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.
System:
Curing a simple illness like the flu requires a Manipulation + Medicine roll (difficulty 6). Severe diseases and venoms demand a Gnosis point and a roll against difficulty 7. Chronic illnesses or really lethal poisons demand two Gnosis points and a difficulty of 8 or higher. Vicious diseases that eat a victim alive, like AIDS, cancer, leprosy, etc. may demand three Gnosis, or even remain incurable by magical means.

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.
System: The Bastet’s player rolls her Manipulation + Expression; the difficulty depends on the circumstances and the target. If the roll succeeds, the target immediately stops whatever he’s doing and offers sympathy for the werecat’s pain. Some folks, of course, have no pity in their hearts. The Gift inspires hard-souled enemies to torment the Bastet even more than they normally would.

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.
System:
This Gift’s effects are more psychological than physical, and get an extra boost from the way the Ceilican acts toward the mother while offering his wishes. Setting things in motion demands a Gnosis point and a roll of Manipulation + Occult (difficulty 7). While touching the mother’s belly, the cat either wishes her well or ill, usually in some poetic rhyme. After that, some good or bad event befalls the woman or her child. Although the event itself is outside the character’s control, the number of successes he rolls should reflect the power of the Blessing or Curse. Blessings can include an easy delivery, unusual good looks or great health. Curses include breech birth, minor disability or poor constitution. Once one event has occurred, the Gift is discharged.

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.
System: Invoking this Gift requires a Perception + Subterfuge roll. The difficulty depends on the area’s complexity: a large flat desert or small forest would be 5 or 6, a vast expanse or complicated maze might be 7 or 8, and a primordial rain forest would be 8 or 9. Magical confusion spells, like the Garou Gift: Trackless Waste, can be undone with difficulties 9 or 10. Pathfinder’s Pride does not provide any kind of travel; the werecat merely  discovers the way out — getting to the exit is her problem.

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.
System:
The shadowcat spends a Gnosis point, rolls his Willpower and begins reading. The difficulty of the roll depends on the obscurity of the text:

Language Difficulty
Modern 5
Scholarly (Latin, Sanskrit) 6
Archaic or dead (Aramaic) 7
Common pictograms (classic Egyptian) 8
Obscure pictograms/code (Sigils of Mu) 9
Personal codes/lost cuneiform 10

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.
System:
This Gift works like the Level One Common Gift: Sense Unmaker’s Hand, except that it detects a strong affinity for Rahjah, Nala or Cahlash (Weaver, Wyld or Wyrm). Examples include Banes (Cahlash), Technomagi (Rahjah) and some Garou (Nala, though some may tend toward the other two). However, the difficulty is one higher than that of Sense Unmaker’s Hand.

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.
System:
The player rolls Dexterity + Stealth, difficulty 5. Failure renders the Gift unusable for the rest of the scene. Note that this Gift doesn’t make the werecat himself invisible or silent in any way, nor will it prevent any damage (broken twigs, for instance) in his wake — it stifles the sound of his footsteps, nothing more.

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.
System:
As Weaver Sence  but attuned to the Wyrm. With three or more successes, it may (at the Storyteller’s discretion) reveal more subtle traces of corruption and decay, such as a tumor in a human body.

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 con
versation, 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.
System:
The player rolls Gnosis against the local Gauntlet. If she’s standing inside the Penumbra already, no roll is necessary. Once she learns this Gift, the werecat understands spirit-speech for the rest of her life, although some truly alien spirits might be beyond normal comprehension.

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.
System: A simple Perception + Enigmas roll (difficulty 6) boosts the cat’s hearing into the high and low sonic spectrums, and adds two dice to her Perception Dice Pool for hearing rolls only. The Gift lasts one scene, and makes the Bastet susceptible to sudden loud noises (which might inflict one to three Health Levels of normal damage in extreme cases like explosions or high-frequency alarms).

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.
System:
The werecat must sit beside his victim for several minutes while she sleeps, spend one Gnosis point, and roll Wits + Occult or Enigmas (whichever is higher). If he rolls well, she’ll have nightmares for one night per success. Five successes or more will cost the victim a temporary point of Willpower until she can sleep normally again. The Gift cannot be reused on the same person until the original nightmares have passed.

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.
System:
By spending a Gnosis point and rolling his Manipulation + Survival, the cat creates a pool of water. The difficulty depends on the circumstances: adding to existing water is difficulty 6; conjuring it into a dry place is difficulty 7. Each success brings forth five gallons of fresh, clean water, which lasts until it is consumed.

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.
System:
The player spends two points each of Rage and Gnosis to animate the Shambler, and rolls Willpower against difficulty 7. The resulting creature is semi-intelligent at best, smells terrible, and lasts for three turns per success. Suggested Shambler Traits are:

Attributes: Strength 4, Dexterity 2, Stamina 5, Wits 1
Abilities:
Alertness 1, Brawl 3, Stealth 3
Health Levels:
Two per success, and no penalties apply. Once its Health Levels are gone, the Shambler falls apart.

Bends (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.
System:
The player spends one or more Willpower points, then chooses a Mental dice pool (such as Intelligence + Enigmas); each Willpower point spent adds one die to that dice pool for the remainder of the scene.

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.
System:
Invoking this Gift requires a Gnosis point, a Perception + Occult roll, and time to concentrate. The roll’s difficulty depends on the werecat’s knowledge of his target. Although Farsight only spies on places, not people, anyone there can be observed as usual. The cat sees the place as if from a bird’s-eye perspective — high enough to see everything nearby, but close enough to discern objects. A Willpower roll (difficulty 6) allows him to “focus” on  certain things. The Gift lasts for one turn per success, and extends up to 30 miles distant.

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
One success Minor lights and noises
Two successes Coherent and recognizable images or sounds
Three successes Complex, interweaving images and sounds
Four successes Vivid multisensory hallucinations
Five successes Indistinguishable from the real thing with out examination

Illusion Difficulty
Single sound or flash of image 6
Complex pattern of light or sound(an object or conversation) 7
Complex moving pattern (a person speaking) 8
Complex active pattern (person walking, speaking and responding) 9
Complex active multi-pattern (group of people speaking, moving, reacting or all three) 10

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
One heat ofa candle (firstaesree bums) 3
Two heat of a torch
(secondaegree bums) 5
Three heat of a Bunsen burner (thirddegree) 7
Four heat of a chemical fire 9
Five molten metal 10

Successes Size of the Fire wounds inflicted each turn
One size of a torch one
Three bonfire; half of body burned.
Five raging demo; total immersion in flames three

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.
System:
To dim the local lights, the werecat’s player rolls Manipulation + Stealth. The dimness lasts for one turn per success.

Light Source Difficulty
Weak (torches, lamps) 6
Bright (fires, moonlight) 7
Harsh illumination (headlights) 8
Powerful lamps (halogen bulbs, yard lights) 9
Overwhelming (spotlights, sunlight) 10

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 third
rank 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.
System: The jaguar spends a Gnosis point to activate the Gift; once done, it lingers in her skin until she brushes against someone. Unless the target makes a Stamina + Awareness or Primal- Urge roll (difficulty 8), he is frozen for one turn per point of the Balam’s current Gnosis (the score she had before she cast the Gift). He may, if he’s lucky, break the paralysis with a Willpower roll (difficulty 9); if not, he remains helpless for the duration.

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.
System:
The player spends a Gnosis point and rolls Perception + Survival (difficulty 6). The more successes she wins, the more she learns. On a botch, the spirits lie.

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, diffi
culty 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
Checking accounts 5
Corporate records 6
Important documents, designer viruses 7
Secure accounts 8
Corporate secrets 9
Government secrets 10

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)
If the whirlpool is created under a target, it needs a minnimum number of successes to "suck down" as detailed below.  A living target can make a Dextirity +athletics roll(opposed by the strength of the Nagah's Gnosis)to escape, usually by swimming out of the area.

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.
System: The player rolls his Manipulation + Enigmas to convince the Spiders to do his dirty work. Obviously, he has to have some way of reaching them first, such as a Gift, a short visit to the Penumbra, or a message typed into the doomed system. Once the deal is set in motion, the Spiders eat the system’s data; a skillful data retriever can undo the damage, but it’ll take days or weeks to fix. The Gift’s difficulty depends on the size and complexity of the system in question. Protected networks add one to the amount of successes needed; magickal systems include  Trinary computers or Technomagickal networks (see Mage: The Ascension).A botch causes the Spiders to wreck your own data instead. Note that this kind of tampering immediately sets off alarms on guarded systems; a would-be saboteur would be wise to amscray ontopray!

Network Difficulty Successes Needed
Small Office 6 one-two
Large office 6 three-four
Small Corporate 7 four-five
Large Corporate 8 Four-five
International/Government 9 five-10
Secret Government/Magickal 10 five-15

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.
System:
The Pumonca concentrates while chanting a single question and a plea. While she does, the player rolls Perception + Enigmas to see into the past. Success reveals the answer. The more distant the event, the higher the difficulty, unless it left impressions so vivid that they never fade (like the Trail of Tears), which might reduce the difficulty by one or two. Events that occurred more than a year ago require a Gnosis point to “see.” The vision comes from the perspective of the ground nearby, which might make details hard to read (imagine a worm’s-eye view of a murder); some dreams pass emotional impressions, too, leaving moods that can last for hours.

Time Elapsed /Difficulty
A week 4
A month 5
Six months 6
A year 7
10 years 8
50 years 9
100 years + 10

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.
System: A good Perception + Primal-Urge (difficulty 6) roll wins the character a sort of “danger sense” for one hour per success. This manifests as “bad feelings” whenever something nasty’s waiting nearby; it won’t tell her about the five dakats waiting around the corner, but she’ll certainly feel like she ought to stop before she turns that corner…. Conspiracies, natural disasters, ambushes and festering rivalries can all be sensed ahead of time, though the outcome of combat cannot.

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.
System: The player rolls Perception + Enigmas and spends a Gnosis point. The Bastet must be staring into outside water. Any place touched by moonlight (even near windows, indoors, and within the Penumbra) may be sensed with all six senses, as if the Bastet were standing in the moonlight itself. The water’s surface must be calm; raging waves will reveal nothing. The search’s difficulty depends upon the distance scanned and the Bastet’s familiarity with it. If she observes for more than a minute (or requires more than three rolls), another Gnosis point must be spent. A person with mystical senses might realize he’s being spied upon with a successful Perception + Occult or Enigmas roll (difficulty 6). He would, if he discovered this, see a giant moonlit cat slowly fading  away. Naturally, discovery  terminates the Gift.

Subject Difficulty Successes Needed
Near & familiar 6 Two
Distant & familiar 7 Three
Unfamiliar 8 Three
Seen pictures 8 Five
Never been 9 Five
Distant & alien 10 Five

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.
System:
Using this Gift costs one Gnosis point per scene (or per hour if it’s a long trip), and requires a Wits + Stealth roll (difficulty 5) each time the character encounters a new obstacle. Perfect Passage does not render the cat invisible, but it dampens all sounds and scents, eliminates footprints, opens and closes doors, springs locks, and shuts down security systems long enough for the cat to pass. When necessary, the character may even walk through solid barriers as if they were smoke. Botching any roll during this journey has terrible results — the Bastet may be trapped inside a wall, spotted by a security camera, scented by a guard dog, or worse. Some magical perceptions (Prime magicks, Auspex) might betray signs of a Passage, but will not reveal one in progress unless the seeker makes a successful Perception + Occult roll (difficulty is Bastet’s Stealth + 5). The Gift applies only to a single Bastet and anything she carries in her hands or jaws.

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.
System: It costs a Rage point to pull a large amount of blood together. A successful Manipulation + Primal-Urge roll is also required. The roll’s difficulty depends on location; a place that’s seen a lot of bloodshed (a watering hole, the site of a massacre, etc.) is only 7, while a remote mountain peak would be 10. It takes several turns for the blood to coalesce into solid form; once it does, the cheetah can work it into any of the following shapes: a wall, a column, a shower, a geyser, a pool, a river, a rope, a bridge, or a mass of “arms” which wrap the target in a liquid embrace. All forms have Strength or Health Levels based on the cat’s successes. For each success, the blood attains two dots of Strength or two Health Levels. Although it remains liquid, the River of Blood can be as solid as thick sand or as fluid as water. This Gift lasts for one scene, then the blood drains back into the earth. The Swara who performs the Gift will be sad for hours afterward;  the blood of immeasurable death has passed through his hands.

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
Drizzle 6 One
Rain shower 6 Three
Thunderstorm 7 Five
Severe thunderstorm 8 10
Severe windstorm 9 15
Tornado/waterspout 9 20
Small hurricane 10 20

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
Small group (2-20 people) 6
Medium group (20-50 people) 7
Crowd (50-100 people) 8
Mob (100-300 people) 9
Riot (300-500 people) 10

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.
System: This Gift comes from the Unmaker, and may be restricted to one or two corrupt old lions in the Storyteller’s domain. Using it is simple, yet difficult: To learn a new Gift, the werecat who knows it must be killed. As the victim dies, the Simba invokes this terrible power, ripping the secrets from the dying flesh. This requires two Gnosis and a Manipulation + Occult roll. The difficulty is the dying cat’s Rank +5. For each success, the lion may learn one Gift he didn’t know before, providing the slain Bastet  knew it instead. To “keep” these Gifts, the Simba must pay experience points for them; a stolen Gift that remains “free” can be used once, then forgotten. Only Simba know this trick — some Bubasti have tried to acquire it, but have died in the process.

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.