eaten coat might think he’s the height offashion, and so on. This Gift is taught by a Trash Gaffling or any servant of the Great Trash Heap, a powerful Bone Gnawer Totem.
System: Spend one Gnosis and roll Perception
+
Enigmas; the difficulty depends on the relative obscurity of the item you’re looking for. You may find an item that’s only vaguely what you want; if you get at least three successes, you’ve found exactly what you needed. Now find a creature who’s in need of a lost dream. Roll Manipulation
+
Expression (difficulty of the recipient’s
temporary Willpower) to explain what the lost object signifies.
If
the recipient really wants to live the dream, you only need one success; if he resists, you need at least three. For the
duration of one scene, your target will live out the fantasy you give him;
if you score at least five successes, he will even gain some of the skills or talents he needs to carry out this delusion. A great singing voice, mastery of the arts of dance, the stealth of a
secret agent -
all these treasures can be found in the
trash, if only you look hard enough. As one would expect, you cannot perform this Gift during the stress of combat.
Doppelganger/Moon-Fan-Face-Shadow
(Level
Four) — The
Garou may take the exact likeness of any other human, wolf or Garou. A
chameleon-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Charisma +
Performance (difficulty 8). Traits aren't duplicated, but everything else,
including voice, posture and scent, is identical. The effects last for one day
per success.
Dragonroar/Fire roar (Level Four/Three) —
Bellowing like a thunderclap, the Khan vomits a ball of fire on his foes. This
burning exhalation continues to blaze until either it or its target is consumed.
System: This Gift costs one Gnosis point to
perform and blasts out a fireball worth one Health Level for each point of the
Khan’s current (not
permanent) Gnosis. A successful Dexterity + Brawl roll puts
the fireball where the tiger wants it. Anyone within 10 feet of the blast is
burned unless he makes a Dexterity + Dodge roll (difficulty 8). If the target
has already acted this turn, the Dragonroar inflicts its full damage. Next turn,
it will burn for half that damage, igniting anything flammable in its range. On
the third turn, the Gift’s fire burns for one additional Health Level, then
dies. A fire begun by the Gift will burn like any normal blaze (see Werewolf,
page 197).
Element-Folk Favor (Level Four)
— Old Stone Face made many allies among the elemental spirits, and performed
many favors for their kind before passing on. The ageless spirits remember his
good deeds by aiding those who invoke their ancient ancestor. A Pumonca who
performs this Gift can call up an elemental spirit (see
Werewolf, pages
266-267) for help. Once it arrives, the spirit will do what it can to assist the
cat; after it finishes one task, the spirit departs.
System: The
player rolls Manipulation + Enigmas and spends a Gnosis point to summon
the elemental. The roll’s difficulty is that of the local Gauntlet. The spirit,
if it appears, will be friendly toward the cat, so long as she reminds him of
her blood-link to Old Stone Face. No other tribe warrants the same kindness; in
fact, Bubasti who have tried to swipe this Gift have been destroyed by the angry
elemental spirits they called up. When the first service named has been
finished, or when one hour has elapsed, the elemental departs peacefully.
Elemental
Meld (Level Four) -This Gift allows the Eji to transform into any physical
element (earth, water, fire or air), allowing her to merge with and move through
that element. It can serve as a vehicle for scouting or escape. On attaining
rank five, the Kitsune can change into secondary elements (mist, electricity,
moonlight, etc.). Elemental spirits teach the Gift.
System: The Kitsune spends a point of Gnosis and rolls Manipulation + Gnosis
(difficulty 8). He must be in contact with the desired element to change and
changes on contact so he takes no harm from ones such as fire or lightning. He
reverts to his natural form on leaving the element. When taking the new form,
the Kitsune gains its immunities (water is bullet proof, air can escape from
anything except hermetically sealed containment) and limitation (water can he
frozen, fire needs oxygen). His body remains the same size and in one piece hut
can distort (flattening, stretching, etc.) to avoid obstacles. Movement is
at the Kitsune’s normal rate. Silver, radioactivity and toxic waste harm him as
normal and will bar his progress. Kitsune may not become one with radioactivity
or toxic waste without joining the Wyrm. While merged, the Nine-tails is hard to
detect. Observers need enhanced senses and a successful Perception + Alertness
roll (difficulty 9) to spot him.
Entropic Bite
(Level Four) -
the character using this Gift inj ects a very powerful toxin into a target though their
bite. This necrotic poison is much like that of the Brown recluse spider, but is far faster in its effects. The flesh simply dies wherever the bite occurs, and the toxins are strong enough to kill a full-grown human in fifteen seconds. Moreover, the
poison spreads, taking more healthy flesh each round.
System: The character must successfully bite a target first; then he spends two Gnosis points and makes a Gnosis
roll against a difficulty equal to the target's Stamina + 5 (never higher than 9). Once the necrotic venom enters the target's system, the target immediately feels the agonizing burn of the venom in action. The target takes one unsoakable
health level of aggravated damage each turn; the poison stays in effect for one turn per success. The poison travels through the bloodstream, killing red blood cells and all soft tissues as it goes. The remains of the victim who dies from this Gift are soft enough for the werespider to "drink," and can be used to heal any wounds the werespider has suffered as if the Damhan were drinking blood. While this poison even works on vampires, they can expel their own blood — five blood points minimum — to remove the toxins from their body. During this time, the vampire can take no other actions. Most younger vampires can only "spend" one blood point per turn, leaving them completely vulnerable for at least five turns. Other Ananasi are unaffected by this Gift.
Favor of Ursa Minor (Level Four)
Fog of War (Level Four) — No matter how disciplined the army and ordered
the plan, a battlefield is chaos. Smoke, noise, hidden enemies and fear can all
lead to disorganization. Even in the modern age, mistaken identity leads to
"friendly fire" casualties. This Gift exacerbates this problem to often
devastating effect. A commander might not see ad vane ing foes, or see toes that
aren't there; a team may fire upon allies, or mistake a command to "advance" for
a call to "retreat." This Gift is taught by a raven- or other trickster-spirit.
System: The Garou sings, howls or plays an eerie song (bagpipes are
popular), spends a Gnosis point and rolls Manipulation + Performance (difficulty
8). If successful, foes in hearing range must make a standard Perception roll
every turn to be fully aware of what's happening around them. They lose one
success on this roll for every success rolled by the player; if the end result
is negative successes, it counts as a botch. Zero successes on perception
indicates confusion, while on a botch the character critically misinterprets
what she sees. The Gift lasts as long as the song or howl continues, but the
singer must concentrate on the song (and thus cannot engage in combat or other
strenuous activity).
Feast of the Dead (Level Four) -
It’s
said that some primitive tribes devour parts
of
their enemies to gain their strength. By devouring the heart or brainof avictim, the Ratkin temporarily gains three of its Gifts randomly.
System: Kill it. Hack it open. Eat it. Randomly roll for three of the victim’s Gifts, and they’re yours for the rest of
the day (although they must be Level Three or less). This Gift
offers no protection against redundancy; you can gain a Gift you already know. In
addition, this can’t
be
used in conjunction with the Elegy Gift or the Rodens Gift: Devour the Dead; nor can the Gift be used more than once on a given corpse, even if you do
eat the brain and save the heart for your
girlfriend.
Fool’s Luck (Level Four) - This Gift grants a temporary immunity to "Bad
Luck".
System: The player spends one Gnosis, and rolls Gnosis (difficulty
8).
For the rest of the scene, each success allows the creature to convert a botched
roll into a failed roll.
Fooling the Tiger (Level Four) — As the Theurge Gift: Ultimate Argument of Logic.
Forgetfulness (Level Four) -Kitsune
with this Gift can erase information or memories of an event from the target's
mind. This tactic is sometimes the only way the Veilless ones can keep their
secrets. Forgetfulness is taught by Fog- or Mist-spirits.
System: The player spends one Gnosis and one Willpower point, then rolls
Manipulation + Subterfuge (difficulty 6). The target can resist with a Willpower
roll, difficulty of the Kitsune's
number of tails +3.
Form of Sea (Level Four) -
The betweener can change her body into
liquid, and flow through pipes, under doors, or into any other space that will
admit water. She may retain cohesion in this form, and "walk" as a humanoid
shape made of water. She can even drown an opponent by forcing herself down his
throat. A freshwater-spirit teaches this Gift.
System: The player spends two Gnosis points. The character can stay in
liquid form for one hour for each dot of permanent Gnosis she possesses. The
Rokea's liquid body will not evaporate, nor will it freeze unless the
temperature drops to Arctic levels. If the character's body is split into two or
more parts, she cannot assume solid form until the parts are combined. The
character cannot bite or claw, but can drown airbreathing opponents by making a
successful grapple attack and holding the opponent until he runs out of breath.
If the liquid body is immersed in salt water, the Gift is immediately cancelled.
Fortuna (Level Four) — Cats love
their friends, and they’re famous for their luck. This Gift al lows them to
share some of that good fortune with others, or even to use a bit of it
themselves.
System: For every point of Gnosis spent, the
Bastet (or her friend) can call for one re-roll of the dice. If she spends three
Gnosis, she may re-roll the dice three times. Only one re-roll is allowed per
task, and only if the first roll was a failure or a botch. This Gift may
only be used once per
scene, but it lasts until all rerolling has occurred. This luck works for
whomever the werecat cares to give it to. Only one person at a time can receive
this Fortuna — it can’t be given to a number of people before an adventure
begins.
Gauntlet Runner
(Level Four) - With all the time the Corax spend popping in and out of the
Umbra, it’s no surprise that they’ve acquired a trick for lowering the Gauntlet
and making the trip back and forth immeasurably easier. After all, when
YOU need to get into the Umbra fast, lowering the Gauntlet before you start
makes life a lot easier. Any
Wyld-spirit can teach this Gift.
System: A
roll of Wits + Enigmas (difficulty
8)
reduces the Gauntlet by 1
for every two successes. The area affected can be
UP to 20
feet on a side, but no matter how successful the
Corax is on her roll, she must still use a reflective surface to enter the
Umbra.
Gaze of the Serpent (Level Four)
Ghosts at Play (Level Four) — By
spraying around an area, the werecat can expose all nearby spirits. Although the
Gauntlet remains intact, any active spirit becomes visible, as if everyone in
the vicinity had used the Level One Common Gift: Spirits’ Sight.
System: The
Bastet’s player rolls Manipulation + Enigmas against a difficulty of the
Gauntlet. Success reveals all spirits in the area. The range of the Gift extends
10 feet for every success the player rolls; the vision itself lasts for one turn
per success.
Ghost Caress (Level Four) — This
secret, called the “Ghost Care s” because most people blame ghosts for its
effects, recalls the time when all things were still one. By tapping the spirits
that bond objects together, the Swara can send sensations across a distance. To
use the Gift, a cheetah must hold something that contains the essence of the
person she wants to affect; locks of hair, prized possessions, or items of
clothing are good examples. Focusing her intentions on the item, she does
whatever she wants done to the item,
not the target. A sympathetic pulse passes between the
two objects and, if the cat has been successful, transfers a feeling from the
item to the target. Although the magic can’t physically harm someone, it can
drive him nearly crazy as phantom pains or pleasures wash over him without
noticeable cause.
System: To reach across space, the Swara’s player
spends a Willpower point and rolls Gnosis. The difficulty depends on the
distance between the Bastet and her target. Whatever she does to her focus from
that point passes the sensation on to the person on the receiving end. Each
success gives her one action to perform. When those actions are done, the spell
ends. This Gift passes sensations only, not damage; it can send the
feeling of being
slapped, but it will not do harm. Likewise, it cannot move the target at all; a
Swara who simply lifts a handkerchief cannot lift the person who owned it.
Distance Difficulty
Nearby (one mile) 7
A ways off (two to five miles) 8
Distant (six to 10 miles) 9
Really distant (10 to 50 miles) 10
Gift of the Porcupine/Teeth of the Skin (Level Four) — When using this Gift, the
werewolf undergoes a startling transformation. Her fur becomes elongated,
bristly and sharp like the quills of a porcupine. This change makes her an even
more fearsome killing machine. A werewolf must be in Crinos, Hispo or Lupus form
to use this Gift. Porcupine teaches this Gift, and he has a great fondness for
metis.
This Gift comes easily to Rokea, as their skin
normally inflicts damage similar to the Garou Gift. The Gift may be used in any
form except Homid or Glabrus.
System: The character spends a Gnosis point to sharpen his fur. Anyone
whom the metis tackles, grapples or immobilizes takes aggravated damage from his
newfound quills (Strength +1). Furthermore, anyone who strikes him with bare
flesh (and scoring fewer than five successes on the attack roll) takes damage
based on the attacker's own Strength, although the metis still takes normal
damage. This Gift lasts for one scene or until the werewolf wills his fur to
return to normal.
Gnaw (Level Four) — The werewolf's jaws strengthen to the point that
she can chew through just about anything, given enough time. In addition, her
jaws do more damage in combat, and only death will break her grip if she clamps
her teeth into an opponent. Wolf-spirits teach this Gift.
System: The player spends one Willpower point and rolls Stamina + 4
against a variable difficulty (3 for wood, 6 for steel handcuffs, 9 for a train
car coupling). The length of time it takes to gnaw through something depends on
the number of successes. In addition, this Gift gives a character's bite two
extra dice of damage for the duration of the scene.
Gorge (Level Four) — Natural wolves will eat as much as possible when
food is available, for they never know when their next meal will arrive. With
this Gift, a Red Talon can do much the same thing with Rage, Gnosis or
Willpower, storing such energy against the day when she will need it. A
wolf-spirit teaches this Gift.
System: Upon learning this Gift, the player chooses which
Trait (Rage, Gnosis or Willpower) her character can store. Thereafter, the
character can hold three more points in the appropriate Trait than her permanent
rating. These extra points must be regained as usual, and they do not add extra
dice to rolls involving these Traits. To amplify more than one Trait the
character must learn the Gift (i.e., pay the experience cost) a second time
Grasp the Beyond (Level Four) — The Garou may take things to and from
the Umbra without having to dedicate them to herself (see the
Rite of Talisman Dedication). This Gift affects humans and animals, both
willing and unwilling. Garou often use this power to take loyal Kinfolk with
them on Umbral quests or to heal injured Kinfolk — both body and soul — in
mystic Glens.
System: The Garou must grasp the object or person he wishes to take to
the spirit world. He must then spend a number of Willpower points: one for small
items (a pocket-watch or knife), two for larger items (a backpack or bow) and
three for huge items (including people). The player makes the usual Gnosis roll
to pierce the Gauntlet and step sideways; if successful, both he and the desired
object or person pass into the Umbra. An unwilling target may resist with a
Willpower roll; each success subtracts one from the Garou's successes. A Garou
attempting to abduct an unwilling victim must achieve at least three successes
on his Gnosis roll.
Unless she has the ability to step sideways, any person taken to the Umbra
must rely on the Garou to escape, or she must find an area with a very thin
Gauntlet, such as a caern. The Gauntlet rating must be 3 or lower for a victim
to exit of his own accord. If he does exit, he may not reenter the Umbra,
regardless of the Gauntlet rating. If left in the Umbra too long, a living
creature eventually turns to spirit matter entirely.
Hand of the Earth Lords (Level Four) — By drawing on the land's
energies, the Uktena can move any one object weighing up to 1000 pounds
telekinetically. An air elemental and an earth elemental must teach this Gift in
concert.
System: The player spends one Gnosis point and rolls Dexterity + Occult
(difficulty 7). The Uktena must maintain concentration in order to move the
object, which travels at roughly 20 mph. The effect lasts for one turn per
success.
Hand of Will (Level Four)
— By willing things to move, the Bastet can lift
objects or open barriers merely by staring at them. A strong-willed Bastet can
move even trucks and construction vehicles with her mind alone! King-of-Beasts
and Hatti favor this Gift, especially given the devastation brought about by
human traffic.
System: Invoking the power of the will requires a
Gnosis point and a Willpower roll (difficulty 7). Each success gives the Bastet
three points worth of Strength at range (see “Feats of Strength,”
Werewolf, page 212).
This power can only move things, not punch or crush them, and the cat’s degree
of control is limited. A typewriter can be shoved aside, but not used. It’s
possible to employ a bit of fine manipulation by raising the difficulty to 9,
but this requires total concentration. For each extra turn the object remains in
motion, the werecat has to spend a point of Willpower to keep it going. Once she
sets it aside, the Gift ends.
Heave-Ho (Level Four) -
The Nuwisha using this Gift can throw an opponent
incredible distances. The Nuwisha must still be able to lift her target, either
by
sheer strength or in combination with a combat
maneuver. Some werecoyotes claim they have thrown opponents for several city
blocks. They were not exaggerating. This Gift is taught by an Ancestor-spirit.
System: The player must roll Dexterity + Athletics and expend one Gnosis
point. For each success, the character triples the normal distance he is able to
throw a target (10
feet per dot of Strength is the rule of thumb).
This Gift is cumulative based on the number of successes.
For
example, a Nuwisha with a Strength
5 could normally throw a target
50
feet. But with
one success, the Nuwisha could throw the target
150
feet, and with two successes could throw the target
450
feet.
With three successes the same character
could throw a target 1350
feet, and so on.
Helios' Child (Level Four) -
Occasionally the Sun designs to lend a bit of
himself to a Corax in need. This present takes the form of a ball of
lambent flame that materializes in the Corax' hand. The fire doesn't burn
the Corax, but will ignite anything it touches (effective temperature 1000
degrees Fahrenheit; doing damage akin to that of a chemical fire.). One of
Helios' spirit-servents teaches this gift.
System: To summon Helios' Child the Corax first asks Helios for help.
The gift can be called upon at any time, day or night, but the request must me
made of Helios before anything else happens. Of course, various Corax have
various definations of what constitutes a "request" and Corax theologians point
to the continued workings of this Gift as proof that Helios does in fact have a
sense of humor. Beyond the request, the Corax must burn two points of
Gnosis and close his eyes for a brief second (and roll Manipulation +Subterfuge,
difficulty 7). When the Corax opens his eyes, if the Gift has functioned
properly, a little piece of the sun will be resting in his palm ready for use.
Hero's Stand (Level Four) — The Garou channels the strength of Gaia
herself, becoming one with the earth upon which he stands. While he may not
retreat or even move from that spot for the duratiorr of the Gift, he gains many
powers through Gaia's might. An earth elemental teaches this Gift.
System: The player rolls Willpower (difficulty 8). Each success grants
one extra die to all Physical dice pools. Also, the Garou may not be surprised,
and all attacks are considered frontal. The Garou may not move until all foes
have been defeated or have fled.
Hydraulic Strength/Might of Ananasa (Level Four)
-
The Ananasi with this Gift
can metabolize the blood she drinks to dramatically increase her
strength.
System: The player rolls Strength + Medicine and the character
spends a variable number of blood points to activate this Gift. Her
Strength increases by 1 for each blood point she spent while invoking the Gift;
this excess Strength
lasts for one scene.
Ill Wind (Level Four)
- The Hatar weakens the barrier between worlds, allowing Banes to materialize in
a certain location more cxiily than normal.
System: The werespider cuts her arm and spends three bloodpoints,
spreading them over the target area; the player rolls Intelligence + Occtilt.
Each success reduces the Gauntlet by 1 for one hour ptsr success. Still Blood
(Level Four) -The Ananasi’s blood can paralyze a victim through contact.
System: A victim splashed by the werespider’s fresh blood loses one point
of Strength for each point of the Ananasi’s Gnosis. She may offset this loss by
a Stamina roll to reduce the number of points. Lost Strength comes back at the
rate of one point per hour.
Infest (Level Four) — The Garou can summon a horde of vermin to
invade a structure (no bigger than a large building). The Gift summons any kind
of vermin common to the area, which usually includes a lively variety of
insects, slugs and rodents, and it may also include carrion birds and snakes.
These creatures will not attack humans mindlessly. They will act according to
their natures, which often means fleeing to dark places and hiding out. Any
vermin spirit can teach this Gift.
System: The player spends one Gnosis and rolls Manipulation + Animal
Ken (difficulty 7). One success stirs up some shrieks and a call to an
exterminator, while five swamps the structure in vermin completely, making it
uninhabitable for quite some time.
Inflict Pain (Level Four) -
Your ability to transmit disease has become so impressive that you can adjust the pain your victims feel. This Gift is taught by a Pain-spirit.
System: You must successfully bite or claw your victim to transmit this Gift. Spend a point of Rage and roll Intelligence + Medicine; the
difficulty is your victim’s permanent Gnosis (or four, for those without Gnosis). The number of successes determine the dice pool penalties your victim receives for the duration of the scene; these work just like the penalties for wound levels. One or two successes inflict a
-1;
three or four successes inflict a
#2;
five or more successes grant a
-3.
The effects can be completely nullified with the Gift: Resist Pain. This is an Epidemic Gift, and can be spread to more than one victim with the Gift: Epidemic Contagion.
Inundate (Level Four) -
As the Level Four Red Talon Gift: Avalanche, but Inundate concentrates moisture
from the air to surround a target. This Gift is taught by an air-spirit and is
usable only on land.
System: As Avalanche. The difficulty is determined by the amount of
moisture in the air; i.e., this Gift is much easier to use near the ocean
(difficulty 4) than in a parking lot on a sunny day (difficulty 9).
Iron Web (Level Four)
-The werespider may spin a transparent and durable web with this Gift, useful in
creating permanent lairs or Sylies.
System: The player spends a Gnosis point and succeeds in a Gnosis roll
(difficulty 7) to activate the Gift. She must spend blood points as usual to
produce the webbing. The web lasts indefinitely as long as it is properly
maintained. It can absorb damage from fire and other sources, soaking damage as
if it possessed the Ananasi’s Stamina in homidform. Each cubic foot can take
five health levels of damage after soak before breaking.
Jungle’s Vengeance (Level Four) —
By tapping into her ties with the land, a Balam
urges the jungle to turn against any invaders. The assault begins innocently
enough, with vines that trip and swarms of hungry bugs; if the outsiders don’t
get the hint and leave, however, the Vengeance turns nastier. Pools of
quicksand, poisonous plants and insects and clouds of noxious gas spring into
existence right in the invaders’ path. Ultimately, the Gift whittles a
determined force of trespassers down into a handful of desperate survivors —
easy pickings for an angry werejaguar and her friends….
System: The player puts a point of Rage and two
points of Gnosis into the Gift, which then swells into a series of scattered but
purposeful events. Although the Storyteller has the final say about exactly what
happens where and to whom, the land and its pests begin a subtle campaign to
drive invaders out. These events escalate from annoyances to fatalities as the
Storyteller desires. Although they won’t be powerful enough to destroy a
band of supernatural foes, most mortals will be driven to near-madness before
the Gift runs its course.
Keening of Swarm Panic (Level Four) -
This Gift is essentially the same as the Nezumi Gift from Hengeyokai: Shapeshifters of the East.
It
is only possible in the midst of a crowd of at least fifty or sixty humans. The Twitcher keens a high, wailing sound just beyond the fringe of human hearing. After a few minutes:
the
humans become uneasy and soon begin to push and shove each other. The human swarm can become extremely dangerous if it senses
the
need to bolt.
System: Expend one point of Gnosis
and
roll Charisma + Rituals (difficulty
7). If
the Ratkin obtains at least three successes, the crowd will begin to force its way towards a
chosen exit. With four successes, the crowd will panic, surging so violently that any non-humans in their way are swept into the crowd. Each of these victims suffers one level of damage (difficulty 8 to soak). With five success, the crowd bolts. Anyone caught in the way of the crowd should
roll
Dexterity
+
Athletics or
Dexterity + Dodge; otherwise,
that victim is trampled under a wave of human flesh. The victim takes one level of damage each turn until he gets to his feet (until then, he can attempt to soak
the damage at difficulty 9). The most insidious part of this Gift is its duration: ten minutes for each success on the initial roll.
Kuei Dance (Level Four) -
This G if t calls on the dead to bear
witness, usually to the manner of their death, occasionally to the events of
their lives. This magic compels truth, not cooperation —but as most Restless
ones are frantically eager to have their lives remembered, deaths avenged,
graves tended and true stories known, few refuse. The Dance may take any
form—the Kataribe may begin a story and have the ghost step forward to continue
the tale, act out the events of the story in mime or dance and let the ghost
appear in its part, or (and this is the best for convincing others the tale is
true) begin a song or narration that readies the audience for the experience,
then let them see the ghost's very memories around them. This Gift is taught by
Ancestor-spirits.
System: The player spends a Willpower point and rolls Gnosis + Empathy
(difficulty 8) for the Nine-Tails to establish contact with the spirit. To
communicate the deceased's memories to the audience, she rolls Manipulation +
Performance (difficulty 6). The more successes, the better the testimony comes
across to the audience. This Gift will work only on the dead who have
retained some semblance of themselves in the next life. This includes hengeyokai
ancestors, wraiths, Spectres and all manner of hungry ghosts. Kuei Dance cannot
call up the living. Souls that have been reincarnated since death will not
appear. The Gift may even work on Kin-j in and Kueij in if the Kataribe is
powerful enough (Rank Five and up); the ir bodies do not travel with them, and
they return unharmed (though likely very angry) at the end of the scene.
Living Sea (Level Four) -
The Rokea causes the sea (or any body of water) to come to life around a target. The
water becomes semi-solid, and can hold a target in place, propel the Rokea along
at great speeds, or even strangle a victim. If the Rokea is on land, she may
cause a nearby body of water (a fountain, for example) to extend a tendril of
living water to accomplish the same effects. A spirit-servant of Sea teaches
this Gift.
System: The player spends one Willpower point and rolls Manipulation +
Occult (difficulty 6). The Rokea may command a body of water equal to 5 cubic
feet per success. If the Rokea wishes the water to inflict damage on a living
target (by strangling a water breather or drowning an air-breather), the water
inflicts the Rokea's Gnosis in lethal damage dice each turn.
Locked Door (Level
Four, Umbral Danse) - The
Nuwisha can bar others from entering the
Umbra with this Gift. This powerful Gift is used only to prevent the Wyrm from
escaping, or to avoid capture. On rare occasions Locked Door is employed to
force Technocracy mages out of the Umbra. This
Gift
is taught by
a Weaver-spirit.
System: The player rolls Willpower against a difficulty of
7 and
spends three Gnosis points. This
Gift lasts for one scene per success rolled.
Umbral Gateway (Level Five, Umbral Danse)
- The
Nuwisha can open a portal into the Umbra. The Umbral Gateway is a direct opening
in the Gauntlet between the worlds, and is open to anyone or anything the
Nuwisha chooses to take with him. This Gift is connected to the Nuwisha, and no
other creatures may use the opening without the Nuwisha’s consent. Any entity
attempting topass through the portal must effectively have the Nuwisha’s
permission to do so. This Gift is taught
by a
spirit of the Trickster.
System: The player rolls Wits + Occult, difficulty
8, and
expends four Gnosis points. The Umbral Gateway
remains open for as long as the Nuwisha desires, but no longer
than one scene.
Luna's Blessing (Level Four) — When the moon is visible in the night
sky, silver refuses to cause the Garou aggravated wounds. Indeed, if the moon
waxes full, silver weapons may well turn on those who would wield them against
the character. A Lune teaches this Gift.
System: For each strike against the Garou, the wielder of the weapon
must roll three extra dice on the attack; these dice are read only to check for
botches. The Garou can soak and regenerate silver as if it were bashing or
lethal damage (depending on whether the silver is part of an edged weapon or
not), but only when the moon is in a visible phase above the horizon. Therefore,
the Garou is still vulnerable during a new moon.
Madness Season (Level Four) — A fine line often exists between madcap
humor and the precipice of insanity. The New Moon’s understanding of this
boundary enables her to send enemies teetering off the brink into lunacy. While
this Gift does no lasting harm to the victim, it can make him an object of
ridicule and scorn… and grant a measure of respect to the Ragabash who uses it.
Any spirit of Luna can teach this Gift.
System: The player expends one Gnosis point and makes a resisted
Manipulation + Subterfuge roll against the target’s Willpower. One success
causes the victim to become gibbering and helpless in a fit of madness for a
number of turns equal to the Ragabash’s Gnosis rating; three successes causes
the madness to last the remainder of the scene. With Storyteller’s discretion,
four or more successes may render the victim incoherent for a longer period of
time.
Masking the Hunted (Level Four)
Mastery (Level Four) — With the power of this Gift, the Fang can
command other Garou, including Black Spiral Dancers, to do her bidding. A
falcon-spirit teaches this Gift.
System: The player rolls Charisma + Leadership (difficulty of the
target's Wits +3). If the roll succeeds, the Garou can give the target one
non-suicidal command, which he must obey for one turn per success. This Gift
works only against Garou.
Mindblock (Level Four) — Upon learning this Gift, the Garou's mental
defenses are strengthened to the utmost. A falcon-spirit teaches this Gift.
System: The difficulties of any direct mental attacks or attempts to
control the Garou's mind, as well as more insidious psychic assaults
(mind-reading, mentally implanting illusions or possession) are raised to 10.
The effects of this Gift are permanent, but they do not apply to powers that
sway emotion.
Mind of the Swarm (Level Four)
-
The wererat with this Gift is able to command a horde of ordinary, mundane rats
through sheer will.
System: The player spends one Gnosis and
rolls
Manipulation + Animal Ken; the effects last a number of hours equal to the
Ratkin’s Willpower.
Each success
allows the Ratkin to command up to ten ordinary, mundane rats. (For detailed
rules about swam, consult a copy of the Ratkin book.)
Mind of the Tunnels (Level Four) -
Blood calls to blood. Using this Gift, a Ratkin can establish a mental link with any
other wererat she knows. The mind sharing is complete: emotional, intellectual and spiritual understanding can be exchanged. The Ratkin has
to have actually met her subject in the flesh at least once;“remembering‘‘ him through
Blood Memory isn’t good enough.
System: Spend one Willpower and roll Intelligence + Empathy (difficulty 7). One success allows you to commune completely with the chosen Ratkin. For each additional success, you can bring one more wererat into this “psychic friends network.” You remain the nexus of all information flowing through the network, and you can limit what sensations each Ratkin receives from the others. Wererats in the “tunnel mind” mode cannot obtain information from the other Ratkin by force.
Monkey’s Uncle (Level Four) —
With this Gift, a werecat can assume any human form in seconds. Changes can
include physical prowess, attractiveness, racial features, gender and age.
Legends credit this Gift to Coyote, although the Bubasti claim to have
discovered it first.
System: The player rolls Manipulation + Subterfuge
(difficulty 5). Really extreme changes, like changing from Dr. Ruth into Arnold
Schwarzenegger, raise the difficulty by one. For each success, the player can
add one dot to her character’s Physical or Social Traits for the Gift’s
duration. Monkey’s Uncle lasts for one hour per success, applies only to the
Bastet herself, and may be detected with a resisted roll (Perception verses
Gnosis, difficulty 8) by someone with magical senses.
Moon’s Gateway/Dancing
on Air (Level Four)
— By calling upon a Lune for help, the Bastet opens a
Moon Bridge between caerns or Den-Realms. Such travel only occurs at night. The
Gateway forms as a glowing fog, which slowly swirls into the shape of the
werecat’s intended destination. Anyone who wants to use the Bridge must enter
before the summoner. When she passes through, the Gateway disperses.
System: The player spends one Gnosis point per 100
miles and rolls Intelligence + Alertness(Intelligence + Enigmas for the Qualmi). The Gateway’s difficulty depends on
the werecat’s familiarity with her destination, from 5 for her own Den-Realm to
10 for an unknown location or an Otherworldly Realm. The two travel points must
involve either a Den-Realm or some other mystical location (a caern, a Node or
Chantry, a Horizon Realm, etc.). A botch lands the traveler(s) in some strange
or dangerous place. Traveling out of material reality is always tricky; those
lost on such trips are often lost forever….
Nature of the
Beast (Level Four) - The Kumoti can reduce an individual to their most
base (or basic) interest or driving emotion. An angry person grows enraged and
attacks the nearest target; a sorrowful person becomes inconsolably sad.
System: The character rolls her Gnosis (difficulty of the victim’s
Willpower). The effect lasts for one scene.
No Walls (Level Four) - Nothing confines the Rokea in Sea, but on Unsea,
the humans have erected so many barriers that it drives the Brightwaters to
madness. This Gift, taught by a spirit-servant of Kun, allows them to bypass
such blockades in the most direct way possible. The character simply batters his
way through whatever stands before him, no matter what the material.
System: The player rolls Strength + Athletics (difficulty 7). The character
smashes through any man-made barrier in a number of turns equal to (8 -the
successes on the roll). This Gift does not function on barriers that do not
directly impede the Rokea’s movement; the Rokea could not batter his way through
a ship’s hull, as he could more easily swim around the ship.
Open Wounds (Level Four) — The Garou may cause the next wound he
inflicts to bleed profusely, weakening the target further. A pain-spirit teaches
this Gift.
System: The player spends one Gnosis point and rolls Strength +
Medicine (difficulty 7). If the Shadow Lord's next attack does any damage, the
target will bleed continuously, losing one health level per turn for a number of
turns equal to the number of successes rolled. This hemorrhaging is considered
lethal damage.
Oversea's Cycle (Level Four) -
The Brightwaters are bom in the time of Oversea's greatest pain. As such,
they enjoy a strange connection to him, and can use this connection in several
ways. When the moon is full or the sun is shining, die may draw upon his anger.
When the Wound is covered — die sun is clouded over or the new moon rises — die
Brightwater may heal his own pain. This Gift is taught by a spirit-servant of
Oversea.
System: When the sun or the full or gibbous moon shines, the player may roll
Willpower (difficulty 6). The Rokea regains a point of Rage for each success,
with no danger of frenzy. If the Wound is not visible, the Rokea may regain lost
health levels or Willpower points in the same way.
Oversea's Wrath (Level Four) -
The Dimwater can call down violent storms upon his foes, capsizing small vessels and
churning the waters. This Gift is taught by a spirit-servant of Oversea.
System: The player spends one Gnosis point and rolls Charisma + Rituals.
This difficulty varies based on existing weather conditions; summoning a storm
on clear, still day obviously carries a much higher difficulty than doing so
when the skies are already dark. Using the Gift: Know Oversea's Mind ahead of
time obviously allows the Rokea to plan for the best time to call a storm.
Successful use of this Gift summons a thunderstorm and chums the waters into
huge waves. One success will topple small crafts, three successes will capsize
mid-sized fishing vessels, and five or more successes are needed to sink ocean
liners or oil rigs (Rokea don't usually target oil rigs, anyway — the oil has to
go somewhere, after all).
Paradox of Time (Level Four)
— To most followers of Hinduism, time is not the linear
stream Westerners believe it is. Rather, all times are one time, viewed from a
perspective that shifts. In other words, it only appears to move because we
believe it
does. A skilled Bagheera can employ this seeming paradox to utterly confuse an
enemy or enlighten a pilgrim. By showing him the relative nature of time, the
panther can offer him a glimpse of his folly — or baffle him for minutes on end.
System: While the cat talks to his target in low,
hypnotic tones, the player rolls Manipulation + Enigmas against the target’s
current Willpower rating. For each success, the subject’s perceptions skew
slightly, disorienting him for two turns. Until the Gift wears off, he subtracts
three dice from all Dice Pools due to terminal confusion. Mages who understand
the Time Sphere are totally immune to this Gift’s effects.
Patient Hunter (Level Four) -
The Rokea can sink into any solid matter, be it wall, floor or open
ground, and watch what happens around her. At any time, she may spring forward
and attack. This Gift is taught by an angel shark-spirit.
System: The player rolls Stamina + Stealth (difficulty 8). Success
indicates the Rokea merges with a wall or floor, which must be thick enough to
cover her (i.e., she can't merge with a normal wooden door). She may remain
inside the structure as long as she wishes, subject to normal natural
requirements (food, for example). While thus concealed, she cannot be detected
by casual searches and most supernatural powers (Storyteller's discretion). If
she chooses to use this Gift as an ambush, any opponents she attacks receive a
-3 to their initiative ratings for the first turn.
Persecution (Level four) - As the SG gift, Preternatural Awareness.
Placation (Level Four) — Shamans from many diverse cultures are said to
know secrets for placating angry ghosts and ancestors — this Gift is one of
them. A Theurge with this Gift always knows exactly what kind of sacrifice is
necessary to make atonement for an offence against the spirit world, and is
skilled in the secret methods of offering it. A spirit from the realm of Erebus
teaches this Gift.
System: With a Perception + Occult roll (difficulty 7), the Theurge
learns what she must offer to placate an offended spirit. Usually, as long as
both offender and Theurge are sincere, a few points of Gnosis spent is
sufficient to restore harmony; if the offender is dead or absent, or the offense
is truly great, the spirit courts may require the Theurge take on a geas as
chiminage, offer a fetish or undertake a quest. In legendary cases, Theurges
have even been known to surrender their lives to restore the Garou Nation’s ties
to a wronged Incarna to totem spirit.
Preserve (Level Four) -
This Gift lets the Ananasi create a special coating that keeps obj ects in a form of stasis
until the character needs them again. The object appears to have a soft, silky cocoon around it, preventing it from being damaged by outside forces. Fire, physical force, even the ravages of
time are kept out by this delicate weave. Only the Ananasi who wove the cocoon can open it without special occult knowledge.
System: The character must expend one blood point and roll Wits + Rituals (difficulty 8) to create this weave. The Ananasi
can cover a single object of up to his Gnosis rating in square feet.
The coating keeps the enclosed object in stasis, keeping meat and other items fresh, and even maintaining living things in a
comalike slumber. The effect lasts until the cocoon is broken; the exact means of cracking the cocoon are up to the Storyteller, but only
supernatural power has a chance of success.
Probe Thoughts (Level Four)
Prophecy (Level Four) — This Gift offers the Theurge true insight into
the future. Such visions are sporadic and sometimes enigmatic, but unless a
specific effort is made to change what is ahead, they are always accurate. An
owl-spirit teaches this Gift.
System: This Gift is as much a story element as a power; the player
should check with his Storyteller before buying it for a character. Regardless
of whether it is possessed by a player character or not, visions come only at
the Storyteller’s whim and contain whatever information he desires. The
Storyteller should obviously avoid depicting player characters’ futures in such
visions, to avoid turning them into a set piece.
Quell Mob Rage (Level Four)
Quicksand (Level Four) — The Garou turns the ground into a sticky
morass that catches foes and prevents them from escaping or even walking. An
earth elemental teaches this Gift.
System: The player spends a Gnosis point and rolls Manipulation +
Primal-Urge (difficulty 7). Each success changes the ground into a
quicksand-like bog for a 10-foot radius. Anyone trying to move through it
(except the Garou) moves at half walking speed, and he may not execute combat
maneuvers that require overland movement. Additionally, all other combat
maneuvers take a +1 difficulty penalty.
Ratkin Lullaby (Level Four) -
Few Wyrm creatures can be as foul or disobedient
as Ratkin rugrats. Sometimes hyperactive ratlings would much rather climb the walls than submit to sleep. After years of helping little ones get ready
for beddy-bye, metis learn skills useful for later in life. Through
a combination of spiritual calmness, a raspy singing voice, and weird-ass Ratkin lyrics, a metis can make his enemies drowsy, or even force them into unconsciousness.
System: Spend a point of Gnosis and roll Manipulation + Expression; the difficulty is either the victim’s Rage + 3 (if he’s a shapechanger) or a
6 (if not). Success brings a shapechanger or vampire out of a frenzy, or calms down a human who’s reacting violently to the Delirium. The victim makes a simple Willpower roll; the difficulty is 3 plus the number of successes you scored (maximum of 9).
If the roll succeeds, he feels sleepy, gaining a +1 difficulty to
all die rolls for the rest of the
scene. If it fails, the victim’s difficulties are at +3 (to a maximum of
9). On a botch, the
victim falls asleep.
Reality’s Path (Level Four) — Perception is subjective, but the Philodox
cannot afford that luxury. This Gift allows the user to sense whether what the
subject believes to be true is actually false. A Jaggling of Falcon teaches the
Gift.
System: The player rolls Perception + Enigmas (difficulty 7). A single
success determines if what the subject is telling an unintended untruth. Three
successes will discover if the subject was deliberately misled. Five successes
or more will reveal the truth of the lie at its simplest level (it might tell
who perpetrated a crime, but not why or who the perp was working for). Note that
this Gift only works when a subject speaks what he truly believes; packmates
can’t go on “fishing expeditions” by throwing out names to determine who really
committed a deed, for example. Reality’s Path deals with knowable facts (“She
never intended to return”, “despite his boast, your brother didn’t kill the Bane
single-handed”), not greater spiritual truths.
Recapitulate (Level Four) -
The Mokol6 can attack enemies with their own evolutionary heritage, forcing them to retreat back down
the tree of life toward the primordial ooze of Gaia. The foe is transformed into a lower form of life by force ofwill.
A
Designer-spirit named Haeckel teaches this Gift, and
will
demand a favor in return.
System: The MokolC shouts the enemy’s name and certain Words out of time. He then rolls Mnesis
+ Intimidation, difficulty 7.
For each success, the enemy devolves through one stage of existence: one success makes him a primitive ratlike mammal, two make him a reptile, and so on. The effects last one scene.
Redeem the Waste/Heal the Wounded Land (Level Four/Level Five Bastet) —
Part of a metis’ role is the salvation of despoiled wilderness. To do so, he’ll
often sniff around, paw at the earth, rub his scent around and urinate in
various places, essentially claiming the place as his own. While this isn’t a
true Rite of Claiming, it resembles it in many ways. By dedicating himself to
this land, he can summon forth a healing power to save it from toxins and other
desecrations.
System: The player rolls Manipulation + Survival
(difficulty 7) and spends a Gnosis point. Each success makes one square
half-mile of damaged, cursed or barren land fertile again; uprooted trees won’t
re-plant themselves, but new trees and plants will rapidly grow. This healing is
permanent until someone takes the time to despoil the land again.
Rejuvenate (Level Four)
Relentless Hunt (Level Four)
-Once a Rokea chooses a course of action, few forces beneath Oversea can change
her mind. With this Gift, the Rokeamay apply her determination to her chosen
course of action, adding sheer persistence to her strength and skill. A
shark-spirit teaches this Gift.
System: When the Rokea learns this Gift, she chooses a goal or action.
This goal must be easily stated (“Protect the Chill Water Bites Grotto” or
“Destroy Hallahan Fishing”). No form of mental or emotion control can force the
Rokea to abandon or act in a manner counter to her goal. The player receives one
automatic success on any roll that furthers the character’s goal. If the goal is
ever accomplished, the player may choose another. If the character wishes to
change the goal before accomplishing the original one, the player must spend a
permanent point of Gnosis. The goal must be specific - “Survive” or “Fight
enemies” is not acceptable.
Roll Over (Level Four) — The Philodox can call on her power to
radiate a commanding presence that compels others to submit to her. Should she
succeed in a test of wills, she dominates her foe, which causes humans to fall
to their knees and wolves to roll on their backs. Either a lion- or a
wolf-spirit teaches this Gift.
System: The player must score at least three successes more than her
opponent on a resisted Willpower contest. If the Gift takes effect, the victim
can take no action other than submission unless he is in direct danger.
Scent of Beyond (Level Four) — The werewolf can bring all his senses
to bear on one spot with which he is familiar (even an Umbral site), no matter
how far away that spot is. The Philodox senses the site from a point of view as
if he were standing in the middle of the area being scanned. A bird-spirit
teaches this Gift.
System: The player rolls Perception + Enigmas (difficulty 8). If the
spot is in the Umbra, the difficulty is 8 or the Gauntlet rating (whichever is
higher).
Salmon's Return (Level Four) -
The Rokea blessed with this Gift is never lost. She can always trace her
route, in the ocean or on land, and darkness, weather, or deliberate tampering
with her trail are insufficient to throw her off course. This Gift is taught by
a salmon-spirit.
System: Once learned, this Gift is always active. The Rokea can always
retrace her steps on land, and can always find her way back to a familiar place
in water. Gifts such as Trackless Waste must score more successes than the
Rokea's Willpower to be effective, and even then they only work for a matter of
minutes. The Rokea will always recognize a place she has seen before, even if it
has changed dramatically. Needless to say, the Rokea's sense of direction is
also perfect (i.e., she can always find true north).
Sea's Breath (Level Four) -
In water, Rokea can glide smoothly
around opponents, using their internal oil reserves to float, weighing only a
small fraction of what they would on land. By using this Gift, the Darkwater can
float, hover, or glide through air j ust as she would in the water. She cannot
gain a great deal of altitude with this Gift, but can float over tripwires or
other traps, lie in wait for enemies, or execute graceful combat maneuvers
normally impossible when gravity is a concern. A spirit-servant of Sea teaches
this Gift.
System: The player rolls Gnosis (difficulty of the local Gauntlet). The
Gift stays in effect for one scene. The character can float, hover, and "swim"
through the air, but cannot get more than 10 to 15 feet off of the ground.
Another curious effect of this Gift is that the character may assume any form
while the Gift's effects last, even those forms normally limited to breathing
water.
Set the Mind Adrift (Level Four) -
Occasionally, a Rokea chooses to incapacitate an enemy (or a frenzied
ally) without harming him. This Gift allows the Rokea to force a target into a
vivid hallucination, in which he is drifting in the ocean with nothing around
for miles. The Rokea may also use this Gift as a terror or interrogation
technique by making subtle changes in the vision. This Gift is taught by a
spiritservant of Oversea.
System: The player spends a Willpower point and rolls Manipulation +
Intimidation (difficulty of the target's Willpower). Success places the target
into the hallucination. The target simply sits down or swims in circles, all the
while believing that he is lost in the ocean. If the player makes a successful
Manipulation + Expression roll (difficulty 6), the Rokea can add other details
to the vision — threatening storm clouds, shark's fins in the water, etc. The
target can hear the Rokea's voice, and so can answer any questions directed at
him. If the target has reason to believe the hallucination false, he may roll
Willpower (difficulty 7) to resist. He must accumulate at least as many
successes on this roll as the Rokea's player did on the Manipulation +
Intimidation roll to break free. This Gift lasts for one scene otherwise.
Scream of Gaia (Level Four) — The Garou emits a horrible, ragged
scream imbued with Rage and the pain of Gaia. The force of the scream batters
foes and knocks them off their feet. Storm-spirits, which the Get call Sturms,
teach this Gift.
System: The player spends a Gnosis point and rolls Rage. Everyone
within a 50-foot radius is blasted to the ground to suffer one health level of
bashing damage per success as a shockwave rips through the area.
Serpent-Driving (Level Four) - The touch of Unicorn’s horn sets
evil spirits and poisonous beasts to flight. This Gift enables the Child of Gaia
to mimic Unicorn’s power, driving foul creatures out of water, underbrush, and
so on. It is a more powerful ability of Unicorn’s horn, and Unicorn himself
teaches this Gift.
System: The Garou touches his hand or forehead to the water,
into the alleyway, or into whatever area he
suspects of harboring enemies. He then rolls Gnosis, with the difficulty being 4
for ordinary animals such as snakes, 6 for
lesser Wyrm creatures (such as fomori), 8
for Wyrm-servitors of strong power (such as Black Spiral Dancers) and
10 for powerful creatures of the Wyrm. For
each success, one such creature is forced to abandon its hiding place or nest by
the most direct route possible. If the
Wyrm-creatures were using any supernatural means of concealment (such as Gifts
or Disciplines), they may make a Willpower test, difficulty of the Garou’s
Gnosis, to maintain these powers. They must still physically leave the area,
however. Note that this Gift may cause the
creatures to attack and is thus best used with care. Serpent-Driving may be used
only once per game session.
Shadows by the Fire Light (Level Four) - - As the Galliard Gift, save that Mokole often tell stories as sunshafts bum dazzlingly through the trees into the wallow’s darkness. When this Gift is combined with Mnesis, the result is a unique art called inwitting, in which the teller sends her audience into the memory-dreams of the Dragon Folk. This enables a storyteller to set tales in the past as far back as the Mokol6 who is telling the story can remember. A Shadow-spirit teaches this Gift.
Shadow-Fan-Flowers
(Level Four) - One creature within the Kitsune’s line of sight sees a vision and
believes. The illusion is perfectly detailed with color, light, and motion.
Chimerlings and other illusion spirits teach the Gift.
System: The player spends a point of Gnosis and rolls Manipulation + Empathy
versus the target’s Willpower. The viewer may free himself by finding a flaw in
the vision and convincing himself it isn’t real. This is so difficult that
normal humans may have no chance at all (Storyteller’s discretion). All others
may escape with a Willpower roll at difficulty 9 once they have a good reason to
attempt disbelief.
Shadowplay (Level Four) — As the Theurge Gift of the same name (found in the Players Guide). Unlike the werewolf Gift, the Bubasti does not have to mimic the shadow’s movements; once free, it can go about its business as if it were a perfect duplicate of the Bastet. Also unlike the Garou Gift, some light must be present to cast the shadow in the first place.
Shadows by the Firelight (Level Four) — By invoking the power of
shadows and dreams, the Galliard may create interactive stories in which others
take part — willingly or not. Shadows dance around the participants as they act
out their roles (as directed by the Galliard). This Gift is used commonly at
moots, allowing many Garou to take part in the same legend recounted by the
Galliard. However, this Gift can also be used on the unwilling, forcing them to
participate in a story of the Garou's choosing. An ancestor-spirit teaches this
Gift.
System: When using this Gift on the unwilling, the player must spend a
variable amount of Gnosis and score three successes on a Manipulation +
Performance roll (difficulty of the target's Willpower). If successful, the
player may tell a story and force the victim to perform exactly as the story's
character does. This effect lasts one turn per Gnosis point spent.
Shock Wave (Level four) -
The Darkwater emits a powerful blast of force much like a depth charge.
This Gift is useful both on land and in water, although force carries much
farther underwater. This Gift is taught by strange spirits of force in water
called Breakers.
System: The player spends one Willpower point and rolls Rage (difficulty 6
in water, 7 on land). Success creates a concussion that travels out from the
Rokea in a cone. Any living thing caught in the blast suffers lethal damage
equal to the successes on the Rage roll. On land, targets must also roll
Dexterity + Athletics (difficulty 8) or be knocked down. In water, the Gift’s
range is the Rokea’s Stamina x 2
in yards; on land, this range is halved.
Small Cousin (Level Four) — Some
Ceilican over-steeped in human culture call this Gift Blofeld’s Cat after James
Bond’s nemesis (who, they insist, was the white cat, not the man). This Gift
allows a Bastet to physically become a house cat. While this form can be
limiting, it’s very unobtrusive. Best of all, it doesn’t hamper cat magic in any
way, and screens out routine mystic senses. Unless the victim subjects his
housecat to a rigorous magical appraisal, the Bastet is free to enter and
observe whatever he likes.
System: The Ceilican’s player spends a Gnosis
point and rolls her Gnosis against difficulty 8; for each success, the Ceilican
can retain her feline form for one hour. During this time, her Physical
Attributes become those of a domestic cat, although her Social and Mental
Attributes remain the same. She cannot speak, but can use any Gift that her
feline form will allow. Although a person who makes a successful Perception +
Awareness roll (difficulty 8) might realize that “there’s something weird about
the cat,” her true nature remains hidden unless someone penetrates her disguise
magically (with Disciplines or True Magick, for instance). Attempts to do so add
3 to their difficulty. It should be noted that few vampires or wizards bother to
check every passing cat with magical sight unless they have some compelling
reason to be so paranoid (over and above their usual paranoia).
Song of Winter (Level Four)
Sorcerous Bite (Level Four) - The Eji can
transmute his teeth to any
substance he desires. Silver and jade are
the most common, but as the teeth are supernaturally strong and rigid no matter
what is chosen, wood, fire, ice and even water are possible. This Gift is also
taught by elementals.
System: The player spends a Gnosis point and rolls Stamina + Primal-Urge.
Silver teeth will not harm the Kitsune so long as they stay where they're
supposed to be — if he is forced to bite himself, he's affected as much as any
enemy would be.
Speed Beyond Thought (Level Four) — The Garou can run at 10 times his
normal land speed. The effects last for up to eight hours, during which the
Garou can nothing but concentrate on running. When the Gift's effects end, the
Garou must eat immediately or face frenzy from hunger. A cheetah- or air-spirit
teaches this Gift.
System: The player spends one Gnosis point and rolls Stamina +
Athletics (difficulty 7) to activate the Gift.
Speak in Tongues (Level Four) -The Ratkin with this Gift
can choose to speak and Uderstand any One human language under the sun.
System: The player spends one Willpower; the know)- edge lasts for one
scene.
Spirit Claws/Spirit-Touch
(Level Four/Level Three) —
Another Den-Realm Gift, this one allows a werecat to attack from the Penumbra,
or to rip through the Gauntlet at an Umbral opponent, without stepping sideways.
Naturally, he must be able to see
his opponent before he can hit him….
System: By rolling Gnosis against the local
Gauntlet, the Bastet can slash through with a normal hand-to-hand attack (+1
difficulty) without exposing himself to danger. Each attack requires a new roll
against the Gauntlet. This Gift can only be used within the cat’s own Den-Realm.
For Metis Bastet it is easier to learn and it works anywhere.
Spirit Drain (Level Four) — The Garou may drain power from a spirit
to feed his own resolve. A spirit servant of the Uktena totem teaches this Gift.
System: The player makes a resisted Gnosis roll against the spirit. If
the player succeeds, the spirit loses one Essence point per success for the rest
of the scene. For every two points drained, the Garou gains a temporary
Willpower point, but she loses any points exceeding her maximum at the end of
the scene.
Spirit Healing (Level Four)
Spirit Shape (Level Four)
Spirit Shield
(Level Four) - Similar to the Garou homid Gift: Spirit Ward, this Gift
distinguishes between friendly or neutral and hostile spirits, simply causing
the former to bypass the Gurahl while actively intimidating hostile spirits.
Bear-spirits may ignore the aura if they wish.
System: The Gurahl rolls Manipulation + Rituals. Each success on this roll
causes spirits who attack the Gurahl to lose one die from their dice pools.
Spirit Ward (Level Four) — A werewolf with this Gift may protect
himself from spirits by performing a quick warding rite. To use this Gift, the
werewolf draws an invisible pictogram in the air that scares and unnerves any
nearby spirits (except pack totems or caern spirits). The symbol travels with
the werewolf as long as it lasts. An ancestor-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Manipulation +
Rituals (difficulty 7). Spirits within 100 feet of the character (again, except
the pack totem or local caern spirits) must subtract one from their dice pools
for each success. This Gift lasts for one scene.
Spitfire (Level Four) — With a
wicked hiss, the werecat spits a stream of fire at his opponent. Crude, but
effective!
System: The player spends a Gnosis point and rolls
Stamina + Athletics to hit a victim (difficulty 7). Each success inflicts
one aggravated Health Level of flame damage, which may ignite flammable items.
Still Blood (Level Four) -
The Ananasi's ichor can
induce paralysis simply by touching exposed flesh. The afflicted victim becomes weak even to the point of motionlessness.
System: Characters that have been splashed by the
ichor must make a Stamina roll (difficulty 6). For every
success below the Ananasi's permanent Gnosis, the affected
character loses one point of Strength. Lost Strength returns at a rate of one point per hour. Like the Level Three Gift: Touch of Blood, the ichor must be fresh from an open wound on the Ananasi, and must touch exposed flesh.
Still Breeze Blowing (Level Four) — Like the Lupus Gift: Elemental Gift, this magic allows a Qualmi to conjure a spirit to shift the elements to her advantage. Dwelling in the North as they do, most members of this tribe favor air and ice elementals over fire or earth.
Stoking Fury's Furnace/Blood
Running Hot (Level Four) — No auspice is as closely tied
to their Rage as the Ahroun, who is the master of directing his fury. This Gift
— taught by a wolverine-spirit — allows him to channel his Rage even more
effectively.
System: The Garou regains one Rage point in any turn that he takes
damage, and he does not have to check for frenzy from that specific stimulus
(other stimuli induce frenzy checks as normal). In addition, the Garou can spend
one Rage point — and only one — per turn without losing any temporary Rage.
However, if he spends multiple Rage in any turn, they are marked off as usual.
Storm Surge (Level Four)
Strength of the Dominator (Level Four) — The Garou draws on a
target's anger to feed his own. A Stormcrow teaches this Gift.
System: The player rolls Wits + Intimidation (difficulty of the
target's Willpower). For a number of turns equal to the successes scored, the
target will lose a point of Rage per turn, while the Shadow Lord gains that
Rage. The character can use this Gift only once per target per scene.
Strength of the Earth (Level Four)
Strike the Air/Quick
Currents
(Level Four) —
The Garou becomes the ultimate example of passive resistance. She becomes unable
to attack an opponent, but she is also unable to be hit, allowing her opponent
to exhaust himself in the attempt. A mongoosespirit teaches this Gift.
System: The player spends one Willpower point and rolls Wits + Dodge
(difficulty of the opponent's Willpower). For the duration of the scene, the
opponent cannot strike the Garou, no matter how many successes he achieves on
the roll. This Gift is canceled immediately if the werewolf attacks his opponent
or if anyone else attacks on the Garou's behalf. This Gift will work on multiple
opponents, but the player must spend a point of Willpower and make a new roll
for each opponent.
Sun Enfleshed (Level Four)
-
This powerful Gift allows a Mokol6 to embody Sun’s holy fire.
As the
Mokol6 prays to Sun, she appears to burst into silent, solar flames, lighting up the area as
brightly
as noon and burning her opponents with a touch. This Gift is taught
by a
Sun-spirit.
System: The player spends three Gnosis to call on Sun’s radiance. Any vampires within line of sight react as if they were looking on the sun, and the Mokol6’s claws, teeth and tail inflict one extra health level of damage. Finally, the Mokok’s touch inflicts damage as if it were gold.
Suspend (Level Four)
Sweet
Swarm of Vengeance (Level Four) - The Gurahl summons a swarm of angry
bees to harry or attack an enemy, directing them a\ she chooses.
System: The player spends a point of Gnosis and rolls Charisma + Animal Ken.
One success summons 100 bees; additional successes add more, up to an entire
swarm with five successes. The bees can srmply harry an opponent or cause
serious injury (or even dtwh from severe allergic reaction).
Swim Undersea's Bloodstream (Level Four)
- The Rokea can enter Undersea's bloodstream — the
series of mystical tunnels that connects Grottoes — at any Grotto and emerge at
another nearly anywhere else in the world. The Rokea must obtain permission from
the spirits of both Grottoes, or else she will be
shunted off to a totally random and possibly dangerous place somewhere in
between the two Grottoes. This Gift is taught by any Grotto-spirit.
System: The player spends one Willpower point
and rolls Charisma + Rituals (difficulty 4 + the
Grotto's level). The player must make this roll twice; once when the
Rokea enters Undersea's bloodstream and once when she reaches her destination.
The Rokea can normally only travel to Grottoes she has visited before, but the
Grottoes can be anywhere in the world.
Swimming the Spirit River (Level Four) - The Nagah can enter the spirit world in the same manner as Garou; she no longer requires an Ananta to do so.
The Bountiful Dominion (Level Four)
— A ruler must be prepared to provide for his subjects. By
laying this Gift upon the land, a Simba can make the local crops grow quickly,
the soil turn fertile and the waters run clear. This Gift comes from the hand of
Manu T’Chaa, who ended a famine with his wisdom and passed the secret to his
descendants.
System: As the Level Four Metis Gift: Redeem the
Waste, except that the magic doubles crop growth and health, purifies water
immediately, and costs one Gnosis per success.
The Hungry Earth (Level Four) —
The Mother is not at peace. Some Pumonca know how to rouse her enough to show
her displeasure. When this Gift is employed, the ground shakes, opens or gives
way, covering tracks, sealing passages or burying the cat’s opponents alive.
System: Depending on the cat’s environment, this
Gift takes many different forms,: among hills or mountains, it causes an
avalanche; in the swamps, it begets quicksand; in deserts and plains, it causes
the ground to open up beneath a target. To invoke these disasters, the cat’s
player rolls Manipulation + Survival, with the difficulty being the area’s
Gauntlet +2 (maximum 10) and spends a Rage point. The exact effects are up to
the Storyteller, but often affect a 100-foot radius for each success rolled. If
the attack causes damage, assume that the victim takes two or three normal
Health Levels for each success. Some attacks, like falling rocks, are more
deadly, but may allow the target a Dexterity + Athletics roll (difficulty 6-8)
to get clear.
The Scarab’s Flight (Level Four)
—
By calling together the elements of her soul, a Bubasti can
send them out of her body for a while. The body itself enters a deathlike trance
until the Scarab returns; although it doesn’t decompose, all other signs
(magical and otherwise) declare that the cat has died. The flying Scarab
resembles an ordinary insect unless inspected with magical senses, in which case
it glows brightly.
System: Manifesting a soul into the beetle shape requires a
Manipulation + Occult roll (difficulty 8) and a one-Gnosis expenditure. From
there, it takes wing from some orifice or crawls away unnoticed (Perception +
Alertness, difficulty 9 to spot). The body remains intact for one day per
success, during which time the Scarab can reenter and resurrect the cat. After
the time limit passes, the body instantly decays, even if it has been preserved
somehow.
Throat Snake (Level Four)
Touch of Rage (Level Four) — Using this Gift, an Ahroun can channel a
portion of her Rage to another, be the beneficiary Garou, human or animal. In
the former case, the effect is fairly mundane, lending an ally strength in
combat; in the latter, it grants an awesome and destructive quality to beings
that do not normally possess such.
On a social level, this Gift can be a potent source of inspiration (and
instigation) as well — while Rage is an intensely visceral and
difficult-to-control quality, it also bestows the ability to feel righteous
anger at corruption and injustice — a faculty many humans have lost in the quiet
apathy of the World of Darkness. A fury-spirit teaches this Gift.
System: The Ahroun spends one Willpower, or two if bestowing Rage on a
mortal. He then expends a number of temporary Rage points, and the target gains
them and may spend them normally. Once any points above the target’s normal
maximum Rage (zero for humans) are spent, they are gone for good barring a
second use of this Gift. This Gift cannot grant Rage to mages, ghosts or other
kinds of supernatural beings that do not already possess Rage. Spirits already
have a Rage Trait, but can receive the temporary points to use to gain extra
actions in combat as Garou do.
Tunnel Echoes (Level Four) -
There are some tunnels that even Runners fear to tread. In these places, scouts often communicate across long distances
by
scraping on walls, rattling bones, chittering to set up echoes, and so on. High-ranking rats don’t just spread messages this way; they also listen closely to
get a rough idea of the tunnels ahead, just in case they need to bolt through them. Whisper in a ventilation shaft of a big corporate building, or rattle some bones at an open sewer lid, and there’s
a chance you may sense a passageway you never realized was there.
System: Spend one Gnosis and roll Perception
+
Performance. While performing this Gift, your senses will be hyperattenuated for the duration of the scene, especially to the sounds of echoes and rustling down the system of tunnels you’re using. If
anyone makes a loud noise while you’re in
this state, you’ll take one health level of non-aggravated damage. Once you take this risk, however, you can communicate to anyone in that tunnel system. Each point of Willpower you spend allows you to relay one sentence (up to ten words in length). Any Ratkin in the tunnel might receive this message. Unfortunately, the harmonics get distorted over distance; another Tunnel Runner using this Gift won’t receive the words you sent, but instead, detect a sensory image that relays the same
information. This image can be intercepted by other Tunnel Runners who spend a point of Gnosis
and
make a successful Blood Memory roll (difficulty 8); other shapechangers, humans, or supernatural creatures just hear unearthly subterranean noises. Even if you don’t spend Willpower, you can also roll temporary Gnosis to get a sense of a section of the tunnel system. With three successes, you might also get a vision of someone stalking down there. With five successes, you may uncover a secret tunnel, an entrance to a room you need to access, or an object that has been lost or abandoned. When other shapechangers go crawling in the sewers, they learn to fear the strange echoes ricocheting around them; they foretell the approach of a skilled Tunnel Runner!
Treppelganger (Level Four) - There's safety in numbers, or so
you've been told. The Doppelganger Gift helps a Ratkin imitate another
person. The Treppelganger Gift splits you into a gang of little Ratkin.
They must all stay within the same immediate area, but they can also coordinate
their actions based upon your thoughts.
System: Roll
Intelligence +
Performance; for each success you obtain, this Gift remains active for one turn. Each turn, you can split one little nine-inch Crinos off the side of your body.
You mayformup tothree
little “giingsters,” and you must spend a point of Gnosis for each one. This continues until they are all
complete or you stop forming them. When the last little one is formed,
you shrink down to the same size.
All
members of the giing act on the same initiative. A gkgstet may only make one attack each turn. They cannot use any of your Gifts,
and
they cannot join in the
Gift:
Pack Attack; they’re all extensions of you. These
tiny ratlings can scurry through a number of yards equal to their Dexterity each turn. They can make amazing vertical leaps, jumping onto tables, chairs, shelves and drawers when necessary. At the end of the combat, all of the little critters
reform into one biecrinos rat aeain. Althouh they look like little Crinos wererats, they're actually weaker.
In Treppelganger form, each one has Strength +1, Dexterity +2 and Stamina -1.
These little rugrats are cute though; they get Charisma +2 and Apperarance +2.
When you shrink down you have the same traits.
Uncaught Since the Primal
Morn (Level Four) - This Gift grants Unicorn’s perfect speed to the Garou,
allowing her to outrun virtually any pursuer. An avatar of Unicorn teaches this
Gift.
System: The player spends a Gnosis point and makes an opposed
Stamina + Athletics roll against the fastest of any
pursuers; the Garou is unfailingly faster than her pursuers for one scene for
each success.
Understanding the Tapestry (Level Four)
- Tenere use this Gift to see connections between apparently unrelated
objects, solve puzzles and to gain a broader perspective on a knotty problem.
System: The player rolls Wits + Enigmas (difficulty 7). Each success
reveals more connections between the targeted objects or more clues to the
puzzle or problem under consideration.
Unicorn’s Grace/Serenity (Level Four) - The Garou blessed by Unicorn are
calm even in the midst of chaos. This Gift,
taught by an avatar of Unicorn, allows the Garou to keep a tight lid on her
anger.
System: The player spends a Gnosis point; for the rest of the
scene, her Garou cannot frenzy, and her ability to spend Rage is limited by her
Empathy rather than Dexterity. Further, her Rage is considered three points
lower for purposes of determining whether surrounding humans are affected by the
Curse (Werewolf, p. 191). This Gift does not
work if the Garou is in Crinos form.
Ursa's Coat (Level Four)
View the Seed (Level Four)
-This Gift comes from the belief that all things are
but
adream of the idea or object that birthed them.
It
allows the user to see the “seed” of anything, from the parents of a child to the mastermind of a plot. Note that some things result from the growth of several “seeds.”
A
Mokol6 looking at America, for instance, could see any number
of
things (John Locke in his study, Native Americans planting maize, Africans bought with Boston rum.. .). The Gumagan are most
likely to learn this Gift, which is taught
by
Finch.
System: The Mokol6 rolls Perception
+
Mnesis, difficulty
7. If the thing to be
seen is outside the Mnesis of the Mokok’s line, the difficulty is
8.
In the case of truly alien causes and effects, the difficulty could be
9
(Vhujunka plotting to sail into the Deep Umbra, etc.).
Vision Cloud (Level Four) — Among the old folk, the jaguars were respected for their insight. Many Olmacs and Maya came to them for visions, and the tribe responded by evoking this ageless Gift. By calling to the spirits of the air and the plants, a modern jaguar can still conjure the Vision Cloud, a swirling fog which wraps itself through the clearing or cave, bringing mystic insights to those who seek them — and to those who do not. System: By rolling Manipulation + Enigmas and spending a Gnosis point, the Bastet is allowed to call up the Cloud from nothingness. This misty kaleidoscope fills an area up to 50 feet square and affects everyone without breathing gear or magical protection — including the Bastet himself. The hallucinations which ensue are left to the Storyteller’s discretion, but should foreshadow possible future events, reveal lost lore, or offer clues that clever characters can decipher (see “Storytelling” in Werewolf, pages 59-61 for ideas).
Vulture's Feast (Level Four) -
One of the great advantages of being a carrion
eater is that your dinner plate is rarely empty. There's roadkill
everywhere just waiting for you to dig in. What happens, however, if you
want something a little fresher? After all, who knows how long that hunk
of ex-squirrel has been hanging out in the passing lane?
Vulture’s Feast allows a Corax to rot flesh with a touch, regardless of whether
the target meat is dead or alive. Obviously, this is not a Gift to be used
lightly, but there are times when even the most peaceable Corax has no recourse
but to turn someone’s face into a mass of decaying SuPPUration-
A
Vulture-sPirit teaches this Gift.
System: The
exercise ofvulture’s Feast requires the expenditure
of a Willpower point and
two Gnosis. The Corn must then make a
successful Dexterity + Brawl roll (difficulty
5)
in order to touch his victim, then he must succeed
on a contested Stamina roll. If
he wins, the flesh he’s currently touching
becomes withered, dead and
rotted; the victim takesone Health Level of
aggravated damage for each success the Corax has left. Only Cora in Homid can
make use of this Gift. Corax who become too fond of using Vulture’s Feast are
often easily turned to the Wyrm, so anyone who gets a reputation for using
Vulture’s Feast frequently will find himself watched carefully
by his
fellow wereravens.
Walk the Matre's Mind (Level Four)
- Similar to the Gift Dream the Matre’s Mind, thisGift
lets
the MokolC actually enter the astral realm, the Deep Umbra in physical form. Alternately, if she is already astral, she can remove her cord relatively safely. The use of this
Gift
is rare, as
fewer MokolC are versed in it, but it allows the Mokole to enter the embodiment of Gaia’s memory without leaving a helpless
body
behind and without a silver cord. Some MokolC postulate that the silver cord becomes invisible, but isstill there. ThisGift is taught
only by various spirits familiar with the Deep Umbra.
System: No
roll is needed; the effects are automatic
A
Mokok who has used the Gift: Dream the Matre’s Mind and passes into the High Umbra may use Walk the Matre’s Mind to remove her silver cord and continue.
If she
does this, she must make sure to return before her body suffers too greatly: her Stamina is the number of scenes that she will be able to voyage (at the Storyteller’s discretion).
Walking Between Worlds/Enter Sea’s Soul
(Level Four)
— Some tales claim that Coyote taught Bastet to step
sideways; others insist the trick was stolen from Garou. In any case, this Gift
allows a werecat to walk into the Umbra as Garou do. This is another gift that
easier for the Swara to learn than the others. That this talent is so
common among the Swara is a closely-guarded secret.
Ordinarily, Rokea cannot step
sideways without using the Rite of Passing the Net (see below). Darkwaters,
however, long ago discovered how to part the thin aquatic Gauntlet on their own.
Any spirit-servant of Sea may teach this Gift.
System: See
Werewolf, pages 170, 175-176. The talent becomes
natural once a werecat learns this Gift.Once learned, this Gift is permanent. The Rokea
may step sideways just as werewolves do. This Gift does not provide protection
from the increased pressure and cold of the undersea Umbra, however, although
the Gift: Blood of the Deeps does
Wasp Talons (Level Four) — The Fury with this talent can fire her
claws from her hand like darts. She is incapable of using claw attacks with that
hand until her claws regenerate, however. A wasp-spirit teaches this Gift.
System: The player spends a Rage point and rolls Dexterity + Brawl to
hit. The difficulty is figured as though the character was using a firearm; the
medium range is 20 yards. Damage is figured normally for a claw-strike. The
Garou's claws take one full turn to regenerate.
Wave’s Passage (Level Four)
- By focusing on a object, the Rokea can cause it to age as though left
underwater for years. Wood becomes brittle, paper yellows and falls apart, metal
tarnishes and rusts, etc. A spirit-servant of Sea teaches this Gift.
System: This Gift takes one full turn to invoke. The player rolls Wits +
Enigmas (difficulty 7). Each success ages the object one year underwater. One is
usually enough to erode wood to the point that it crumbles, while metal might
require three or more. The Rokea may use this Gift as an extended action,
wearing away at the object until it breaks.
Web Blanket (Level Four) -
Ananasi using this Gift create a
covering of webs over a target. These webs are thick and sticky, actually
springing from the body of the
target itself, and covering the target in an airtight blanket of
webbing that prevents breathing and obscures all senses. It is a very unpleasant way
to die.
System: The werespider spends one Gnosis and one blood point and
rolls Dexterity + Medicine (difficulty of the target's Willpower).
Success means
the target spontaneously begins generating the thick webs that
completely cover the target's body. Attempts to tear the webbing away are resisted by an effective Strength of 9. Burning the webs is a
possible solution, but the target covered by the webs takes the same
damage
as the webs themselves.
Web Sheet (Level
Four) - The Tenere can create a large web extremely quickly.
System: The Ananasi spends two blood points, allowing her to cover a
football field-sized area with a sticky web with an effective Strength of 9.
This web does not affect other Ananasi.
What’s the Password? (Level Four) — By communing with the odd spirits inside computers, a werecat can call up the passwords to files, accounts or encryptions. Although few nature-bound Bastet know this trick, many of their city cousins have at least heard of it. Most of those who do know it charge hefty favors for the teaching…. System: The player rolls Manipulation + Enigmas, spends a Gnosis point, and hopes the Net-Spiders will be generous. These encounters should be played out — computer spirits can be pretty weird, and may want a bribe. The difficulty depends on the target’s value. A successful Computer or Hacking roll can reduce this difficulty by 1 for every two successes (same difficulties; see The Werewolf Players Guide, pages 194-199).
Information Difficulty
Whelp Body/Drying
Bite (Level Four) — With this Gift a Garou may deliver a
devastating curse upon a foe's body, causing it to weaken or palsy. Many
consider the use of this power on a foe to be a declaration of unending war.
Either a pain-spirit or a spirit of disease teaches this Gift.
System: The player spends one Gnosis point and rolls Gnosis, and the
target resists with his own Gnosis roll. The Garou's difficulty is the
opponent's Willpower, while her victim's difficulty is the Ragabash's Gnosis.
(Victims without Gnosis roll Stamina without any adjustments for supernatural
powers or the like.) Each success scored by the Ragabash allows him to remove
one point from any of the victim's Physical Attributes. The effect is permanent,
although the victim may restore these Attributes via experience. This Gift may
be used only once ever against a given opponent.
Whirlpool (Level Four) - In any body of water larger than
a swimming pool, the creature can create a whirlpool for one scene.
System: The player spends one Gnosis, and roll Gnosis (difficulty 7)
Successes | Diameter | Can Pull down |
1 | 5 Feet | A human |
3 | 10 Feet | A Crinos Garou |
5 | 20 Feet | A row boat |
6+ | 50+ Feet | A small boat |
Whispered Dreams (Level Four) - You can speak an illusion into existence. This apparition can affect all of your victim’s senses, can move anywhere within your line-of- right, and can exist as long as you concentrate on it. The Gift begins when you whisper a few words about the dweomer you are trying to create. The illusion lasts for one scene. System: Spend two Willpower points and roll Manipulation + Expression (difficulty 8). Anyone wimessing the illusion can attempt to “see through it” by rolling Perception + Alertness; the difficulty is equal to (5 + the number of successes you obtained, up to amaximumofdifficulty9)O. nce one person pointsout this flaw, the illusion is ruined for everyone, and it vanishes.
Wither Limb (Level Four) — With a snarl and an angry gaze, the
werewolf forces a target's arm or leg to twist, desiccate and wither, making it
useless. Creatures with regenerative abilities will restore the limb to full
function after one scene; otherwise, the effects are permanent. Snake-spirits,
spider-spirits and other venomous spirits teach this Gift. Some werewolves even
invoke spirits of disease to learn this Gift.
System: The player spends a Gnosis point and rolls Willpower
(difficulty of the victim's Stamina + 4). The victim adds two to the
difficulties of all Dexterity rolls. If his leg is affected, he can move at only
half of his normal speed.
(Five Level Five)
Aegis (Level Five) — This Gift grants a Garou a mystical aegis protecting
her from attacks. This is not a literal shield; rather, strikes simply fail to
hit vital areas, bullets deflect off a belt buckle and circumstance otherwise
conspires to prevent blows from landing solidly on the warrior while this
ability is in effect. A wind-spirit teaches this Gift.
System: The player spends a point of Willpower, and the difficulty of all
attack rolls made against her for the duration of the scene are increased by
two. Any attack roll that scores only one success (after dodge, if applicable)
against the Garou is considered to be a graze, and inflicts only bashing damage.
All Hell (Level Five) -
By
summoning a swarm of Wyldling spirits
and
Rat-spirits, you can invoke sheer pandemonium. They’ll crawl the walls, manipulating mundane objects randomly, and causing sheer chaos. Any non-Ratkin in the room is hit with the Delirium.
System: Spend one Gnosis; everyone present rolls Willpower (difficulty
8).
Anyone who fails this roll gets hit by the Delirium, just as if they were human. Humans are automatically affected, but move one step up
the Delirium chart for each two successes they get.
Army of the Ancestors (Level Five)
- This rare Gift allows a Mokol6 to materialize her Archid-form
characteristics in an entirely different way. The Mokol6 can call on the ancestors who gave him the shape he wears, bringing them out of the mists of the Memory to challenge his opponents. This Gift is taught
by an
Ancestor-spirit.
System: The Mokol6 calls on his ancestor while indicating his bodily “gifts” that came from them. He then makes a Gnosis roll, difficulty
8. For
each success, one ancestor appears. For example, a Mokol6 with wings could call Pteranodon, while one with Huge Size could summon Apatosaurus. The ancestors are as intelligent
as the
one who summons them, and usually cooperate (unless the summoner wants them to do
something stupid or ridiculous). The ancestors stay for one scene, then depart back to the depths of Mnesis. Depending on the scene into which they were summoned, they may not wish ever to return.
Assassin’s Well (Level Five) -
Assimilation (Level Five) — A werewolf with this Gift blends smoothly
into any culture, no matter how strange or unfamiliar he might normally find it.
He could slip among Bedouin nomads as if he were one of them, or he could shop
in a Chinese market without anyone noticing that he does not belong. The Gift,
doesn't hide racial differences, but it does allow the user to mimic the
behaviors and mannerisms of a native. It also grants the ability to speak and
understand the culture's language, although this knowledge vanishes as the Gift
ends. Ancestor-spirits teach this Gift.
System: The player rolls Manipulation + Empathy. If successful, the
character interacts with members of another culture as if he were one of them.
The difficulty depends on how alien the culture is. The difficulty would be 5
for another Garou sept, but it could be as high as 9 when trying to assimilate
into a Black Spiral Hive in a foreign country. The character will not suffer
Social-roll penalties when interacting with members of the culture, although he
will not receive any special benefits. The Gift lasts for one scene plus one day
per Willpower point spent when activating it.
Aversion Therapy (Level Five)
Bear's Bounty (Level Five)
Black Friday (Level Five)
— This dreaded Gift, the bane of the Information Age, allows a Bastet to crash a computer network in seconds. By communing with Net Spiders (see “What’s the Password?”) and promising a few favors, a lucky werecat can wreak system havoc without even touching a keyboard. It’s rarely done because of its tendency to backfire (wiping out one’s own computer files!), but causes untold headaches for the programmers of Pentex.Network Difficulty Successes Needed
Breath of the Dragon Lords
(Level Five) - The wereserpent exhales huge gouts of scalding gases;
these can wound opponents, but can’t cause materials to combust.
System: The player rolls Dexterity
+ Firearms; if the roll succeeds, use the damage rules for firearms. The “breath”
does a base amount of damage equal to the user’s Gnosis. The damage is
aggravated, and has a range of 20
feet.
Burning Blood
(Level Five) - The Ananasi turns her blood to acid, inflicting burning
damage upon her victim or any object affected by acid.
System: The Ananasi may activate this Gift at will once it is learned. The
acidic blood creates a dice pool of aggravated damage equal to the werespider’s
permanent
Call Down the Stars (Level Five)
— Sometimes the best answer to a riddle is force. This Gift
recalls the days of Strange Owl Woman, when the white men dragged iron monsters
across the open lands. By confusing the spirits inside machinery with a
staggering riddle, the lynx causes fires, power generators and other sources of
combustion to explode. This tends to fix most problems for good.
System: The player rolls Manipulation + Enigmas
(difficulty 7) and spends a Willpower point to drive the riddle home. If she
succeeds, the power source — be it gas, coal, wood, electricity, kerosene,
whatever — ignites. The exact effects are left to the Storyteller; small fires
may flare for one or two Health Levels per success, while car gas tanks or steam
train furnaces might blow for four Health Levels per success. Some combustion
must be involved — a canister of gasoline will not explode on its own. No Qualmi
has dared to find out what would happen if the spirits of nuclear power plants
were confused; the results might poison the entire land.
Call of the
Cave Bear (Level Five) - Similar to the lupus Gift: Song of the Great
Beast, this Gift summons a prehistoric cave bear from the spirit world to aid
her.
System: The player ,pends a point of Gnosis and rolls Charisma + Primal-Urgc.
The animal has the maximum statistics for a Gurahl in Bjomen form (Str 9, Dex
3, Sta 9) and remains for one scene.
Call the Hunt (Level Five) — The werewolf may use this Gift only once
per month, and only if there is an overwhelming need for it (such as discovering
that a truly great evil infests an area). This Gift calls the Huntsman of Celtic
mythology to harry and slay the evil. The Huntsman himself teaches this Gift.
System: The Garou must chant and concentrate for one full hour. The
player then spends one Gnosis point and rolls Charisma + Occult (difficulty 8).
The Huntsman appears with a single hound, plus one hound for each extra Rage or
Gnosis point the player wishes to expend. If the roll is botched, the evil is
not worthy of the Huntsman's attention. If the summoner does not join the hunt,
the Huntsman instead leads the hunt against the Garou.
Call to Allies (Level Five) - Asia is
crisscrossed with supernatural allegiances and rivalries, old scores and old
debts. Parts of this web on like "sides" can call on each other in times of
danger or crisis. This Gift is the Kitsune's ultimate distress call. Her Batsu,
Clan, and sentai will certainly hear and feel it, but it will also affect
unknown allies and friendly neutrals in the area.
(It's even possible for a Fox to Call to
Allies and bring down a horde of Kuei-jin
vampires upon the enemy, strange as that would seem to her Garou cousins). Local
spirits, shen and tunedin mortals sense the Fox's distress or pain and
hear her voice, growl, scream (or death rattle) for an instant. The
imperiled Fox's location is clear to them, and the beacon of her fear and Rage
will become brighter the closer the rescuer approaches. What each entity
receiving the call does is entirely up to them
—spirits that are tied to a location may
do what they can from where they are,
neutrals who wish to remain so will, and hengeyokai who choose to ignore can.
However, because the shen
you rescue today may save you tomorrow, most who do hear
will act. The situation must be very grave indeed
for the Kitsune to make such a request; falsealarms anger spirits andshenalike.
This Gift is taught by an Ancestor-spirit. jj|
System: Call to Allies costs nothing and the -Kitsune need not roll; the
player declares the Call and the Fox suffers the consequences.
Calm the Flock (Level Five) - As the Glass Walker Gift.
Carapace (Level Five)
- The Ananasi acquires an armored carapace over her exoskeleton that provides
additional protection and can regenerate damage.
System: The character spends one Gnosis point to gain +4 Stamina for the
purpose of soaking damage. The Gift lasts for one scene.
C'et's Shell (Level Five) -
Some particularly
daring Darkwaters have made deals with C'et's
minions. What they give up is unknown, but what they receive is immunity from
one type of technology. Perhaps no net can hold the Rokea, or no gun can
wound her. A powerful spirit servant of C'et teaches this Gift.
System: When the character learns this Gift, the player spends one
permanent point of Gnosis and chooses the form of technology to which the
character becomes immune. The Storyteller should determine exactly what falls
under the province of this Gift and what doesn't. However, two limitations
apply. First of all, even if the technology chosen produces
a natural form of damage, the character is immune
only to the damage that weapon produces. For example, if the player
chooses flame-throwers, natural fire still harms the Rokea. Second, though they
have tried, Darkwaters have not been able to use
this Gift to survive Small Wounds.
Chaos Mechanics (Level Five) — Werewolves pulse with the Wyld's
energy, of course, but all creatures with form and nature have something of the
Weaver in them, or so the Glass Walkers argue. Upon learning this Gift, the
Glass Walker reconciles these two sides of his being, and he can summon primal
energy and mystical form at the same time.
System: A Garou with this Gift may use Rage and Gnosis in the same turn
with no penalty. Doing so allows the Garou to use Rage actions to activate
fetishes and use Gifts requiring Gnosis (provided that said Gift does not take a
full turn to enact). What's more important is that it allows the Garou to take
Rage actions in the same turn that he steps sideways, provided that the player
rolls enough successes to get to or from the Umbra instantly. This Gift's
effects are permanent.
Chariot of Lions (Level Five) —
This less-than-subtle Gift lets a Ceilican conjure a chariot drawn by huge cats.
Like the craft of the goddess Freyja, this chariot is made of coarse-cut wood
and covered with Nordic designs. The two huge cats that pull it run as fast as
the average car, and can, in a pinch, carry the Ceilican and one passenger into
the air for a few moments. Only the Mistress of Catkind teaches this Gift;
learning it without her blessings is a grave insult.
System: The player rolls Gnosis against difficulty
8 and spends three Gnosis points. The chariot appears from thin air and lasts
for one scene, or for an hour — long enough to make a quick getaway, but not
long enough to use as regular transportation. By spending a Willpower point, the
Bastet’s player may urge the chariot into the air for two turns; each additional
turn costs another Willpower point.
Charismatic Presence (Level Five)
Cheese It! (Level Five) -
With this Gift, the Tunnel Runner can help his entire pack bolt from danger, although using it tends to be risky.
System: First, the Tunnel Runner calls out a brief phrase to signify the use of this Gift (e.g., “Everyone out!”) Every wererat who wants to take advantage of this opportunity spends one point of Rage; the Tunnel Runner spends three. (The Tunnel Runner can only help a number of wererats equal to the total of her permanent Rage and permanent Gnosis.)
All
of the players representing the fleeing rats then play a quick hand of Rock, Paper, Scissors. (On
the count of three, everyone throws down the hand signal for rock, paper or scissors.) The
Storyteller plays, too. Everyone who made the same choice
as
the Storyteller is lucky; their Ratkin bolt to a place of hiding within line of
sight, even nearby rooftops. Any Ratkin who chose the most popular choice can bolt to the nearest hiding place, even if they didn’t make the same choice as
the Storyteller. Every other rat
stays right where they are; the Gift does not work for them.
If
the Tunnel Runner doesn’t make the same choice as the Storyteller, he can try this Gift again next round.
Child of Storms (Level Five)
Command the Multitude (Level Five)
— Like the Level One Gift: Submit, except that it affects everyone in a 200-foot radius and requires a Gnosis point. To make things easy, the Storyteller may simply have the player roll three successes with Willpower (difficulty 9) to dominate a strong-willed crowd. Lesser foes, like normal humans or animals, reduce the difficulty to 6.
Common Foe (Level Five) - The Dimwaters believe that all
creatures should know and stay tn their places, but Qyrl routinely upsets the
natural order. Therefore, the eldest of the auspice can rally any being not
corrupted by Qyrl to fight against her, regardless of their usual inclinations
towards the other parties on the battlefield. A spirit-servant of Kun teaches
this Gift.
System: The player spends one Willpower point and rolls Charisma +
Leadership (difficulty 6). The character emits a Sending or, if on land, needs
to attract the attention of those nearby with a shout or growl. If the roll
succeeds, any supernatural beings in the area (including Garou or other Fera,
mages, and imbued hunters) cannot attack one another if a common threat is
present. “Common threat” typically means a servant of Qyrl; willing servants of
Qyrl (in any of her incarnations) are not affected by this Gift. Any affected
party who attempts to attack someone other than the common threat suffers wound
penalties as though Crippled (supernatural means of mitigating this pain do not
function). Common Foe lasts for one scene or until the common threat is
vanquished.
Coyote's Mask (Level Five) - In onw Kwakiutl Indian legend,
Coyote dons masks of different animals and then allows the animal to die for
him, thus saving his life. The most powerful Nuwisha may accomplish a
similar feat, using their Gift as a shield against death. Only
Coyote Teaches this Gift.
System:
In
order to
learn this
Gift,
the Nuwisha must
first leam a Gift that changes his shape,including Sheep’s Clothing,
Trickster’s Skin, or the Ragabash Gift: Thousand Forms.
If
the character wishes to invoke this Gift, he must spend a
full
turn in concentration after first using the chosen shape-changing Gift. The player then spends one Gnosis point and rolls Willpower (difficulty
8).
If
successful, the Nuwisha may “die” once while wearing something or someone else’s form.
If
the Nuwisha drops below Incapacitated from lethal or aggravated damage while wearing Coyote’s Mask, the Nuwisha immediately appears in breed form not more than
10
feet away, and all that is left of the “corpse” is a small scrap of coyote fur.Nuwisha is considered to be at
full
health.
Curse of Lycaon (Level Five) — In the ultimate twist, this Gift
allows a Red Talon to transform a human being into a wolf. This Gift also works
on Garou, forcing them into Lupus form. A wolf-spirit teaches this Gift.
System: The player spends one point of Gnosis and rolls Gnosis
(difficulty of the target's Willpower). Only one success is necessary.
Werewolves are forced into Lupus form for the duration of the scene. When used
on humans, the effect of the Gift is permanent. The person remains a normal wolf
in body and mind for the rest of his life.
Death Ray (Level Five) -
You can discharge energy through your fingertips.
Granted,
you’ll need to hook yourself up to a car battery or wall outlet for a few hours a day, but if you’ve ever had a Garou trying to choke you to death, you know it’s worth it.
System: You must spend at least an hour “meditating” while attached to a supply of electricity. Spend one Gnosis and roll Intelligence + Enigmas (difficulty 6); for each success,
you gain a temporary dot in a new trait called “Elecmicity.”
If
YOU spend another point of Gnosis, you can charge
this
Trait up further; the maximum rating is
10. For the rest of the day, your
body
will have a constant static electric charge until you discharge it.
To
attack with the
Death Ray Gift, roll the dice in your Electricity pool. Attacking with a touch is difficulty 6;
attacking at range (up to fifty feet) is difficulty 8.
If
you hit, you inflict one health level of aggravated damage per success; this damage is soaked at difficulty 8. The Electricity trait goes down one
dot each time you use the Death Ray. Optionally, you can bum off points of Electricity instead of Gnosis to power Gifts like Battery and Summon Electricity.
Deny the Hungry (Level Five) —
With a gesture or spray, a spiteful werecat can destroy crops and fertile land,
spoil food or toxify drinking water. Legend lays this Gift at the feet of the
Bubasti, who were said to punish disrespectful communities with famine and
drought. Some Simba use it for the same reasons. Sadly, it’s easier to destroy
than to create; undoing this damage requires a different Gift altogether.
System: The player spends a permanent Rage point
and rolls Wits + Primal-Urge (difficulty 7). Each success withers one mile of
crops, spoils a waterhole or lake, or renders one ton of food or drink unusable.
Only the Redeem the Waste Gift, a Rite of Cleansing, or powerful Life and Prime
magicks (see Mage) can undo the destruction. Cropland will remain infertile for
a year, water will be poisoned for the same time. Spoiled food is rotten
forever, and those who eat it anyway will grow ill. These effects, and the
casting of the Gift, clearly come from the Unmaker, and may be detected by
appropriate Gifts.
Destroyer's Blessing (Level Five)
Dragon Ally (Level Five) -
Kitsune warriors can find help in the least
expected places. With this Gift, an Eji can call forth a mighty fighter from the
elements surround- ing him. There must be a substantial amount of the raw
material available — strong winds, not merely air; a fairsized
pool or stream, not puddles. The creature takes the
shape of a dragon, and is formed entirely from its
parent force. Not surprisingly, Elementals teach this Gift.
System: The player spends 1 Rage point and makes a Gnosis roll (difficulty 8 ) .
For every success on the Gnosis roll, the "dragon" has five feet of length, five
Health Levels, two soak dice, and does two dice of aggravated damage. It may
attack with one bite and one body slam per turn. ( For example, Wu Bingshu calls
forth a dragon from a bonfire and rolls three successes. The blazing creature is
fifteen feet long and has fifteen Health levels; its bite inflicts six dice of
damage, its tail lashes out for another six, and it has six effective soak dice
against all attacks. The Kuei-jinare in trouble tonight.) Dragon allies are
friendly toward their creator; this may be because if the Kitsune stops
concentrating on their Ally's existence, it disappears. (The Eji may take only
the simplest actions in addition to maintaining the Dragon.) The creature will
vanish regardless at the end of scene or if it loses all its Health Levels; each
time the dragon loses a Health Level, it also loses a foot of length, until gone
entirely.
Dream Semblance (Level Five) -This Gift may be exercised once in a Mokol6’s lifetime. It allows the Mokol6 to become a True Dragon for the duration of one scene. Once the confrontation is over, the dream will depart.
This
Gift is taught by
Dragon.
System: The Mokol6 prays to Dragon and makes a Wits + Mnesis roll with a
difficulty of
7.
The statistics of a True Dragon are up to the storyteller, but such a creature is extremely powerful. Its power is usually focused on the routing of Dragon’s foes. The Gift cannot be invoked a second time, and often Mokol6 who invoke it even once die after Dragon’s foes are routed.
Earthspeaking (Level Five)
— By sifting dirt and calling on the spirits within the ground, a puma receives visions of things that have happened in the area. These insights can help her follow trails, “witness” past events, or learn where things came from or went. Bird-spirits often pass this Gift along, but some worm and elemental chaya do their part too, especially if the Bastet’s questions serve the spirits’ ends.Time Elapsed /Difficulty
Elegy (Level Five) -
By speaking the last rites over a dying Ratkin, you can guarantee his spirit will survive to serve Rat’s cause. At the moment of death, he will
be
reborn as
a Rat-spirit. Overhis dyingbody, you must recite thegreatest accomplishments of his life. All
of his Gifts will
be
gone, but his memories and
spirit will remain. Of
course, he can be bound or
manipulated like any other ephemera, but some wererats are willing to make this ultimate sacrifice in service to the Rat Goddess.
System:
If
a wererat’s health levels go below
lncapaci, tated, and
any of his wounds are aggravated, you may
immediately perform this Gift. He gets his shot at Final Rage first
-
rolling Stamina at difficulty 8 and healing one health level per success
-
so you can only proceed if he fails that
roll. Decide how much Gnosis you want to invest into the Elegy. The dying Ratkin you’re trying to help then rolls Gnosis; the difficulty is equal to
10 - his Rank. Each point ofGnosis you spend before the roll adds one success; if the dying rat gets at least five successes, his flesh withers away. He’s reborn as a
Rat Jaggling and scampers off into the Umbra.
Elemental Gift (Level Five) — The werewolf calls upon the primal
force of Gaia Herself, thereby commanding the spirits of the elements to rise
up, undulate forward and even engulf foes. This Gift summons an elemental
spirit, not merely the raw matter of the elements, but primal spirits possessing
power enough to challenge even something as powerful as a Nexus Crawler. The
elementals grant this Gift.
System: The player spends one Gnosis point and rolls Charisma + Occult
(difficulty 7). If successful, he calls an elemental who grants him the ability
to control a large volume of air, earth, water or fire (in any of their forms)
that is approximately 20' by 20' per success. The effect lasts for one scene or
until the elemental leaves or is destroyed.
Engulf the Prey (Level Five)
Epidemic Contagion (Level Five) -
The Plague Lords’ forte, Epidemic Gifts, are even nastier when in
the
hands of the highest-ranking Lords. By use of this Gift, a wererat can make any Epidemic Gift highly contagious.
System:
If
the victim of an Epidemic Gift comes
within touching distance of another person (one yard or so), there’s a chance that the ailment will spread to that poor soul as well. The victim needs to make a Willpower roll, difficulty
7. If
the victimfails, he is also afflicted with the illness.. . andcan in turn pass it on to someone else. Here’s the best part: The Plague Lord can decide whether Ratkin can succumb
to this epidemic as well.
Do
you want wererats to be infected by this plague?
If
the answer is “yes,” the difficulty of a wererat’s Willpower roll to resist infection is
5.
If
the answer is “no,” Plague Lords can unleash infectious Gifts into a herd of shapechangers with impunity. Either way, the I Plague Lord is
always unaffected by his own plagues.
Evading the Watchers (Level Five)
Fabric of the Mind (Level Five) — The highest-ranked Galliards can
bring the products of their imagination to very solid life, crafting creatures
from the spiritual essence of dreams. Chimerlings teach this Gift.
System: The player makes an extended roll of Intelligence + Performance
(difficulty 8). She can create any form of life she can imagine, assigning it
one dot of Traits for each success gained on the roll. The werewolf can take as
long as she wants to form the creature, accumulating successes from turn to
turn, but once she stops, the dream being takes form and requires the
expenditure of Gnosis to keep it manifested. The cost is one Gnosis per scene if
the dream being remains relatively inactive (such as doing minor chores or
watching a location), or one point per turn if the being engages in combat or
similarly strenuous activity. The werewolf must be careful, because if she
botches at any point, the dream being escapes her control. It will remain in the
physical world for as long as it sees fit.
Fearless Unveiling (Level Five) - Similar to the Garou homid Gift: Part the Veil, this Gift enables the Gurahl to appear in Crinos form before a human without invoking the Delirium, thus enabling the werebear to render assistance without harming the individual. The Garou usually performs the Rite of the Ban on the human afterwards. System: The player spends a point of Gnosis and rolls Charisma + Empathy. The effect lasts for one scene or until the human departs.
Feed the Gods (Level Five) — By
reaching out with his hand, a powerful jaguar can rip the heart out of an enemy
from a distance, pull it to his palm, and consume it in a burst of fire. This
Gift kills the target if it succeeds. Only strong magic can rebuild the ashes of
the heart or grow another one in its place.
System: The Balam’s player rolls Gnosis against
difficulty 7, and spends two points of Gnosis as well. The cat’s successes must
double the target’s Stamina rating; any armor, magical defenses, or dots in
Fortitude, Glamour, the Spirit Sphere, Avatar or innate countermagick subtract
one success for every dot of protection. Hence, this Gift isn’t a very effective
method of sacrificing supernatural beings. Against unarmored humans, however,
it’s devastating. The victim keels over and dies, as his heart flares into
flame. It takes two turns to burn the heart into ash; by then, the victim is
irrevocably dead unless someone has the power to rebuild his heart from powder
and return the soul to its body. This Gift is totally useless against those
already dead (but not undead — vampires can still be destroyed this way).
Fenris' Bite/Kun’s
Maw (Level Five) — The Garou's already vicious bite
increases in power terribly, to the point that the Garou can mangle or even
sever limbs with a single bite. An avatar of Fenris teaches this Gift.
System: The player spends one Rage point and rolls Strength + Medicine
(difficulty of the opponent's Stamina + 3). The Garou's next bite attack, if it
hits, will mangle and disable one of the target's limbs, inflicting three
automatic, unsoakable, aggravated health levels of damage in addition to any
damage already rolled. The limb is rendered useless until the target can
regenerate the damage, or permanently in the case of humans and other creatures
who do not regenerate. If the player achieves five or more successes on the
Strength + Medicine roll, the limb is severed.
Feral Lobotomy (Level Five) — With but a thought, the Garou can
devolve an opponent's mind to that of an animal, effectively destroying his
intelligence. A spirit servant of the Griffin totem teaches this Gift.
System: The player rolls Wits + Empathy (difficulty of the target's
Willpower + 3, maximum 10), and spends a variable number of Gnosis. If
successful, the Garou can destroy a target's Intelligence Attribute permanently.
Two Gnosis points must be spent for each point of Intelligence destroyed, and
the Garou cannot destroy more points than he rolls successes. Additionally, the
target begins acting more animalistic with each point removed.
Fetish Doll (Level Five) — Sympathetic magic is the oldest form of
sorcery, and it is still effective. Although many cultures find this sort of
magic repellent, the Uktena believe that the ends well justify the means. The
Garou can harm his victim from afar using a specially created doll. He must have
a piece of his victim or an object belonging to him, and he must then construct
the doll. An ancestor-spirit teaches this Gift.
System: The doll takes one week to construct and enchant. The player
rolls Perception + Crafts (difficulty 8) to construct the doll. When the doll is
complete, the player may roll Intelligence + Medicine (difficulty of the
victim's Willpower). Each success inflicts one level of aggravated damage on the
victim, which he may soak if he capable of doing so. The doll is only capable of
transferring 10 levels of damage. After 10 successes, the doll is too mutilated
to be of further use. A botched roll destroys the doll without inflicting any
damage.
Force Balance (Level Five)
Forms of Cernunnos (Level Five) — Celtic legends abound with heroes
transforming into animals, whether to escape, to hunt, or to spy. Cernunnos the
Horned God was the master of animals; with this Gift the Garou is able to master
the form of any animal. A Wyld spirit or a faerie spirit teaches this Gift.
System: As per the Ragabash Gift: The Thousand Forms, with the limitation
that mythical beasts are not possible forms, but with the addition that another
willing person can be changed at the cost of two Gnosis and +1 difficulty. Said
person cannot change back without the assistance of someone who knows this Gift.
Fossilize (Level Five) -
This Gift allows the Mokole to consign an enemy to memory
- by
fossilizing him for the edification of
further generations. Paleontologists, needless to say, would probably be baffled
by the
results. A
Death spirit teaches this
Gift.
System: The Mokol6 points a bone at an enemy; the player rolls Gnosis,
resisted
by the
enemy’s Willpower. For each success, one health level of unsoakable aggravated
damage cripples the target.
If the
target dies from the effects, he becomes a petrified fossil instantly.
Furtive Gathering (Level Five)
-
In
Ratkin
infestations,
high-ranking wererats become masters of conspiracies and politics. Through this Gift, a Ratkin calls upon the spirits to surround a secretive meeting of rats
and
wererats. This must
be
done in privacy, but once undertaken, no one
can
communicate with the conspirators.. .
or even know they are there. oddly enough,
this
Gift is taught by a
Stormcrow-spirit, since Grandfather Thunder sympathizes with the Ratkin race’s need for revenge.
System: Spend one Gnosis and roll Intelligence
+
Occult; the difficulty is the level of the local Gauntlet. The Ratkin
are sealed off from all interruptions; anyone who wanders into the area cannot sense any aspect of the furtive gathering. The wererats, one and all, are invisible to all senses.
Future Warning (Level Five) —
By sensing the whims of Fate-in-Motion, a Bastet may sense some impending disaster. While not exactly precognition, the Gift grants vague insight into coming perils. Gaia’s
Breath (Level Five) - With this Gift, a Gurahl may return a departed
spirit to a dead werecreature, restoring it to life. No evidence exists that
Gurahl have ever used this on a non-Gurahl or on a werebear who has been dead
for more than a few hours.
System: The player spends two points point of permanent Gnosis and two
points of permanent Willpower and rolls Charisma + Occult (difficulty of 6 + the
number of hours since death up to a maximum of 10). One success restores life to
the target but leaves her incapacitated unless healed magically. Additional
successes add lost health levels on a one-for-one basis. Missing body parts are
not restored unless separate Gifts are used. Failure means the spirit does not
return. A botch indicates that a malicious spirit or Bane has possessed the
body. This Gift may be used once and only once on a single creature.
Gaia's Vengeance/Revolt of
the Land (Level Five) — The Garou calls to the spirits of the
surrounding forest to attack intruders. The terrain responds as best it can:
Rocks roll and smash, vines trip, and water sucks victims under. An avatar of
Gaia herself teaches this Gift.
System: The player spends one Gnosis point and one Rage point then
rolls Charisma + Primal-Urge (difficulty of the local Gauntlet). The exact
effects depend on the terrain and are left to the Storyteller.
Gate of the Moon (Level Five) — This Gift creates a specialized moon
bridge that takes the Strider to her destination instantly. At least a sliver of
the moon must be visible at her area of departure. A Lune teaches this Gift.
System: The player spends one Gnosis point for every 100 miles the
Garou needs to travel. She then rolls Intelligence + Alertness (difficulty
varies on how far the journey is and how well the Garou knows the way). Success
transports the character to her destination, but she will be disoriented for one
turn unless the player scored three successes. A botch takes the character miles
in the wrong direction — possibly straight up.
Geas/Imperial
Obligation
(Level Five) — This Gift places its target under a geas, a
sacred oath to obey the Philodox's bidding. The geas cannot make the targets act
contrary to their basic instincts (such as self-preservation). Therefore, she
could send a group on a quest, but she could not make its members attack and try
to kill each other — unless they were psychotics or werewolves without pack
bonds. An Incarna avatar teaches this Gift.
System: The player spends one Gnosis point and rolls Manipulation +
Leadership (difficulty of the target's Willpower). In the case of a group, the
difficulty is the highest Willpower among its members. The geas' compulsion
lasts until the task is completed or until the target is dropped to the
Incapacitated health level in pursuit of the quest. No victim can labor under
more than one geas at a time; the first one laid always takes precedence.
Gift of Eyes
(Level Five) 0 The Corax’ duty of drinking the eyes of the slain can inflict
a montage of supremely horrific images upon those who tend to their duties. In
many cases, those images are the Corm’ burden, to suffer with in silence. That’s
not always the case, however. With
Gift of Eyes, a Corm can pass along a vision
from an eye he’s drunk to any non-Corm he chooses. The image is transferred in
all its glory and gore, just as the Corax himself first saw it. Unprepared
viewers may faint or scream; prepared ones may find clues or details they need
in this glimpse of
a dead man’s last seconds. Raven or one of his
spirits teaches this Gift.
System: The expenditure of a pair of Gnosis points and a contested Willpower
roll against the intended victim are what’s needed to effect a Gift of Eyes. The
Corm can transfer any memory he’s devoured with no distortion or dilution of the
image. Moments of Eclipse (Level Five) -There are times when a Corax must make a
near-supreme sacrifice, voluntarily severing his connection to the Sun. The
reasons for doing so are few, but always drastic. Perhaps the Corax has been
chained with gold, and needs a few minutes in which to work an escape (or else
he’ll die a horrible, agonizing death), or maybe he needs to prove his “worth”
to a gang of vampires he’s trying to infiltrate. Regardless, this is not an
action that any Corax should ever take lightly, and Helios himself notices if a
wereraven abuses this Gift. After all, he’s the one who teaches it.
System: Given by
Helios reluctantly (and some say, at the last
minute) to his new acquisitions, this Gift allows a Corax to sever his
connection to the Sun temporarily -
10 minutes for every success on a Willpower
roll (difficulty 7) after the expenditure of
2
points of Gnosis. If
the roll is a success, the Corm is suddenly cut off
from Helios. This has both positive and negative effects. On the
plus side, the Corax is no longer vulnerable to the pernicious effects of gold
for the duration of
the Gift’s effects. On the other
hand, for so long as the Corax is cut off from Helios, she cannot use Rage.
Gift of the Spriggan (Level Five) — The Fianna may grow to up to
three times her usual size or shrink to the size of a small puppy. A faerie or a
Chimerling teaches this Gift.
System: The player spends one Gnosis point and rolls Stamina +
Primal-Urge (difficulty 8). The effects last for one hour per success or until
the Garou cancels the Gift. If the Garou grows larger, she gains three Strength
dice for every 100% increase in size. If she grows smaller, she retains her
normal Traits, but she may sneak around unnoticed or masquerade as someone's
pet.
Gorgon's Gaze (Level Five) - As the Black Fury Gift.
Halo of the Sun/Surya’s
Radiance/Blood of Darkness
(Level Five) — The Garou is surrounded by a nimbus of
blazing sunlight. Some Wyrm-creatures may flee before this terrifying sight, but
any who stay and fight discover that the Garou strikes with added power. Helios,
the Celestine of the sun, teaches this Gift.
System: The player spends one Gnosis point, and the effects of the Gift
last for one scene. The Garou is surrounded in blinding sunlight, and anyone
looking directly at the werewolf is blinded (add three to difficulties to attack
the Garou). The Garou adds two dice of damage to all hand attacks, and hand
damage is considered aggravated in all forms. Any vampires within 20 feet take
damage as though exposed to true, direct sunlight.
Havgan's Healing (Level Five) — Named after the foe Pwyll dueled with
in the Otherworld, this powerful Gift lets wounds alternately harm and heal the
Garou, giving the Fianna a critical edge in a sustained battle. A death-spirit
teaches this Gift.
System: To activate this Gift, the Fianna must spend two Gnosis points
and concentrate for one turn. For the duration of the scene, any health levels
that are not soaked alternately harm or heal the Garou. The first blow to strike
the Garou injures him as normal; with the second blow, any damage that is not
soaked (and the player must roll soak as normal) instead is treated as healing.
Bashing wounds heal bashing damage, lethal wounds can heal bashing or lethal
damage, and aggravated wounds heal all forms of damage. The third blow injures,
the fourth heals, and soon. Wounds suffered from silver can never heal, however;
they inflict damage as normal, and "use up" that blow—for instance, a Fianna
wounded by silver by the fourth blow after activating this Gift takes unsoakable
aggravated damage as normal, and the fifth blow will injure, not heal. (However,
any aggravated damage taken on the sixth blow and every other attack after that
could heal the silver damage.) Any wounds left unhealed by the end of the scene
must be healed as usual.
Head Games/Heartstrings
(Level Five) — This Gift embodies the Galliard's ability
to manipulate emotion in its purest form. The Galliard can change a target's
emotions as she pleases, from hate to love and back again. Coyote-spirits teach
this Gift.
System: The Garou rolls Manipulation + Empathy (difficulty of the
target's Willpower). Success allows the Garou to steer the emotions of any one
individual. The more successes the player rolls, the more quickly the emotions
manifest and the stronger they feel. Some emotions won't last without good
cause. A Galliard could make someone fall in love with him, but the love won't
last. (It may well even turn into justified resentment.) If the Galliard's
actions would reinforce the emotion — treating a "new friend" well or
threatening a terrified foe — there's a better chance that the emotions will
become the real thing. The Storyteller should give the Galliard's player extra
dice for roleplaying this Gift especially well.
Healing the Soul (Level Five) — Through a weeklong ordeal of fasting,
trance states and spirit communion, the Theurge is able to set the elements of
the Triat into perfect balance within one individual’s soul. Obviously, the
subject to be healed must be willing, and the two individuals must remain in
solitude (save for contact with spirits) for the duration. This Gift can cure
insanity, ease emotional wounds, heal the effects of trauma and remove
desensitization. If the spiritual injury was caused by ill conduct on the
subject’s part, however, this Gift can only benefit them once: even the greatest
empath has little sympathy for those who willingly slide back into
self-degradation after being helped out the first time. An avatar of Unicorn
teaches this Gift.
System: The effects are largely character and storybased. This Gift alone
cannot cure full-blown Harano, but it can certainly ameliorate the causes,
preventing it before it takes hold completely.
If the Storyteller has already embraced the complications of mechanical
crossover in her Werewolf chronicle, she may elect to allow this Gift to restore
one or two levels of Humanity, or subtract one or two levels of permanent Angst,
once in a given vampire or wraith’s life. Of course, very few Garou elders would
ever consider wasting Gaia’s blessings on a Leech, even a penitent one.
Heart of Ice/Magistrate’s
Icy Judgment
(Level Five) — The Garou can call down the curse of the
Wendigo on an enemy. The Garou must whisper the name of the target to the winds;
thereafter, the victim's innards begin turning to ice. An avatar of Wendigo
teaches this Gift.
System: The player spends one Gnosis point and rolls Wits + Occult
(difficulty of the target's Willpower). Each success inflicts one level of
aggravated, unsoakable damage. This damage accrues slowly, inflicting one health
level per turn until all possible damage has been done.
Horde of Valhalla (Level Five) — The Garou who uses this Gift must be
in good standing with his tribe's totem, and he must have a great need for aid,
for he is asking help of Fenris himself. This Gift — taught by an avatar of
Fenris — summons great wolves to come to the Garou's aid.
System: The player spends as much Rage and/ or Gnosis as he wishes and
rolls Charisma + Animal Ken. If successful, a number of spirit wolves appear
from the Umbra to do battle with the Garou foes. The number of wolves is equal
to the number of points spent by the player. The wolves are functionally
identical to the wolves of the Great Hunt. They remain for the entire scene.
Humiliate (Level Five)
Hunger of the Trench (Level Five) -
In the black depths, the Sea's presence is far from the nurturing soul that
teems with life, the way it seems closer to the surface. The deep ocean hungers,
and the Darkwaters have
learned to feed it with the soul and will of others. This Gift is taught by a
spirit-servant of Sea.
System: The player spends a Gnosis point and rolls Intelligence +
Intimidation (difficulty 6). This roll is opposed by the victim's Willpower
(difficulty 9). If the victim scores more successes, there is no effect. If the
Rokea wins, however, the victim loses one temporary Willpower point for each
success in excess of the victim's roll. If the player scores more successes than
the victim's permanent Willpower, the victim loses a permanent point of
Willpower. If the player botches, however, the victim is unharmed and a
permanent point of the Rokea's Willpower is lost to feed the Trench.
Hydra Warrior (Level Five)
Hyperattenuation (Level Five) -
The Arcadian Ratkin can exaggerate any one sense to ridiculous proportions. The effects last for one scene, and only work if accompanied
by
outrageous bragging. For instance, the Moon Mouse might hear footsteps through the ground seven leagues away; smell a single peppermint leaf resting on a cup of treacle on the lowest level of a sewer system; see well enough from the top of a building to shoot the apple off a tree outside
the city; or feel a man’s deepest psychological problems through the bumps on his forehead. Inconceivable! This Gift is chaotic, often throwing in sensory data you never anticipated. It’s taught
by a Wyldling spirit.
System: Roll Manipulation +
Expression (difficulty 9), without spending any Willpower. For each success, you can increase your Perception by one point for as long as you spend an equal amount of Gnosis; this lasts for one scene. The Storyteller takes any Perception roll you make and “hyperattenuates” it to Herculean proportions. Again, your heightened senses are chaotic: You might try to identify the scent of a Glass Walker’s cigars, but you may also catch a whiff of the store across town that he bought it from.. ..
Image of
the Great Mother (Level Five) -
This Gift allows the Ananasi to directly channel the power of Ananasa into their form for a limited time. For a short period, the
character's size doubles, mutating into a huge creature that is similar to the
Lilian aspect with four spider-like legs, and four human-like arms. The head grows eight red glowing eyes, and has two huge fangs in
place of the mouth, dripping a virulent poison. The entire body is covered in a thick, chitinous armor. After the Myrmidon assumes this form, he is reduced to Crawlerling form for one week.
System: The Ananasi must spend two Gnosis points and
roll Charisma + Rituals (difficulty 9). If successful, he gains the following abilities: Strength +5, Stamina +6, Perception +2, and Appearance -5. Each of the arms ends in razor-sharp talons, making fine manipulation impossible, but in battle
doing Strength +2 aggravated damage. Any that view the character in this form—including Ananasi and other Changing Breeds — must immediately roll Willpower, difficulty 7, or suffer the effects of the Delirium. Ananasa does not like to
be called upon in this way, and will always ask the Ananasi to
perform a special task at some point in the near future. The effects of this Gift last one scene, unless the Myrmidon
shapeshifts again before the scene's end.
Image of the Sky Bear (Level Five)
Invoke the Spirits of the Storm/Anger of the Wani (Level Four)
- (Level Five) — The Garou can summon
nearly any weather effect she desires, be it a tornado, fog, blizzard or
thunderstorms. An avatar of Wendigo teaches this Gift. For the Mokole
Upon using this Gift, the Mokole falls into a trance until Sun rises once more. He offers
his
dreams to the Dragon Kings as thanks for this Gift.
System: The player spends one Gnosis point and rolls Willpower
(difficulty varies based on how close the desired effect is to the actual
weather patterns of the area). The storm covers 10 miles per success. If the
Garou summons a thunderstorm, she may spend Gnosis to call lightning down on her
enemies (Dexterity + Occult to hit, 10 dice of aggravated damage).
Jointsnake's Mojo (Level Five) -
-This Gift enables the MokolC to rejoin severed body parts without even touching them.
A
severed arm
will
twitch and quickly wriggle back to the stump, rejoining the ’gator’s body as neatly as you could ask. This Gift is taught by Jointsnake.
System:
To
rejoin a body part, the player need only spend one Gnosis. The severed parts must be reasonably whole (i.e., not eaten
or
crushed) and they must be nearby for the Gift to work.
This
doesn’t heal any health levels of damage, but a Mokole with thisGift can spend a Gnosis to avoid recieving any battle scars
Judgment of Pestilence (Level Five)
— In many ancestral lands, epidemics ravage both
human and animal populations. The Mistress of Catkind bequeaths this Gift to her
feline children in an effort to channel the disease. Communities who respect the
cats’ Kinfolk and the land find pestilence banished from their homes; those who
exploit nature or hunt the great cats receive the disease in return. Nature’s
balance must be maintained. This is yet another gift that is easier for the
Swara, it is a level 4 Gift for them.
System: This Gift doesn’t create a plague;
instead, it moves it from one place to another. To do this, a cat spends two
Gnosis points and rolls Manipulation + Primal-Urge to absorb the sickness
without harming herself. From there, she carries it to a place she dislikes,
then releases it by breathing into the night air. Once in motion, the disease
runs its course in the new location. Every survivor in the original community
mysteriously recovers. A werecat who botches her roll quickly dies, overwhelmed
by the toxins in her blood.
Jump to the Moon (Level Five)
— The greatest of Bastet can return to Seline for
short visits. By forming a Moon Bridge from her Den-Realm to the moon, the
werecat departs to the court of Luna. While there, she can breathe and move
about normally; so long as she’s careful, it’ll be a glorious stay….
System: Opening the Bridge requires 10 successes
with a Wits + Enigmas roll (difficulty 8). Obviously, this demands an extended
roll, a bit of time (each roll takes one hour), and some great moonlit ritual.
Seline must be invoked and her servants called. The Gift can only be attempted
once per night; if dawn comes before 10 successes are accumulated, the ritual
has been wasted. If the Bastet succeeds, the Bridge lasts for one night. Lunes
come down to guide the werecat and her guests to Seline’s body. The trip,
it is said, is faster than thought — reaching or returning to the moon takes
only minutes. If the Bridge closes before the character returns, she must open
another one from the moon.
Jungle Snake's Hoodoo (Level Five)
Kiss of Helios (Level Five) — The Ahroun can invoke the sun's power
to become completely immune to the damaging effects of fire. Additionally, the
Ahroun may ignite any portion of his body and keep it burning for extended
periods. Most commonly the Garou will light his mane during rituals, but he can
also ignite his claws or mouth without ill effect. A fire elemental or a
sun-spirit teaches this Gift.
System: The player spends one Gnosis. For the rest of the scene, the
Ahroun cannot be harmed by any natural forms of fire, up to and including molten
lava. Artificial fires (napalm, gas fires, etc.) do one-quarter damage, and they
are treated as bashing damage. The Garou does two additional dice of aggravated
damage if he attacks with blazing fists, claws or fangs. The effects last for
one scene.
Kundalini (Level Five)
Legend’s Insight (Level Five) — While any Garou with a spiritual
connection to her ancestor-spirits may borrow an ancestor’s wisdom from time to
time, the Galliards have, unsurprisingly, perfected the process. The character
may call upon her illustrious predecessors for skill or knowledge and become,
for a moment, the best she can possibly be. An ancestor-spirit teaches this
Gift.
System: Only characters with the Ancestors Background may learn this
Gift. The player rolls Charisma + Ancestors (difficulty 7). For each success,
the player may boost an Ability to five dots, or an Ability already at that
level to six dots. Normally, “modern” Abilities such as Computers, Drive, and
even Firearms are disallowed, but this is left to the Storyteller’s discretion.
The player should specify what ancestor she is calling upon and what Abilities
that ancestor is likely to grant her; these choices should remain consistent
through subsequent uses of this Gift (that is, the same ancestor probably
shouldn’t be granting Brawl, Melee, and Athletics one session and then Occult,
Enigmas and Rituals the next).
Leviathan (Level Five) -
While the Gift: Great Summons allows any elder wereshark to call up aid from the
unseen depths, the Dimwaters dislike the disruption in Sea’s harmony that such
beasts cause. This Gift allows them to take matters into their own jaws,
becoming such a beast rather than summoning one. A spirit-servant of Kun teaches
this Gift.
System: The player spends two Willpower points and two Rage points. The
character changes into a monstrous shark, nearly 80 feet long. This grants +S
to all physical Attributes after Fighting Jaws modifiers (so a Rokea with
Strength 3 in Homid form would have a Strength 12 as a Leviathan). Also, the
Rokea gains at least one Rage point per turn. This gift lasts until the end of
the scene.
Luna's Avenger (Level Five) — The Garou's entire body, regardless of
her current form, is changed to living silver. She becomes a nearly unstoppable
warrior. A Lune teaches this Gift.
System: The Garou must concentrate for one full turn to activate this
Gift. The player spends one Gnosis point. This Gift lasts for one scene, during
which the Garou is immune to the effects of silver. Any attack she makes does
aggravated, unsoakable damage to Garou. Furthermore, she gains two extra points
of Stamina and one additional health level while the Gift lasts.
Madness (Level Five) — The metis struggles his whole life to find a
place, a purpose and a sense of stability in his horrifying existence. With this
Gift, he can force others to face their inner demons, inducing insanity and
madness. The nature of the derangement varies among individuals, but it will
always be severe, making it impossible for the victim to function normally.
Lunes, along with spirits of trickery and madness teach this Gift.
System: The player spends a Gnosis point and rolls Manipulation +
Intimidation (difficulty of the victim's Willpower). The insanity lasts a number
of days equal to the successes rolled on the attempt. During this time, the
metis can increase or decrease the effects of the madness, granting the victim
lucidity and then driving him into psychosis. Even after the Gift has ended, the
repercussions from the bout with madness often haunt the target for the rest of
his life.
Mahanaga (Level Five)
Malleable Spirit (Level Five) — The Garou can change a spirit's form
or purpose. A Chimerling teaches this Gift.
System: The Garou's player must best the spirit in a resisted Gnosis
roll. The difficulty is based on what the Garou tries to accomplish, while the
spirit's difficulty is the Garou's Gnosis.
Change | Difficulty |
Characteristics (Willpower, Rage, Gnosis; one point changed per success) |
6 |
Disposition (Friendly, Neutral, Hostile) | 8 |
Type (Naturae, Elemental, Bane, etc.) | 10 |
Marionette (Level Five)
- The Kitsune can make her target do
anything she wants by mimicking the desired action. Snake-spirits teach this
Gift.
System: The player spends a Willpower point and rolls Manipulation +
Subterfuge (difficulty 7). The victim may resist with a Willpower roll
(difficulty 7); if he fails, the Kitsune controls him for one turn per success.
Mass
Confusion (Level Five) -
This powerful Gift changes the perception of the individuals in the Kumoti's
immediate area. The Ananasi is able to confuse the participants, causing them lose track of where they are, who surrounds
them, and which direction they were facing. Friends can appear to be foes, physical objects can appear meters away from their actual locations, and none of the senses can be trusted.
System: The Ananasi must expend two Gnosis points. For the duration of the scene, any individuals in the area — whether they be Damhan, Ovid, vampire, or other — must
then make a Wits roll (difficulty 8) to take an action against
any selected target. If they make their roll, the action occurs as intended. If they miss their roll, the Storyteller must randomly determine another target in the same area — excluding the Kumoti using the Gift — to which the action is redirected. This Gift fouls attacks, speeches, Gift use, even
dodges — all actions that focus on a specific target. The Ananasi that uses this Gift is immune to its effects, but
cannot take any other actions for the duration of the Gift; if he takes any action, the effects of the Gift are canceled
Mindless Fight (Level Five) -
A brutal frenzy is often an asset in a fight, but the eldest of the Rokea have honed their frenzies until they reap all of the benefits and few of
the drawbacks. The Rokea can channel her Rage into not only speed, but endurance
and power as well. This Gift is taught by a shark-spirit.
System: Once the Rokea learns this Gift, her use of Rage becomes
diversified. First of all, the limits on how much Rage may be spent in a turn
are lifted. The player may spend as much of the character's Rage for extra
actions as she wishes. Second, in any turn in which Rage is spent, the character
ignores wound penalties. Finally, the player receives two extra dice to soak in
any turn in which she spends Rage.
Moon Sense (Level Five)
— By meditating upon a pool of moonlit water, a Bastet may see anything that transpires beneath Seline’s glow. Although it’s difficult to see distant or hidden locations, a rigorous search can see anywhere on Earth.Subject Difficulty Successes Needed
Moments of Eclipse (Level Five)
Natural State (Level Five)
Oath of the
Great Bear (Level Five) - Similar to the Philodox Gift: Geas, this Gift
grants the Gurahl the ability to cause an individual or group oath to be
binding. The oath cannot force the oathsworn to act in ways detrimental to
himself but can compel anything else within the target’s capabilities.
System: The player spends a point of Gnosis and rolls Manipulation +
Leadership (difficulty of the target’s Willpower). To affect a group, the Gurahl
must roll against the difficulty of the person in the group with the highest
Willpower. Targets who break the oath lose a point of Willpower per day until
that Trait reaches zero followed by some other Trait or Attribute. This process
continues until the target dies, returns to the oath‘s terms or successfully
requests the Gurahl to release her from the oath.
Obedience (Level Five) — With the power of this Gift, the Shadow Lord
becomes the ultimate alpha, compelling all others to follow her orders. A
Stormcrow teaches this Gift.
System: The player spends one Gnosis point and rolls Charisma +
Leadership (difficulty 8). All in the vicinity must roll Willpower (difficulty
8) and match or exceed the Garou's successes to avoid the effects of the Gift.
If the werewolf wins by one success, the targets follow any orders they don't
mind following. Getting three successes means that the targets will treat the
Garou as their alpha and fight for him. Getting five successes means that the
targets will follow him into the Abyss or perform other virtually suicidal
actions.
Ocean's Peace (Level Five) -
The Rokea's place is the Sea. They are at home there, and if not at peace,
then at least secure in the knowledge that they belong there. An elder Rokea
carries this self-assurance with her wherever she swims, Sea or Unsea. This Gift
is taught by a spirit-servant of Sea.
System: The Rokea with this Gift always adds 30 to her initiative rolls.
In addition, if the player succeeds on a Willpower roll (difficulty 7), the
Rokea may exert her confidence more forcefully for the remainder of the scene.
In game terms, the player may spend a Willpower point to add a success to any
roll, but as long as one other success is scored, she does not lose the point.
The Willpower point is actually lost only if none of the dice show successes
after any ones have subtracted other successes).
Oversea’s Gift (Level
Five) -The Rokea can walk on land or
swim the sea, but they cannot visit Oversea, and this expansive territory calls
to the curious Darkwaters. This Gift allows them to assume a form capable of
flying. The wereshark‘s body becomes light and a thin membrane stretches from
her wrists to her ankles, granting her “wings” much like a butterfly’s. A
spirit-servant of Oversea teaches this Gift.
System: This Gift may only be used in Gladius form. The player spends two
points of Gnosis. Once in this form, the Rokea can fly (maxiinum speed is 30
mph) but can swim much faster (up to 70 niph for short bursts). The Rokea’s
Attributes do not change, nor does her natural weaponry, which allows for some
impressive attacks while airborne. While this Gift is active, normal humans
ignore the flying sharkman unless it attacks them, and even supernatural beings
must roll Willpower (difficulty 8) to see her unless using some special power
(such as the Gift :Scent of True Form). This Gift lasts until the Rokea
wishes it to end.
Pack Attack (Level Five) -
High-ranking Warriors are the mast tacticians of
the Ratkin race They don't just lead swarms of rats into battle;
they can coordinate entire Rat Packs in ingenious assults. By drawling
upon the "hive mind" deep within a Ratkin's psyche, a Warlord can make it easier
for his pack to overwhelm enemies with ruthless efficiency.
System: First the Warrior lets out a keening cry and rolls Manipulation +
Leadership. For each success, a random member of her pack must
automatically join in the Pact Attack on the next turn; they cannot abort this
action and cannot split their dice pools. Additional Ratkin in the pack
may join in voluntarily. Then, during the next declaration phase, the
Warrior declares first, stating the target of the Pack Attack. The Warrior
also acts first, as if he had the Gift Spirit of the Fray. For every two
Ratkin in the Pack Attack, decrease the difficulty of all attacks against the
tartget by 1 (to a minimum of 4). The Warrior can continue the Pack
Attack by spending one Rage at the begining of each subsequent turn.
Pain of the Wound (Level Five) - The Wound streams with
fiery blood, and the Brightwaters are born in the light of that blood. Elder
Brightwaters can harness that destructive power and turn it on their enemies,
calling up mystical flame that bums even in the coldest depths of the ocean. A
spirit-servanr of Oversea (more specifically, a servitor of Helios) teaclies
this Gift.
System: The playc:? spends two Rage points and rolls Strength + Rituals
(difficulty of the target’s Stamina). Success means that target bursts into
flames, suffering three health levels of aggravated damage per turn until dead
or until the Rokea discontinues the Gift (very powerful magic might also be able
to interrupt the Gift; Storyteller’s discretion). The target may spend sa
permanent point of Willpower to avoid the damage for one turn. The flame burns
anywhere, regardless of lack of oxypen or other such conditions.
Pall (Level Five) -
The Rokea calls forth a mass of inky
blackness, that traps anyone caught within it. The Rokea knows all that occurs
within the shroud, in the Realm or the Umbra, and can choose to be anywhere she
wishes within the pall. While Qyrlings are rumored
to teach this Gift (and can indeed do so), most Darkwaters leam it from the
spirits of deep-sea fish.
System: The player spends two Gnosis points and rolls Gnosis
(difficulty of the local Gauntlet). The blackness
seeps from the Rokea's eyes and mouth and fills a spherical area 25' in
diameter. Anyone caught within the sphere must make a Willpower roll (difficulty
of the Rokea's Gnosis) and achieve more successes
than the player did on the Gnosis roll in order to escape. While the
sphere is up, the Rokea can transport herself to
any point within it instantly, on either side of the Gauntlet. She can hear and
see everything within the sphere, even if silent communication methods
like the Gifts: Silent Sending or Mindspeak are
used. Likewise, she understands anything said in the sphere, regardless of
language. The sphere lasts for one turn per success on the Gnosis roll,
although the player may choose to spend additional Gnosis points to keep the
sphere active longer (1 turn/Gnosis spent).
Part the Curtain (Level Five) —
Like the Level Four Common Gift: Walking Between Worlds, this spell allows a
leopard to cross into the Near Umbra. This variation, however, lets her bring
others across as well. The Mistress of Catkind is said to have brought this Gift
to several Bagheera elders during the British occupation of India. Working with
allies from the Swara and Khan, these old cats turned several staid English
manors into shrieking chaos.
System: All
systems resemble the aforementioned Gift, except that the Bagheera can take one
additional ally through for every point of Gnosis she possesses.
Part the Veil (Level Five) — With this Gift, a werewolf may immunize
any human from the Delirium for a scene. In this way, the human can interact
with Garou without deleterious effects. However, the human will forget much of
what he knows if the Delirium is induced in him at a later date. An
ancestor-spirit teaches this Gift.
System: The player spends a Gnosis point and rolls Charisma + Empathy.
One success is all that's required.
Paws of the Newborn Cub (Level Five) — With a glare and snarl, the
Silver Fang strips her foe of any supernatural power. Many servants of the Wyrm
have tried to employ their putrescent magic against the Fangs, only to realize
that they face a mighty foe with only mundane methods of defense. A
falcon-spirit teaches this Gift.
System: The player spends a Gnosis point and rolls Gnosis (difficulty
of the target's Willpower). Each success removes all special abilities (shapeshifting,
Gifts, any sort of supernatural or magical powers) for one turn.
Perfect Passage (Level Five)
— The ultimate stealth Gift; a werecat who knows this trick can travel over or through any material obstacle without leaving traces. It’s said this Gift allowed the Bubasti to rob the tombs of the Pharaohs long before any human could circumvent the traps and blocks.
Perfect Poison (Level Five) -
Thewererat’sspittlecanbe converted into an odorless, colorless, fast-acting and nearly undetectable poison. She may even decide to lick her blade to coat it with the foul compound. When exposed to air, the toxin can last for up to three hours. This Gift can be taught by a
Snake-spirit, although it’s easier to learn from a Spiderqirit. Snake-spirits
may try to betray,
exploit or eat the Ratkin who study under them.
System: The wererat must spend one Gnosis to poison her saliva. If she can introduce the poison to the
victim’s bloodstream or make him ingest it, the toxin instantly takes effect. A victim takes two levels of aggravated damage each turn once infected; she may soak only with Stamina, soaking a health level with each success. Although Resist Toxin works against the saliva, Mother’s Touch does not. If the victim can continue to resist damage
for 10 turns and live, the poison is exuded from the body (choose the orifice or sweat gland of your choice). Any shapechanger with Rage can spend Rage to resist -
gaining an automatic success for each point burned - but
the ’changer must immediately check for frenzy as a result.
Plague Bite (Level Five) -
Long before the Plague Lords returned to Earth, Ratkin elders developed one of the most virulent diseases the world has ever seen. With one joyous bite, a wererat blessed with this disease can infect a victim’s central nervous system. The symptoms of the disease are hideous. The victim cannot stop shaking, his mucous membranes ooze, and he drools continuously. Unless the victim is immediately taken to a hospital, he will undoubtedly perish. Even with treatment, his chances of survival are slim. As part of Rat’s blessing, if other wererats eat the
flesh of a plague victim, they too become carriers of the disease,
ready to spread it again
with a successful bite attack! As one would expect, Ratkin and their Kinfolk are immune to the Plague Bite, and don’t invoke it unless the punishment fits the crime.
System: Spend one Gnosis, and your high-ranking Ratkin can transmit contagion through his incisors. A successful bite spreads the disease. Once bitten, the victim will take a health level of aggravated damage each hour. Since he will not stop shaking, all difficulties for his rolls are at a +3 penalty. The plague can be cured by the Gift: Resist
Toxin and similar Gifts; otherwise, the victim takes aggravated damage each hour until he is Incapacitated. When this happens, he’s allowed a final Stamina roll - difficulty 8 (the +3 modifier does not apply to
this roll). Ifhe fails, he dies. If he
succeeds, heremains ill for another day or so, but the plague will not be fatal. If the victim is a shape changer, supematural healig will eventually break down the disease, but in the meantime, the “shakes” will still be a pain in the ass.. . and everywhere else. Of course, some Garou harbor a grudge over this sort of thing. Using this sacred knowledge too frequently will remind them of how much they hate your kind, and they’ll resume killing every Ratkin on sight. This leads to the use of other insidious Gifts.
Poisoned Legacy (Level Five) — This most terrible Gift allows the Theurge
to lay a great and malicious curse upon a victim of her choice. Such a stigma is
irreversible, and will remain with the victim for all her life. The victim must
be present, and the Theurge must verbally state her malediction. A spirit of
hatred, or an animal spirit of a highly venomous animal, teaches this Gift.
System: The Theurge spends a point of Gnosis and a point of Willpower,
then rolls Manipulation + Occult against a difficulty of the target’s Willpower
as she pronounces the curse. With one to five successes, the Theurge can inflict
the Cursed Flaw on her target at a level equal to the successes rolled; the
Storyteller chooses an appropriately poetic manifestation. With six or more
successes, the Theurge can instead choose to inflict the Dark Fate Flaw.
Portents
(Level Five) - Taught by a Wind-spirit, this Gift is a sneak peek at the
most important events of the near future. There’s no greater secret than what is
to happen, and as a result Corax will sell their own kidneys for a look at the
future.
System: The player must spend two Gnosis points and roll Intelligence +
Enigmas (difficulty 8).
In addition, he can nominate an area of interest
(say, the future of a local charity house or Magadon’s
CEO)
or just try for a general event. If
he succeeds, the Corax can see a future
event with clarity. Though the future is mutable, the Corm sees the most likely
event. Any visions that follow are purely the Storyteller’s discretion.
Possesion (Level Five) -
The Kitsune may abandon
her physical form to take over that of another. It is the most famous, and most
infamous power the Nine-Tails wield. Humans across Asia rightly fear it. This
Gift is taught by lesser Incarna of Luna or one of Fox's brood, if at all.
System: The Fox must be in contact with the victim, the victim's hair or
nail cuttings, or a personal token of extreme importance to the victim
(wedding ring, favorite toy, etc.). She burns a Gnosis point to assume a
completely spirit form, then a Willpower point to overcome the host, then the
player rolls Manipulation + Occult (difficulty of the target's Willpower). S/ien
can resist at this point (and once a day from then on) with Stamina + Occult
(difficulty of the Kitsune's Willpower). Humans — with the assistance of
priests, sages, witch doctors, hedge mages, shen, friends keeping vigil —
can resist the intruder once a week with straight Stamina (difficulty of the
Kitsune's Willpower). The Gift: Exorcism can be used to counter Possession. If
successfully exorcised, the Kitsune
returns to her physical form.
Prophetic Vision (Level Five)
Rage of the Mother Bear (Level Five)
Razor Webs (Level Five) - The Ananasi causes strong, thin razor-sharp webs to coat a target or individual. Anyone touching the target suffers damage. System: The werespider can spin enough webs with one blood point to cover a Garou in Crinos form. More blood points increase the amount of webbing. If the web covers a doorway or inanimate object, it lasts until it receives six health levels of unsoaked damage. Anyone simply touching the web takes one unsoakable level of damage (more if the individual hits the web with any force). If the Ananasi covers a living being with the webbing, any motion by the victim causes the victim’s Strength in unsoakable damage. Anyone caught in the web rolls their strength to damage the web and takes as much damage as they cause in unsoakable damage to themselves. If they survive, they may continue attempting to break the web by rolling their Strength until they achieve a total of six levels of damage. All damage 1s aggravated.
Reach the Umbra (Level Five) — The Garou may step into and out of the
Umbra at will, without need of a reflective surface or even any effort at all.
An owl-spirit teaches this Gift.
System: The Garou may step sideways instantly, at any time, with no
fear of being "caught." No roll is necessary. In addition, all rolls made to
enter or leave Umbral Realms receive a -2 difficulty bonus. She may not,
however, spend Rage in the same turn that she steps sideways.
Restore Sanity (Level Five)
Rising Sun (Level Five) — It is
said that the lion carries the sun in his heart; the saying may contain more
truth than poetry. Some powerful Simba can cause the land around them to blaze
with sunlight, even at night. According to tribal caliah, Taa Mlimba used this
magic to drive the vampires from his lands ages ago. Although it’s not as
effective against the undead as true sunlight, this Gift is certainly potent.
System: Conjuring sunlight requires two Gnosis
points and a Charisma + Primal-Urge roll (difficulty 7). Once this is done, the
surrounding rock and earth begin to glow. Each turn, the light grows brighter,
until the rocks blaze like the sun; after six turns, it fades away. This light,
blinding as it is, doesn’t hurt most living things, and leaves the rocks stone
cold; against vampires and other things that fear the sun, however, the Gift
inflicts one additional cumulative aggravated Health Level for every turn after
the first (one during the second turn, two during the third, etc.). Thus, at its
height, the light causes five Health Levels of damage. While this damage may be
soaked with Fortitude, most Kindred will remember such an encounter….
Riot (Level Five) — This Gift summons a horde of malevolent spirits
to provoke the inhabitants of a city into violent rioting. The Gift plays on the
hatred and fear of the down-and-outs of the city: the homeless, the poor and
even stray animals. The Gnawer can direct the riot to a degree, but such things
tend to escalate, and the Garou has no power to stop the riot from doing so. A
rat-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Wits + Subterfuge
(difficulty 8). If successful, the spirits direct their hosts against a target
of the Garou's choice. The different hosts, however, will not necessarily work
together — they may even begin to fight each other as the mob mentality takes
over. The number of successes determines the area affected.
Successes | Extent |
One | Building |
Two | Block |
Three | Neighborhood |
Four | District (the South Side, etc.) |
Five | Entire City |
River of Blood (Level Five) —
The soil of Africa has been bathed in the blood of its inhabitants for millions of years. A Swara can call that spilled blood together through the soil and give it form, creating a pool, a river, a mass of tentacles, or a variety of other things. This bond to blood seems to be limited to African soil; if a Swara has ever used this Gift outside his native land, no tales of the event survive.Scuttle (Level Five) -
The mightiest of the Brightwaters can sink any vessel afloat, simply by biting a
chunk from the hull. The few Rokea who do know this Gift use it sparingly, as it
exhausts the user. Even so, not all of the ships sunk in the world's naval
battles were sunk by enemy fire. This Gift is taught by a spirit-servant of Kun
herself.
System: The player spends one permanent Rage point and rolls Strength
+ Brawl. The difficulty varies on the size and durability of the craft. A wooden
sailboat would be difficulty 5, while a cruise liner or battleship would be
difficulty 9. A single success is enough to cause the ship to begin taking on
water, and the vessel will sink unless she can reach port in a few scant hours.
After using this Gift, the Brightwater automatically shifts to breed form and is
too weak to do anything but swim very slowly for one hour.
Seal of Inari (Level Five)
- Doshi, suspicious by nature, learned early
to take nothing and no one at face value. Using this Gift, a Sorcerer can
secretly brand any shen or
mortal he encounters — as a warning to others, as a
request for protection, as a death mark — with
sigils only Kitsune can see. The ghostly red or black symbols appear to hover
just above the skin — over makeup, clothing, body armor or other
coverings — and are distinct at any distance (even if rather small) if the
bearer's head is visible. Spirits such as Chimerlings and Epiphlings may share
this Gift if they feel like it; Doshi rarely teach it to each other.
System: The player rolls Manipulation + Occult, difficulty 8. For each
success, the Sorcerer may inscribe one character of his choice on the subj ect.
Other Kitsune see the Seal without effort, and will usually act in accordance
with the warning or request.
Sea's Winds (Level Five) -
The Rokea surrounds herself with a blazing nimbus of light and battering winds
(or violent waters, if used in the ocean). No one
may approach her unbidden, and any that do risk being tossed aside or —
in the case of Qyrl's minions — burnt by the light.
System: The player spends one Willpower point and rolls Willpower
(difficulty 7 ) . For the remainder of the scene, anyone wishing to approach the
Rokea unbidden must accumulate 15 successes on an extended Strength + Athletics
roll (difficulty 8). Anyone attempting this must also attempt to soak 3 levels
of bashing damage per turn; against Qyrl-tainted intruders, this damage becomes
aggravated as the light burns their flesh. If the intruder manages to reach the
Rokea, they have only one action to attack or reason with the Rokea before they
are swept away again.
Shadow Pack/Shadow
Brethren (Level Five) — The Garou summons up shadowy duplicates of
himself to stand by him in battle. These shadow-wolves resemble the Shadow Lord
and have some of the same capabilities. A night-spirit teaches this Gift.
System: The player rolls Gnosis (difficulty 8) and spends a variable
number of Gnosis points. For each point spent, the Garou summons a
shadow-duplicate. These duplicates have the same Attributes and Abilities as the
Garou, but they may not use Gnosis or Willpower. Each has only one health level
(i.e., any attack that is not soaked destroys it). The duplicates fade at the
end of the scene.
Shattering
(Level Five) -
The Ananasi employing this Gift unweaves the affects of a specific Gift or magical enchantment on a target. The end result depends on the exact nature of what the previous Gift was meant to do, but this could effectively destroy a fetish or reseal an opened caern.
System: The Viskr rolls Intelligence + Occult, and spends three Gnosis. The difficulty is equal to the level of
the original Gift/rite/effect originally used, +4. (Countering a Level Five Gift would thus be at difficulty 9.) If
successful, Jthe item or person affected by the power or enchantment is freed from its effects. Note that this is not always beneficial; this Gift also works against Gifts such as Resist Toxin.
Shed the Years (Level Five)
Shiva’s Might (Level Five)
— In one of the most impressive feats of godlike
destruction this side of a nuke, a Bagheera may change into a form reminescent
of Shiva the Destroyer or Kali the Dark Mother (depending on the cat’s gender).
In a burst of holy light, the Bastet becomes a 12-foot-tall, six-armed Crinos-form
werepanther wielding flaming weapons. Until the ground is littered with bodies,
this engine of feline wrath hacks everything around it — foe and otherwise —
into bloody giblets. Obviously, this is a last resort, but a very effective one.
System: The
player invoking this godlike manifestation spends two Rage points and two Gnosis
points, then immediately rolls for frenzy (difficulty 3). If he wins five
successes or more, the Bagheera springs into Crinos form, grows three feet
taller, and sprouts four more arms, each bearing a flaming weapon. This
destroyer form, the Juddho,
goes into a sudden killing frenzy which lasts for one turn
for every point of Rage in the Bastet’s permanent rating. If he fails, nothing
happens; a botch brings on a fox frenzy instead. The stats for Juddho form are:
Strength: +6
Dexterity: +3
Stamina: +6
Appearance: 0
Weapons: Strength +4 (aggravated)
No one is safe from Shiva’s Might — anyone in sight will be attacked. The Bagheera is totally incapable of any form of rational communication or combat strategy. Until the Juddho form disappears, he knows only how to kill. In his mind, he wanders through the hells of the Asura, slashing and biting everything he meets. When the Gift finally fades, the panther drops to 0 Rage, assumes his breed form, and falls asleep for at least four hours.
Sleep of the Dragon (Level Five)
-This
Gift
allows the Mokol6 to enter a state of estivation. She sleeps for a time limited
by duration (for instance, “three moons”) or condition (“when the lake
fills
with water”). In either case, she sets the waking condition herself. The Mokol6
does not age as she sleeps, though she may dream. Usually the Mokol6 buries
herself in mud as she sleeps. The sleeping Mokol6 is awakened
by
being moved or touched, but not by ordinary
noises. A
Dragon-spirit teaches this Gift.
System: The Mokol6 may enter the sleep as an act of
will. If she sleeps for longer than the
duration of one story, then she regains all her spent Gnosis.
Snake Bites Itself (Level Five)
Song of Takshaka (Level Five)
Song of the Great Beast/Great Summons
(Level Five) — To use this Gift, the werewolf
must travel to the deep wilderness. When she reaches her destination, she howls
the Song of the Great Beast into the sky, summoning one of the Great Beasts to
her aid. These beasts are the terrible and ancient creatures that walked the
Earth in ages past. Examples include the Willawau (giant owl), theYeti, the
Sabertooth Tiger, the great Megalodon sharks that swam the seas eons ago and the
mighty Mammoth, who arrives in herds. Who knows what else a Garou might call?
Rumors say that dinosaurs survive in the deep Congo.... The surviving Great
Beasts possess abilities in the physical world that rival those of mighty
spirits in the Umbra. Even the wisest of Garou are not certain of their natures.
Once the ancient one arrives, the werewolf may make a request, although she
should do so with great caution. If the Great Beast agrees to aid the werewolf,
it will do so in its own way, but enemies of the lupus should beware. Few
spirits know this Gift. It's said that those that do dwell in the Realm of
Pangaea.
Obviously, the Rokean version of the Gift calls up aquatic Beasts.
Favorites include prehistoric sharks and marine dinosaurs.
System: The player spends one Gnosis point and rolls Charisma +
Primal-Urge (difficulty 8) to sing the Song of the Great Beast. More successes
improve the Great Beast's disposition. Traits are left to the Storyteller's
discretion, but they should be appropriately impressive.
Soothe/Summon Storm (Level Five)
— Mighty werecats can call upon the weather
spirits to whip up or disperse a storm. The bigger the tempest, the harder
it is to call up or put down. Doing so usually requires a long rite in which the
cat yowls and capers at the sky. Undoing what you have summoned requires
another, harder effort. This Gift is said to be a birthright from Nala herself.
System:
Beginning this process requires two Gnosis points and a Manipulation + Survival
roll. Once it’s in action, stopping it requires another Gnosis point and a roll
at 2 difficulty higher. Once a weather pattern has begun, it will run its own
course. This may take hours. Storms in unlikely locations (a sudden rainstorm in
the desert, for instance) require five or more additional successes. Botching
during a storm-call can be unpredictable — and disastrous. The Bastet is
not immune to the
forces she calls upon….
Soul’s Guilt (Level Five) — This powerful but very temperamental Gift
allows the weight of guilt which rests on the heart to emerge to the surface.
The effect varies but usually appears as shadowing across the subject’s
features; the shadows deepen as the guilt grows (other effects include “howls of
demons,” the sound of winter winds or even ominous background music). Note that,
while useful, it has some severe limitations, for it registers only what
troubles the individual. To a saintly old lady, a white lie may give her
nightmares and deeply shade her soul, while a vigilante may sleep the sleep of
the just and go undetected by this Gift. Soul’s Guilt is taught by one of
Falcon’s brood, or any spirit associated with Justice.
System: The Garou must look at (or in some cases, listen to or smell) the
target and concentrate for one full turn. The player rolls Perception + Empathy
(difficulty of 7); number of successes indicate the clarity of the Garou’s
impression.
Spider on the Mirror (Level Five) - The Tenere can create mindless
duplicates of herself to act as drones, possessing her physical abilities. The
drones act on the Ananasi’s command, following orders to the letter and ceasing
activity when their task is done - until the next order is given.
System: The player rolls Gnosis (difficulty 8) to create one physical
copy ofthe c haracterper success. In addition, she must spend one blood
point per duplicate. After four turns, one duplicate disappear.., followed by
the others at a rate of one per turn until only the original werespider remains.
Spirit Wall (Level Five) — One
of the greatest tricks a Bubasti learns is the art of calling together minor
spirits from around the area and forming them into a wailing Umbral wall. Such
magics do not endear a cat to the spirits in general, but by the time she
achieves this Rank, a Bubasti should have enough sense to use such power wisely
— and enough power to protect herself when she uses it at all.
System: The player rolls Manipulation + Enigmas.
The difficulty can range from 6 to 10, depending on how many minor spirits are
nearby. This takes two turns. To shape the assembled chaya into a wall, she
spends two Gnosis points and rolls a contested roll between her Willpower and
the spirits’ (assume a Dice Pool of three dice for every success the Bubasti
scores on the earlier roll). If she succeeds, the resulting wall blocks spirits,
imposes a Gauntlet of 10 and lasts for one turn per success on the
Willpower roll. If she fails, the spirits remain unbound, unformed and angrier
than hell.
Steal Shape (Level Five) - -
This Gift is rare: only two lineages possessing it are known to have survived the Wars of Rage. It enables a Mokok to study the shape of another being for a span of time, and then to take that shape as her new breed form. In this way, the Mokol6 have survived millennia of evolution on Gaia’s Face. This
Gift
is taught by a Lungfish-spirit.
System: The MokolC must study the new shape for at least a year. At
the end of that time, she may spend a point
of permanent Gnosis and assume the new shape. The shape must be close enough to the old one that her soul
will
inhabit it. The Storyteller is free to rule on what
will
and will not work. Normally the MokolC will then pass this shape on to her offspring, and they will replace one of her forms with the new. Only a few Mokol6 have managed to make this work, but it is how a new vama comes to be able to incarnate shapeshifter souls, and is allegedly responsible for the rise of both the
Corax and Nagah. Some loremasters say that all the Changing Breeds originated this way. However, this is unlikely.
Stop Continental Drift (Level Five) - This Gift invokes the spirits of the continents as they float across Gaia’s Face and through the millennia. The Crowning can act as though continental drift
did
not exist, traveling as the Kings did. This Gift is taught
by a
spirit of the land (such as Mountain or Stone).
System: The Crowning sets out on a journey and rolls Stamina
+
Rituals, difficulty
7.
The Crowning and her clutchmates speak and sing in the Dragon’s Tongue as they travel. The number of successes needed depends on how far they want to go. However, the journey
will
be conducted as ifthecontinents werestill joined; a tripfromSouth America to Africa could be a short walk of a few days.
Storm Difficulty Successes Needed
Strength of Will/Call to
Battle (Level Five) — The Ahroun with this Gift could lead
his pack to the gates of Hell itself if that were what it took. A wolf-spirit or
an Incarna avatar teaches this Gift.
System: The Garou's player spends a point of Willpower and rolls
Charisma + Leadership (difficulty 8). Each success grants all the Garou's allies
within 100 feet an extra point of Willpower. These extra points last for the
rest of the scene, and they can be spent as usual. This Gift can even raise an
ally's Willpower above its maximum or even above 10. This Gift may be used only
once per scene.
Summon Net-Spider (Level Five) — The Garou can summon a Net-Spider, a
Weaver spirit that gives its summoner near-absolute control over any computer
system. The Spider can disrupt, erase or destroy whatever system it is sent into
(the exact effects are left to the Storyteller, but are typically destructive).
An avatar of Cockroach teaches this Gift.
System: The player spends one Gnosis point and rolls Charisma +
Computer (difficulty 8). If successful, the Net-Spider appears and heeds the
Garou's commands. This Gift allows the Garou to halve all computer-related
difficulties along with the aforementioned destructive capacity of the spirit.
Summon Paradox-spirit (Level Five)
-
This powerful Gift not only brings a Paradox-spirit into the area, it
also suggests a target for the Paradox-spirit to punish. This Gift only works against targets that are suffering from Paradox as it is, such as mages and those the Viskr has already marked via the rite: Summon Paradox.
System: The Viskr rolls Wits + Occult, difficulty 8 and spends 1 Gnosis Point. The number of successes indicates the speed with which the spirit responds. Paradox-spirits are
generally not offended by the use of this Gift, unless the target is clearly no threat to the orderly progression of the universe.
The punishments meted out by Paradox-spirits range from merely annoying to instantly fatal, depending upon the severity of the offense. Occasionally the Paradox-spirit may abduct its target
to a pocket Umbral realm to be punished for an indeterminate space of time (or until he escapes or is rescued). What the Paradox-spirit actually does when it arrives is up to the Storyteller to decide. More on the nature of Paradox-spirits can be
found in Book of the Weaver and Mage: The Ascension.
Survivor (Level Five) — This Gift confers temporary immunity to many
environmental factors. The Garou has no need of food, water or sleep, and she
does not suffer from temperature extremes. She is also immune to natural
diseases and poisons. Wyrm toxins will still affect her, but at half their
normal potency.
System: The player spends one Gnosis and rolls Stamina + Survival
(difficulty 7). The effects last for one day per success. By spending a second
Gnosis point, the Bone Gnawer can gain three extra points of Stamina, and he
suffers no wound penalties, but the Gift will expire prematurely after 10 rounds
of full combat. The Garou must sleep for at least eight hours when the Gift
wears off, and he awakens ravenously hungry.
Take the True Form (Level Five) - As the Level Four Philodox Gift.((None by that name as of yet))
Theft of Stars (Level Five) -
In
some Native American legends, Raven was
responsible for placing the sun, moon and stars into the sky. However, what
Raven giveth, Raven can take away
-
or
at least borrow with the help of the
Corax.
This Gift has a truly terrifying effect, rendering
the target completely unable to see any light derived from a natural light
source (the sun, moon or
stars). Victims of this power are reduced to
stumbling around in a bizarre twilight, if not absolute darkness. Helios’ Avatar
teaches this Gift, but only to
Corax whom the Sun trusts in its use.
System: A
point of Willpower and a point of Rage are needed
to activate Theft of Stars, as is a contested
Willpower
roll with the victim. If
the
Corax wins the roll, her victim is
immediately plunged into darkness, as no natural
light
registers with his eyes. Artificial light (lamps, fire, etc.) registers just
fine, but who’s got their lights on in the middle of the day? The effects of
Theft of Stars last a single hour, but that’s usually more than enough.
The Living Wood (Level Five) — The Garou calls upon the spirits of
the forest to come to her aid. The trees around the Child of Gaia animate, and
they can restrain or fight foes. A Glade Child teaches this Gift.
System: The player spends one Gnosis point and rolls Charisma +
Survival (difficulty 8). Each success animates one tree. The trees move with the
Dexterity of the Child of Gaia, and they can have Strength ratings from 4 to 15,
depending on their size. Other Traits are up to the Storyteller's discretion.
The Madness of Crowds (Level Five) —
As tales from the witch-craze demonstrate, some Ceilican
indulge their darker appetites after sundown. The more sadistic of these games
involve bystanders whipped into a frenzy by this nasty secret, then set loose.
By capering around a room or clearing, the Ceilican can stir up the wild side of
everyone nearby, causing an orgy or riot unless her “subjects” are unusually
stubborn or controlled. The same Gift can tame an angry mob, although it’s
generally easier to start trouble than to end it.
System: The fae cat’s player rolls Manipulation +
Empathy to turn the mood of a crowd her way. By adding a Willpower point to the
mix, she seizes control of their collective will. The difficulty of the task
depends on the size of the mob, and on how inclined it is to follow her
suggestion. A packed nightclub is more likely to be led into an orgy than a
Baptist congregation (though the results of the latter might be more
disturbing…). All targets must be within 700 feet when the cat begins to use the
Gift. Circumstances and surroundings may add or subtract from the overall
difficulty; calming a disturbance raises that difficulty by 2. A person caught
up in the Gift can attempt to resist with a Willpower roll (difficulty 7). The
Madness lasts for one scene, and leaves the werecat’s control once in motion.
Size of Group Difficulty
There
Is
No
Body (Level Five) - The balaram
is capable of freeing himself from the limitations of flesh, becoming
effectively incorporeal while remaining in the physical world. For the duration
of the Gift, the Nagah is immune to any physical contact that he does not
desire; fire, silver, walls, nothing wve magic designed to affe immaterial is
proof against him.
System: The player spends three Gnosis points and rolls Perception+Enigma's,
Difficulty 7. The Nagah may remain immaterial for two turns per success.
Thieving Talons of the Magpie/Thieving
Touch of Spiders (Level Five) — The Garou can steal the
powers of others and use them herself. These powers can be Garou Gifts, spirit
Charms, vampiric Disciplines, True Magic or any other such power. Naturally, a
magpie-spirit teaches this Gift.
System: The player must gain three successes on a Wits + Stealth roll
(difficulty of the target's Willpower). If successful, the Ragabash can use the
specified power (and the victim cannot) for each successive turn she is willing
to spend a Gnosis point. The werewolf's Gnosis is substituted for any Traits
exclusive to the victim that might be necessary to work the power, such as a
vampire's blood pool or a mage's Arete. The Ragabash must know something about
his target's powers, and he must target a power in the terms by which he would
understand it.
Thousand Forms/All Beasts
Under the Sun (Level Five) — Most trickster archetypes are
shapeshifters, and the Ragabash is no different. The Garou with this Gift may
change herself into any animal between the sizes of a small bird and a bison.
The Garou gains all the special powers (flight, gills, poison, sensory
abilities, etc.) of the animal she mimics. She may not take the form of Wyrm-beasts
(not that she would wish to!), but she may take the form of mythical beasts with
some extra effort. The Fury that chooses to risk taking the form of a mythical
beast typically honors Pegasus by assuming her form.
System: The player spends a Gnosis point and rolls Intelligence +
Animal Ken. The difficulty varies, rising higher the farther removed from the
Garou's natural form the desired animal is. For example, an ape or panther
(mammals of roughly equal mass) might be difficulty 5, while an alligator (a
reptile of slightly larger size) would be difficulty 7, and a frog (a much
smaller amphibian) would be difficulty 9. Mimicking mythical animals is always
difficulty 10.
Thousand Hands
(Level Five) -
Although Ananasi cannot usually use all their arms to the same effect, this Gift allows Myrmidons to multitask with great efficiency. The Myrmidon may wield multiple weapons or make multiple attacks with each one landing at full effect.
System: The Myrmidon need only spend a Gnosis
point; for the remainder of the scene, he gains fifteen dice
to his dice pools
only for the purpose of splitting actions. Thus, if the Ananasi had an attack pool of eight dice, he could not attack with more than eight dice in his pool — but he could make three attacks: two with eight dice in
each attack pool and one with seven dice.
Thousand-Thunder Strike (Level Five)
— By slamming his paws together and invoking Rahjah or one of
his manifestations (Shiva, Pan Gu, etc.), an angry tiger causes a shockwave that
can level buildings or disrupt unclean spirits. The King of Cats, in his more
regal guises, teaches this Gift to worthy Khan.
System: The player spends two points of Gnosis and
rolls Willpower (difficulty 7). Each success inflicts three points of Power
damage against Asura or other Banes, whichever side of the Gauntlet they might
inhabit. This wave also shakes structures in a 200-foot radius. The severity of
the damage depends on the Khan’s successes: One breaks windows, two crack
plaster, three snap wood, four shatter concrete and five bend metal. The wave
lasts only a moment, but can be felt for a mile or more.
Thunderbird’s Cry (Level Five) — As the Level Five Metis Gift: Wrath of Nala, except that the storm may last for up to an hour if the player’s roll exceeds five successes.
Totem Gift (Level Five) — Due to the metis' strong ties with Garou
society, she can plead directly with her tribal totem, gaining some of its
power. The effects of this Gift depend on the nature of the tribal totem power.
Rat (totem of the Bone Gnawers) might send swarms of rats to attack the Garou's
enemies, and Grandfather Thunder (totem of the Shadow Lords) might smite the
Garou's enemies with a blast of thunder and lightning. The potential of this
Gift depends only on the favor of the totem, and it may cross over into the
miraculous. Only the tribal totem teaches this Gift.
System: The player spends one Gnosis point and rolls Charisma + Rituals
(difficulty 7). The greater the number of successes, the more dramatic the
effects. One success might cause a minor distraction, whereas 10 successes is
the dramatic equivalent of summoning a localized twister to destroy the metis'
foes.
Touch of the Unweaver (Level Five) -The Hatar
System: The character must touch the victim, spend two points of Gnosis
and roll Intelligence + Medicine (difficulty of the targets Gnosis). If
the target has nop gnosis difficulty is the target's Willpower -2.
Successes completely stops the healing process and gives the target a +5
difficulty (Maximum 10) to resist disease. The Gift's effect last one day
per sucess or until nullified.
Trust of Gaia (Level Five) - The Child of
Gaia with this Gift can instantly earn the trust of any who hear her speak, even
over electronic devices like telephones or loudspeakers. Affected listeners feel
that the speaker is a good and trustworthy person, although it does not coerce
them in any other way. Those affected will not willingly attack the Garou,
although they can be mind-controlled to do so (and will hate doing so). Banes,
Black Spiral Dancers and other creatures of powerful Wyrm-taint feel intense
dislike instead of trust.
The trust evoked by this
Gift doesn’t supersede common sense; if the Child of Gaia drives a speeding car
through a crowd of affected listeners, they’ll still scatter for cover, although
they’ll feel certain she had a good reason to be in such a hurry.
An avatar of Unicorn teaches this Gift, and
demands that the recipient swear never to abuse its power.
System: The player spends a Gnosis point and rolls Manipulation
+ Empathy; the difficulty is
6 to affect humans, 8 to affect
humans corrupted by the Wyrm or other shapeshifters, or
10 to affect supernaturals corrupted by the
Wyrm (such as vampires). Creatures born directly of the Wyrm such as fomori or
Banes, or ritually enslaved to the Wyrm, such as Black Spiral Dancers, are
immune. All listeners must make successful
Willpower rolls (difficulty of the Garou’s Gnosis) to resist. For
the duration of the scene, all affected
listeners treat the Garou as if she were a trusted friend. After the Gift’s
effects end, those affected by the Gift do
not remember being supernaturally swayed.
Turn the Moon (Level Five) — This Gift essentially makes a werewolf
“walk a mile in someone else’s shoes.” For a short period of time, the New Moon
can change the auspice of another werewolf to whatever she deems appropriate.
Any spirit of Luna can teach this Gift.
System: The Ragabash spends a Willpower point, and the player rolls
Manipulation + Primal Urge. For each success, the target must spend a day in his
new auspice. The Ragabash can end the effects of the Gift earlier, if she so
chooses. The target loses access to specific auspice Gifts, gains or loses
enough temporary Rage points to bring him to the base minimum for the
appropriate auspice, and suddenly finds his thinking influenced by the duties of
the new auspice. For example, if the Ragabash changes an Ahroun into a Philodox,
he’ll start trying to lead by example, feel an urge to settle disputes and try
to bring things around him into balance (an opportunity for some fun and
creative roleplaying). The New Moons of rank use this Gift to teach a lesson to
those taking the duties of their auspice too much to heart, and it can be quite
effective at showing them a different perspective.
Ugly Truth (Level Five) -
Like the homid Garou Gift: Part the Veil. The Ratkin must bite or claw a human victim to transmit this Gift. Moreover, his experience is “embellished” by visions similar to those granted by the Birthing Plague -
usually torturous reminders of the dangers of human overpopulation. If the wererat wants to finish off the experience by punishing the guilty human, he can make the disease extremely toxic. At the end of the scene, the victim will then be ravaged by the last lingering effects of the infection.
System: The roll to bite or claw is made normally; the player then rolls Charisma + Empathy (difficulty 6) and spends one Gnosis. The wererat has the optionof inflicting damage with this Gift; he does not need to declare this until the end of the
scene. If the human is worthy of
punishment, he takes aggravated damage; the number of health levels he loses is equal to the number of successes on the initial Charisma +
Empathy roll.
Umbral Barrier (Level Five) -
The Ananasi spins her web into the Great Web, strengthening the Gauntlet in the
designated area and making it far more difficult for any non- Ananasi to pass into or out of the Umbra in that location. The webs generated by this Gift are intangible and invisible from the Gaia Realm, and merely look like another
piece of the Great Web from the Umbra.
System: The character must spend the appropriate number of blood points for the web she wants to build; in addition, an expenditure of two Gnosis and a Wits + Occult roll (difficulty 8) is required. Each success increases the Gauntlet rating between the Gaia Realm and the Low, Middle and High Umbras by one. These barriers are often used as protection from invasion, and
also as revenge against those who've slighted the werespider.
This Gift's effects are permanent, although from the Penumbra the
added webbing can be torn away from the Gauntlet — an involved and difficult task
Umbral Target (Level
Five, Umbral Danse) - The Nuwisha using this Gift literally throws a
target into the Umbra and into any location in the Umbra that she desires.
A Garou suffering from a strong Wyrm-taint
could be thrown into the Atrocity Realm, or into the silver waters of Erebus.
A Technocracy mage could end up in a
Wyld Realm, or even tossed through the gates of Malfeas. This Gift is commonly
used as a severe form of punishment, or to assist someone or something in need
of special help. Several Kithain have been dropped at the Arcadia Gateway to
prevent them from falling completely away from their Dreaming aspects. This Gift
is taught by Coyote himself.
System: If the target of this
Gift is already in the Umbra, the player need only
make a Gnosis roll, difficulty 5. If the
target is in the Gaia Realm, the Nuwisha must first grab the target, and the
player expends one Gnosis to force the opponent into the Umbra. The effects of
this Gift are instantaneous.
Undying Serpent (Level Five)
Violation (Level Five) - As the Ragabash Gift.
Wall of Granite (Level Five) — Philodox have a stronger
relationship with the elementals of the earth than do other werewolves, for just as the earth
upholds those upon it, the Philodox uphold their people's ways. While in contact
with earth or rock, the Philodox can invoke a wall to protect himself. This wall
will move with the Garou, defending him from all angles. Earth elementals teach
this Gift.
System: The Garou spends one Gnosis point. The wall's dimensions are
three yards high, two yards long and one yard thick. It has a soak pool of 10
dice, and 15 health levels must be inflicted to penetrate it at any point. The
wall lasts for one scene or until released into the earth by the Garou.
War of Vengeance (Level Five) -
Garou stalking through the deep wilderness use the Gift: Song of the Great
Beast to call up the spirits of legendary creatures that stalked the
Earth millenniaago. ArodensRatkinwith theGift: WarofVengeance can do the same thing.. . but he can
also call up the shades of ancient creatures slain long ago by
werewolves and magi.
System: Spend
one
Gnosis and roll Perception + Primal- Urge (difficulty 7).
The number of successes determines the spirit’s anger. It
will
remain summoned for one scene, during which it can betray long-forgotten secrets or even attack if a werewolf or
mage is present. Ifstats are required, take a number ofpoints equal
to the wererat’s successes times ten, and divide it among the spirit’s
four Traits (Rage, Gnosis, Willpower and Power); no Trait save Power can be
raised above 10. The
spirit does not have Charms, cannot reform, and will not go into Slumber if destroyed.
Water’s Vision (Level Five) —
Water sees everything. By learning to see as the water does, a Qualmi can look
through barriers to see what lies beyond them. Walls, vaults, the Gauntlet —
nothing stops a Qualmi who wants to see around them.
System: Seeing through barriers requires a
Perception + Primal- Urge roll against the Gauntlet rating. For each success,
the lynx can see 100 feet without obstruction. Every object, from stone walls to
living bodies to the Gauntlet, appears translucent and immaterial.
Unfortunately, it’s often hard to pick one thing out from among the series of
see-through patterns; it often requires a Perception + Alertness roll to notice
details. This vision stops at ground level, although the cat can see into
basements or cellars if her sight extends far enough. This power lasts one turn
per success.
Weakest Link (Level Five) — With this Gift, a New Moon can delve into
the hearts and minds of a given pack. He can sense the fears and concerns of
either friends or enemies to best help or harm them. Armed with this knowledge,
the Ragabash can guide his own pack in attacking foes or use his own peculiar
brand of wisdom to facilitate peace and healing. Any Weaver spirit can teach
this Gift.
System: After spending a Willpower point, the player rolls Perception +
Enigmas. With each success above one, he can find out crucial information on two
packmembers per success. For example, with two successes, he can target two
packmembers; with three, he can learn about four packmembers. The Storyteller
should word things in a descriptive way; she needn’t give specific rank or
auspice, for example, but might point out who’s leading and who’s following.
Moreover, this Gift can clue in a Ragabash on specific fears or phobias he can
best use to his advantage. At the Storyteller’s discretion, he might also
discern the ranking of pack members, who has the most Rage and Gnosis, and
possibly certain Merits or Flaws. Storytellers should be generous, as this is a
rare and powerful Gift.
Web of Illusion
(Level Five) -
This powerful Gift enables the Ananasi to create an artificial reality in a secured jtrea. The appearance, sounds, and smells are all dictated by
the character's wilt everyone that enters the area sees, smells, and
heap the samfethings for the duration of the illusion. The Ananasi that creates the illusion can either remain to control the confines, or pre-program the area to react in a particular
way upon a particular event; there can never be more than one pre-programmed action for any illusion.
System: The character must expend two Gnosis points, the first to create the structure of the illusion, and a second
to animate anything inside it. The character must then make a llpulation + Primal-Urge roll (difficulty 7), with each ptess adding to the difficulty to detect the illusion.
Characters attempting to see through the illusion must make a Perception + Subterfuge roll (difficulty 5 + the Ananasi's successes, maximum difficulty of 10). Characters automatically see the illusion as it was prepared unless they have valid reason to believe otherwise. The illusion lasts a number of days equal to the Ananasi's permanent Gnosis rating.
Whirlpool's Maw (Level Five) -
The Rokea opens her mouth, and anything not firmly fixed to the ground
is swept into it. She does not actually consume the materials (or beings) thus
captured, but they are never seen again. It is believed that Sea takes them, and
they are forever lost in the pelagic depths. A spiritservant of Sea teaches this
Gift.
System: This Gift only works in Gladius or Chasmus forms. The
player spends a Rage point and rolls Rage (difficulty 7). The Gift functions for
one turn per success. During that time, anything that the Rokea could lift is
sucked toward and into her gullet. For example, if the Rokea has a Strength
rating of 6 in Gladius form, anything (or anyone) weighing up to 800 pounds that
isn't securely fastened down flies toward her mouth and is swallowed. Even
objects too large to fit into the Rokea's maw disappear into the gaping pit. A
living being attempting to resist this suction must grab something sturdy and
roll Strength (difficulty 8). This Gift functions only in the water.
Wisdom of the Sun (Level Five) -As the Stargazer Gift: Wisdom of the Seer, save that the Mokol6 must gaze directly on Lord Sun’s face.
Withering Stare (Level Five) —
This Gift lets a werecat kill with a glance, a favorite trick of Simba lords and
wandering Pumonca. Using this Gift against other Bastet is considered deeply
dishonorable, but it happens.
System: The
werecat locks eyes with his target; the player spends a Gnosis point and rolls
Rage. The difficulty is the victim’s Willpower, and each success inflicts one
aggravated Health Level of damage. Only a Willpower roll (difficulty 8) can soak
the Stare, which twists the victim into agonized convulsions either until death
or until the werecat grants release.
Words of Doom (Level Five)
Wound Undersea (Level Five) -
This very dangerous Gift is used only in times of truly dire need. The Dimwaters boast that theirs is the only
auspice responsible enough to hold the knowledge. With this Gift, the wereshark
can open a vent in the sea floor, calling lava from it. This boils the water in
the immediate area, as well as causing small earthquakes throughout the region.
This Gift is taught, albeit very rarely, by an avatar of Unsea herself.
System: The Rokea slashes herself with her own claws and bleeds near the
sea floor (in the process enduring at least one health level of aggravated
damage). The player spends one Rage point and one Willpower point, and then
rolls Charisma + Rituals (difficulty 8). Success opens a crack in the sea floor.
The lava will boil up in three turns, which is how long the Rokea has to get to
a safe distance. The lava boils the water in the area, inflicting at least three
health levels of damage (aggravated) each turn. Any additional effects —
earthquakes, whirlpools at the surface, and so forth — are up to the
Storyteller.
Wrath of Nala (Level Five) —
This Gift whips up a wild storm that devastates the werecat’s vicinity. This
tempest springs up out of nowhere and lasts for five minutes or less, then calms
and disperses. Nala herself teaches this Gift in dreams.
System: The Wrath works like the Level Five Common
Gift: Soothe/Summon Storm, except that it requires only five successes
(difficulty 8). This conjures a severe thunderstorm which lasts only a few
minutes and remains beyond the werecat’s power once it’s in motion.
Wyld Warp (Level Five) — A desperate tactic at best, this Gift
summons a number of Wyld-spirits. What they do when they arrive is wholly
unpredictable. They may run or fly about in a destructive frenzy, tearing the
Fury's foes apart. They may grant the Fury and her packmates temporary increases
in might or Rage, or they might decide to destroy all Weaver-tools in the area.
They may even heal the Fury and her allies of any wounds they have suffered. The
Fury has no way of knowing, but the effect is usually beneficial. A Wyldling
teaches this Gift.
System: The player spends one Gnosis point and one Rage point. She then
rolls Wits + Enigmas (difficulty of the local Gauntlet). Successes summons a
variable number of Wyldlings, which will alter the situation as the Storyteller
sees fit.
(Six Level Six)
Coyote's Howl (Level Six) -
Just as Coyote is the Creator, he
is also the Destroyer. In time, he will erase all that exists, for that is his
duty. Coyote’s Howl allows the Nuwisha to summon a small portion of Coyote’s
destructive power and unleash that energy on a person or area. When used,
Coyote’s Howl shakes all of nature and bends it into an engine of annihilation.
This power might come as a tornado or as a tidal wave. It might be an earthquake
or lightning storm. Whatever the case, there is little that can stand against
the power of Coyote’s Howl. This Gift is one of the most powerful known to the
Nuwisha, and is taught by
Coyote to those he finds worthy.
System: The player rolls Intelligence + Occult, difficulty
5, and
spends five Gnosis points. The resulting ener- gies released
will
destroy anything in their path, with rare exceptions at the Storyteller’s
discretion. This Gift is only usable
by the
most powerful Nuwisha, and will
not work if the enemy faced is not a true
threat to all that the Nuwisha stand for.
Dance of Shiva (Level Six)
Earthquake (Level Six) — An old
and desperate secret known only to a handful of living cats, this pact allows a
Pumonca to shake the earth Herself, wrecking roads and crumbling buildings.
Although the epicenter of the quake is fairly small, the tremors can be felt for
miles.
System: As the
Gift: The Hungry Earth, except that an Earthquake requires two Gnosis points and
two Rage points, affects one mile, and causes damage proportionate to the cat’s
successes (one success can break windows; two would crack plaster; three crumble
asphalt, four shatter concrete, and five buckle metal).
Firebringer (Level Six) — This powerful Gift allows a Ragabash to pull
the ultimate stunt, stealing a supernatural power and turning it into a Gift.
Moreover, the Gift can be taught to others, as if the New Moon was a spirit
teacher. The difficult part is that the Ragabash has to endure having the power
used on her first, but after that, she makes it her own to teach, but alas, not
to use herself. A powerful spirit, such as the avatar of a trickster Incarna,
teaches this Gift.
System: Survival, smarts and sacrifice are key to acquiring this Gift,
though no specific dice rolls are needed. First, the Ragabash must suffer
through the effects of the power (such as a vampiric Discipline or a mage’s
rote) being successfully used on her. Then, she can take her experiences, work
with the appropriate spirit and turn the power into a Gift she can teach to
others. The Ragabash cannot herself use the Gift, and moreover, she now has a
vulnerability to its effects. The next time she encounters another supernatural
using the power, the enemy is at one difficulty less to use it on the New Moon
(the power more easily affects the Ragabash). Any supernatural power can be
coopted in this way, including Wyrm-tainted powers. In this way, the werewolves
can turn the might of the Wyrm back on itself. Because of the sacrifice
involved, the New Moon usually gains considerable Renown for not only “stealing”
the knowledge of the supernatural power, but also teaching it to others.
Storytellers should feel free to be creative and innovative in bringing powers
from other games (such as Vampire and Mage) into the Werewolf universe. The
Storyteller determines the level of any Gift gained in this manner, as
appropriate.
The Fleeing Scarab (Level Six)
— One of the Bubasti’s most obscure tribal secrets,
this Gift allows a cat to remove her soul, incarnate it, and send it out of
harm’s way while her body dies. The soul, which often takes the form of a flying
scarab beetle, searches out an appropriate new host body, climbs into its mouth
while it sleeps, and “lays” the old soul into the new host. The Bubasti who
knows this forbidden secret (and less than eight such cats exist) is
theoretically immortal, though such longevity is purchased in other beings’
lives.
System: Collecting the soul for transport requires
three Gnosis points and a successful Manipulation + Occult roll (difficulty 8).
Failure traps the soul in the body as it dies (although the Gift may be
tried up to three times if the cat has enough time to do so). Once freed, the
soul wings forth, searching for a host. It has 24 hours to find one before the
soul-essence scatters. Once a host is found, the beetle climbs into his mouth
and tries to take the body over. This “possession” demands an additional Gnosis
point and a roll of the Bubasti’s current Willpower at the time of her death.
This roll’s difficulty is the host’s current Willpower + 3 (maximum 10). If
successful, the Bastet takes over the body, retaining her old memories and the
host’s as well. If not, she can make one final try before her soul fades away
forever. To retain command of the host, the cat makes weekly Willpower rolls
against the host’s original Willpower. Hence, the Bubasti rarely commandeer
supernatural creatures or stubborn individuals, at least for long. After a lunar
month has passed in one body, the host becomes a Bubasti with five points in the
Past Life Background. Although all her previous Gifts are lost in the process,
her memories remain intact. Thus, she knows where to learn them again later. A
botch at any point in the use of the Gift sends the soul straight into the
Oblivion spoken of by the Dead, so this magic is not lightly undertaken.
Great Grandfather's Summons (Level Six)
Invoked Presence (Level Six) — By using this awesome Gift, the Theurge
can call upon an Incarna or Celestine directly, bringing their focus to bear on
the area around him. This does not summon an Avatar; rather, the presence is a
mystical permeation of the principle the invoked spirit represents. The Theurge
will later need to repay the debt owed to the spirit he invoked before he can
use this Gift again; this typically entails a strong geasa, an extended spirit
quest or the sacrifice of a valuable fetish. Any Celestine’s avatar can teach
this Gift.
System: The Theurge spends five points of Gnosis and the presence of a
Celestine or Incarna is made manifest within a 180 yard radius globe around her
for several hours. Essentially, this Gift is like a sustained, area-effect form
of Totem Gift, and the effects are thus highly variable dependant upon which
greater power the Garou chooses to invoke. The following three effects are
constant:
• Any actions that directly support the principle of the invoked spirit have a
number of dice equal to the Theurge’s Gnosis added to their dice pool. In the
case of combat, only one type of combat roll (attack, damage, dodge, initiative,
etc.) will be so enhanced.
• Attempting to take any action directly antithetical to the invoked spirit
requires three successes on a Willpower roll (difficulty 8), and even then, the
action will be rolled at +2 difficulty.
• The spirit will send members of its Brood equivalent in power to a full pack
of Rank One Garou to the site to aid the Theurge and his allies immediately.
Beyond this, the effects are dependant on the power the Theurge chose to invoke;
Unicorn may simply make any act of violence impossible in the area; a Harvest
Incarna may cause all the plants in the area to grow to rich and healthy
maturity in minutes, while invoking the Weaver might make the Gauntlet utterly
impenetrable.
One on One (Level Six) — The World of Darkness is a complex place, filled
with intrigue, misdirection and all manner of supernatural evasion. Ahroun,
however, are simpler beings, and this Gift allows them to extend their direct
methods where they might not otherwise reach. The Garou says a brief prayer to
Luna and the other innumerable spirits of blood, terror and vengeance in the
Garou pantheon. She is then transported instantly to a single foe of her choice,
whom she may engage in one-to-one combat to the death under Luna’s own aegis.
The foe cannot flee (though tactical withdrawal with the specific intent of
continuing the fight this scene is acceptable), nor can she receive aid from
outsiders. The invoker is bound by same restrictions, of course. Luna herself
teaches this Gift, and not through an avatar— the petitioner must journey to
Luna’s court in the Aetherial Realm and convince the capricious goddess that her
reasons for needing this power are just.
System: This Gift cuts through all supernatural forms of warding,
concealment, contingency spells and similar precautions without any roll. For
the remainder of the scene, both affected parties can receive no aid from other
sources, and can only use powers that are directly physical in nature. A
vampire’s unearthly strength and speed or a faerie’s ability to strike at
enemies with the spirit of holly would remain potent, but a member of either
race would be stripped of his supernatural mind-clouding and unearthly presence.
Likewise, a Namebreaker might throw lightning or increase his own strength, but
not teleport away or turn incorporeal to avoid the Garou’s strikes utterly.
This Gift involves the direct interference of the Celestine Luna in mortal
affairs, and the Storyteller should remember that a thinking being is
determining the Gift’s exact effects, not a defined supernatural spell. The
Storyteller should make judgment calls on the Gift’s effects keeping it within
its intended spirit of providing a fair, open and physical fight. A Garou asking
to be transported to a vampire in torpor, for example, might find the Leech
awake and ready to fight….
The Garou must expend a point of permanent Gnosis to activate this Gift. Once
the fight is done, normal rules of reality reassert themselves — which might be
bad if the Garou has been sent to Malfeas or some other hellish domain.
Release from Bondage (Level Six) — There are many ways to mystically bend
the will of another. This Gift shatters all such bonds, from the blood
domination of a vampire to a mage’s mind control or a Half Moon’s geas. Those
who know this Gift may use it on any being, including themselves. This Gift is
only granted by an Incarna or equally powerful spirit, usually as a reward for
some great service.
System: The Garou is automatically immune to any supernatural coercion
save from any being more powerful than an Incarna. The Gifted one may break
another’s mystic compulsion by touching her, spending a Gnosis point and rolling
Manipulation + Leadership (difficulty 11 - the target’s Willpower).
Royal Privilege (Level Six)
— This deeply despised trickery allows an ancient and powerful lion to steal another werecat’s Gifts, even those which traditionally belong only to that tribe or breed. Black Tooth has gathered a lot of his power through this deadly secret. Those who’ve met him claim he invokes his “privilege” by killing other Bastet, then taking their secrets from their spirits as they die. While there may be other Bastet who know the Gift, they don’t have many friends.
Storyteller (Level Six) — Rather than simply telling and retelling the
stories of old, or even waiting until the events of the day become the new
stories, the Galliard can change the events of the ongoing drama unfolding
around her. She may add new “characters,” alter chains of events, and even
change the motivations of the major participants. However, as this Gift can
literally have world-altering ramifications, the handful of Garou in history
that have known it have been loath to actually use it. Rumor has it that the
defeat of the Storm-Eater was due partially to use of this Gift — but likewise,
rumor also states that the horrific events in Russia during the past century
stem from a Child of Gaia Galliard who thought that she knew the way the story
would end. No one knows what sort of spirit teaches this Gift; presumably an
avatar of Gaia, but since so few Garou even know of the Gift’s existence, no one
can say for certain.
System: The player spends one permanent Gnosis point and explains, in as
much detail as possible, the change she wants to make to the story. The
Storyteller, of course, has final say, and once the “dramatic alteration” is
done, the Garou has no further control. Events that she concocts can and do
spiral out of control, so utmost care must be taken with the Storyteller Gift.