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Werewolf: The Forsaken Gift Summary

Learning Gifts  Fire-Touched- Disease, Ferver, Insight, Inspiration


 Ivory Claws-Agony, Dominance, Scourging, Warding
 Must be part spirit to learn a Gift  Predator Kings-Nature, Rage, Savagery, Strength
 Can only be taught by spirits
 No character can have a Gift of a level higher than his highest primary Crescent Moon (Ithaeur only) Gifts (Pg. 104)
Renown (The two types of renown associated with Tribe and Auspice, Two-World Eyes () (- / Instant / Wits + Occult + Wisdom) Uratha sees
or just Auspice for Ghost Wolves) events in both physical and spirit realms. Lasts 1 round per success. ES: Smell
 Starting Gifts: 1 Tribe, 1 Auspice, 1 Player choice (Ghost Wolves: 1 or hearing applies as well.
Auspice, 1 Open List (Father Wolf / Mother Luna), 1 Player Choice)
 May not select gifts from Auspice lists other than own Read Spirit () (1E / Instant / Int + Occult + Cunning) Reveals name, type,
 At character creation, may trade Player Choice Gift for 1 dot of Rituals and rank of a spirit, as well as one additional fact per success after first
 When a new point of Renown is gained, character gains a free (No XP (Power, Finesse, Resistance, Willpower, Essence, Speed, Numina, etc.). 1
cost) Gift worth same dots, selected from the character‟s Auspice or round of prior interaction with spirit required. No Ghosts.
Tribe Affinity, or from Open List
 Gifts chosen at character creation must be sequential Gauntlet Cloak () (1E / Instant / Dex + Occult + Purity) -2 penalty to spot
 Gifts may be learned out of sequence after character creation (+3 XP character in both worlds. -1 penalty to recognize character if spotted. -2
per Gift skipped) concealment modifier vs. ranged attacks. Lasts 1 turn per additional success.
 Gifts of any list (except different Auspice) can be bought for XP Crossing Gauntlet negates. DF: Tear in Gauntlet, spirits may cross. ES: -3
(Affinity / Open = 5 XP x new dots, Other = 7 XP x new dots, out of concealment modifier, +1 Defense.
sequence = +3 XP per Gift skipped) Between the Weave () (1E / Ref / - ) Uratha crossed Gauntlet as reflexive
 When a new point of Renown is gained, character gains a free (No XP action. Ambush targets use Two World Eyes or Wits + Composure -4 to
cost) Gift worth same dots, selected from the character‟s Auspice or detect.
Tribe affinity, or from Open List. This Gift can be taken out of
sequence for no additional XP cost Crash the Gates () (1E +1E per packmate / Instant / -) Extends Between
 Learning time: 1 hour per level of Gift the Weave to packmates. Packmates must be willing. Packmates cross on
same Initiative as user. Double XP cost to learn if Between the Weave is not
known.
Gift Use Modifiers
Death Gifts (Pg. 106)
+2 Area of influence of a powerful (+) locus
+1 Area of influence of a locus (rating  to ) Death Sight () (- / Instant / -) Uratha can see ghosts. Int + Occult roll to
+1 Character‟s Auspice moon is in the sky detect stains of death as instant action (phantom bloodstains mark deaths of
-1 Character has wound in third to last Health box creatures within last month, size varies according to size of creature and
-1 Local spirits are actively hostile to Gift user emotional discharge at death, darker stain = more recent). Applies only while
-1 Wielding or in possession of silver (per item). in the physical world.
-1 to -5 Under the influence of Drugs or Alcohol (or even poison)
-2 In presence of an Uratha in Kuruth Ghost Knife () (1E / Instant / -) Uratha enables held object to injure ghosts
-2 Character has wound in second to last Health box for one scene. +1 bonus versus ghosts, Uratha picks lethal or bashing damage.
-2 Afflicted with powerful sensory stimuli In case of ranged weapons, applies only to ammunition loaded at time of
(deafening noise, powerful stench, etc.) infusion. Gift user can imbue his own natural weapons.
-3 Character is in a Barren
-3 Character has wound marked in last Health box Corpse Witness () (1E / Instant / Man + Occult + Purity) Corpse gives up
-4 Middle of a hurricane the secrets of all it has „seen‟ since its death. Only head is necessary, some
-5 Bound and gagged with silver manacles (Gifts flesh required. Uratha must breathe into corpse‟s mouth. DF: Corpse babbles
requiring speaking / motion are impossible) blasphemies, Uratha loses 1WP. S: Corpse gives details of its observations the
Uratha would consider important. ES: Corpse can answer specific questions
(1 per additional success).
Gift write-up format: (Cost / Action / Activation Roll). DF = Dramatic
Failure; S = Success; ES = Exceptional Success. E = Essence, WP =
Word of Quiet () (1WP / Instant / Pres + Occult + Honor – Target‟s
Willpower.
Stamina) All living creatures who hear Uratha within (10 x Presence) yards
For Jeffwolf,replace all references of skill “Socialize” with “Expression”
suffer one bashing. Undead suffer 1 lethal per success. Highest stamina for a
Affinity Lists:
group of creatures is used.
 All Werewolves have affinity with Father Wolf and Mother Moon
gifts. (Including Pure) Vengeance of the Slain () (1E / Instant / Stamina + Occult + Wisdom)
 All auspice-only gifts are affinity for that auspice. Uratha returns soul to an acceptably intact body dead no more than one day.
 Rahu- Dominance, Strength, Wounds corpse died from remain on body (cosmetic). Corpse can use any
 Blood Talons- Inspiration, Rage, Strength, Battle (Rage) supernatural abilities once possessed, can speak, regains full Health, suffers
 Bone Shadows- Death, Insight, Warding, Ending(Rage) no wound penalties. Lasts one hour per success or until corpse is killed again.
 Cahalith- Inspiration, Knowledge Works on a given corpse only once.
 Hunters in Darkness- Elemental, Nature, Stealth, Stalking(Rage)
 Iron Masters-Knowledge, Shaping, Technology, Blending(Rage) Dominance Gifts (Pg. 109)
 Elodoth-Insight, Warding Cannot be used on Uratha with more dots in user‟s primary tribal Renown.
 Irraka-Evasion, Stealth Work only on Uratha, Wolf-Blooded, and humans. Dramatic failure = No
 Storm Lords-Dominance, Evasion, Weather, Alpha (Rage) Dominance Gifts from that user will work on target again for one scene ( to
 Ithaeur-Elemental, Shaping ), or any target for one scene ( to ).
Playing Possum () (1 WP / Ref / Wits + Sub + Cunning) Uratha appears
Warning Growl () (1WP / Contested / Pres + Intimidation + Glory vs. biologically dead. Regeneration ceases. Contested Int + Medicine rolls for a
Composure + Primal Urge) Gift user gains +2 Defense bonus vs. target for persistent investigator. User can revive as instant action, remains aware,
one scene. cannot move without ending Gift. ES: User can regenerate while „dead‟
without showing external signs of healing.
Luna’s Dictum () (1WP / Contested / Pres + Intimidation + Glory vs.
Composure + Primal urge) Single target obeys a command of a few words. Double Back () (1 WP / Ref / Int + Invest + Glory) Uratha becomes
Does not work if target is distracted by threats like combat. Target does not aware of all attempts at physical deception in the area for one scene
harm himself or others, or do anything seriously against his nature. Task lasts (Concealed evidence, hidden trails, disguise, etc.). Does not reveal what the
no longer than one minute. ES: Target rationalizes his obedience. actual disguise, hidden object, etc. is. ES: Mystical (illusions, etc.) deceptions
detected as well.
Voice of Command () (1E / Contested / Man + Intimidation + Honor vs.
Resolve + Primal Urge) Affects up to three targets who contest separately. -1 Fog of War () (1E / Contested / Man + Exp + Honor vs. Resolve +
to activation roll for each target after the first. Order can have two or three Primal Urge) Uratha howls, drums, etc. throwing confusion over targets
specific directions, same restrictions as Luna‟s Dictum. Lasts 5 minutes per within extreme hearing range. Listeners suffer -3 penalties to all actions as
success. Harm as a result of obeying the commands ends the effect. Gift can long as user maintains effect. User can designate subjects as immune, but
only be used on a given target once per day. Targets twist spirit of command if must do so specifically at activation and be able to see said subjects. Multiple
possible, unless ES is rolled. users force multiple resistance rolls, but effects do not stack. ES: Affects any
target who hears howl on first turn of activation for remainder of scene.
Break the Defiant () (1E / Instant / Pres + Intimid + Purity - Target‟s
Resolve) Target loses 1 WP for each success. Works on a target once per day. Father Wolf’s Gifts (Pg. 114)
Wolf-Blood’s Lure () (- / Ref / -) User projects his wolf nature, making
Tug the Soul’s Strings () (1E / Contested / Man + Pers + Cunning vs. mundane wolves and dogs see him as one of their own. User can communicate
Resolve + Primal Urge) Uratha forces target to perform deeds that violate his with and gains +1 die on social rolls with these creatures. Lasts from moonrise
identity. No direct harm to self, although target will place himself in danger to moonset, or vice-versa.
(+3 to resistance roll). Second roll gained with this bonus if danger is not
immediately apparent. Lasts 10 minutes per success. Once per subject per day. Father Wolf’s Speed () (1E / Ref / -) User‟s gains double Speed and +2 to
ES: Target does not gain second resistance roll if danger manifests. Defense vs. firearms for one scene. Cannot be used in Hishu or Dalu.

Elemental Gifts (Pg. 111) Primal Howl () (1E / Contested / Pres + Exp + Purity vs. Composure)
Howl is heard for miles but affects targets with 10 yards per dot of user‟s
Call Water () (- / Instant / Stam + Survival + Purity) 1 cup of water created Primal Urge. No indirect effect (phones, etc.). Subjects are affected by Lunacy
for every success. Can be invoked once per hour. Excess overflows hands into (WtF pg. 175). Listeners may still act normally if Composure is equal to or
container, or onto the ground. greater than rolled successes. Shapeshifters and spirits are immune. Other
Supernaturals get Composure + other appropriate resistance Trait (Blood
Manipulate Earth () (1E / Instant / Dex + Crafts + Cunning) Shapes area Potency). Wolf-Blooded and Ghouls gain no bonus.
of earth 100 ft2 or 40 ft3. Does not work on stone, concrete, metal, etc.
Changes are permanent. DF: Earth spirits become hostile (-2 penalty to social Savage Rending () (1E / Ref / -) Uratha‟s claw and bite attacks inflict
rolls or Gift activation involving these spirits). ES: Stone can be sculpted as aggravated damage for one scene, or until user ends Gift. Use on Uratha is a
well. sin against Harmony 4 (3 dice).

Command Fire () (1E / Instant / Str + Survival + Glory) Uses existing Spirit Pack () (1E / Instant / Man + Animal Ken + Glory) User howls
flame to damage line fo sight target within 20 yards of source. 1 point of fire battle cry, summons one Wolf-Brother spirit (stats WtF pg. 244) per success.
damage per success, Defense, concealment, and armor apply, lasts for one Spirits act as a pack and return to Shadow when no enemies remain. If Gift
attack. Can also be used to spread flame (x2 spread rate) or stop it from user is slain, pack fights until slayer is dead or entire pack is defeated.
spreading. Lasts as long as Uratha concentrates, -2 to activation roll.
Full Moon (Rahu only) Gifts (Pg. 116)
Invoke the Wind’s Wrath () (2E / Instant / Str + Empathy + Honor) Clarity () (1E / Ref / -) User‟s Initiative increases by 5. May be used
Forms whirlwind within 50 yards of user. Radius of effect = 3 yards, lasts 2 retroactively like a Vampire‟s Celerity Discipline.
turns. User directs at his own base Speed. People or object caught in effect
suffer one lethal per success achieved on activation roll, and suffer -4 penalty Attunement () (1 WP / Ref / Wits + Brawl + Wisdom – Target‟s Resolve)
on all die rolls. Targets weighing less than 150 pounds may be lifted and After one full turn of combat with foe, user can ignore number of target‟s
thrown in a random direction. Target may attempt to evade during Gift-user‟s Defense dots equal to user‟s Primal Urge. Can apply to weapon or firearms
Initiative even if his turn is normally after – Dex + Athletics at -4 penalty, attacks even though Brawl is part of activation. Can only be applied to one
uses up target‟s action for that turn. Modifiers: Blustery day (-1), Windy day opponent at a time. DF: User loses Defense against target for one turn. ES:
(-3), Calm day (-5). DF: Uncontrolled weather feature. ES: Lasts 3 turns. Add one to user‟s Primal Urge.
Lament of the River () (3E / Extended (50 successes) / Stamina + Death Maul () (1E / Ref / Str + Brawl + Glory) The teeth of the Uratha
Intimidation + Wisdom) Waters within one square mile of Gift user swell and extend to get even more of a devastating bite. Though the Gift remains active
flood the region. for a scene, the Uratha must spend 1E to extend his bite for more devastation
(+3 dam). This Gift will only successfully activate in Gauru, Urshul, Urhan,
Evasion Gifts (Pg. 113) or in combination with Partial Transformation if the Uratha‟s jaw is
transformed into that of a wolf. DF: Case of lockjaw, cannot bite for the
Loose Tongue () (- / Contested / Man + Socialize + Wisdom vs. Composure scene, as well as, cannot activate till next Full Moon. ES: Spend no extra
+ Primal Urge) Affects a number of targets equal to successes rolled. Targets Essence for follow up Death Maul attacks in the scene. (May only activate
suffer -2 penalty to Empathy and Subterfuge rolls against the Gift user for one once per scene)
scene. Targets must be engaged in conversation for at least 30 seconds before
activation. ES: Targets suffer -2 penalty to Composure rolls as well. Rage Armor () (1E / Instant / Stam + Surv + Honor) User gains 1 Armor
point per 2 successes (remainders ignored). Does not apply to silver attacks.
Sand in the Eyes () (- / Contested / Man + Sub + Honor vs. Composure + Last for number of turns equal to user‟s Primal urge. DF: User is careless,
Primal Urge) Target suffers -5 penalty to Int + Composure rolls to remember loses Defense for first turn of combat.
details of the target during the scene in which the Gift is activated. Effects end
if Gift user attacks. Memories are clouded, not erased. Once per scene per Luna’s Fury () (1E / Instant / Dex + Emp + Cunning) User gains
target. ES: Int + Composure roll at -5 to remember character was there at all. benefit of dodge (Defense doubles) and all-out attack (+2 attack dice), and can
still attack normally. Effects last for a number of turns equal to successes, but
Essence must be spent each turn. No other Gifts may be used while active.
DF: User loses Defense for next turn of combat. ES: Doubled Defense also a target Uratha‟s time spent in Gauru. Multiple Elodoth can affect a single
applies vs. firearms for duration of Gift. comrade at the same time. No Elodoth can have more than one version
(extend/reduce) of this Gift active simultaneously. Has no effect on duration
Gibbous Moon (Cahalith only) Gifts (Pg. 117) of Death Rage, target must be in line of sight, Elodoth cannot use it on
himself. DF: Target remains in Gauru one additional turn / shifts immediately
Pack Awareness () (- / Ref / Wits + Empathy + Wisdom) Cahalith gains to Hishu (Opposite of desired effect). ES: Extra turn added or subtracted, as
general sense of packmates‟ position relative to him, as well as their state of desired.
being and general activity. Wound penalties and unconsciousness due to
wounds are also conveyed. Packmates must be within a number of miles equal Insight Gifts (Pg. 122)
to the Cahalith‟s Primal Urge. Lasts one scene. DF: Awareness is Sense Malice () (- / Contested / Int + Empathy + Wisdom) User can detect
overwhelming, -1 penalty for one turn per packmate. ES: One packmate of the scent of powerful negative emotions like anger, hatred, or envy. Wrath or
Cahalith‟s choice gains a point of Willpower. Envy vice gives +1 bonus. Spirits of negative emotion automatically detected.
Person possessed by a spirit of such emotion gives +3 bonus. Does not require
Resist Pain () (1 WP / Instant / Stamina + Survival + Honor) Cahalith an actual scent, and only works on currently active emotions. DF: Misleading
ignores wound penalties for one scene. DF: Wound penalties increase by one information. ES: User intuitively understands source of emotion, and some
for one turn. ES: Cahalith gains +1 bonus on next attack roll. degree of the cause.

Scent of Taint () (- / Instant or Contested / Wits + Occult + Purity) User


Rallying Cry () (1 WP / Instant / Man + Expression + Glory) Cahalith can detect the presence of supernatural beings by scent in an area within 10
channels Cahalunim through howl / song etc. Each packmate regains one yards per dot of Wits. Does not work on Uratha, Wolf-Blooded, or
spent Willpower point. Cannot be used on same people more than once per places/objects. Gives +2 bonus to track a supernatural being. One roll per turn
day. DF: Each packmate loses one WP instead. ES: Cahalith regains is given to determine if the creature has left/remained in the vicinity. Does not
activating WP point, as well as one additional. determine type of creature, or pick them out of a crowd. Roll is contested if
creature uses power to cloak itself. Works only in material world, does not
Unspoken Communication () (1E / Instant / Int + Socialize + Purity) detect disembodied spirits or ghosts.
Packmates visible to the Cahalith during activation are joined in mental Modifiers:
communication, either one to one or with all packmates simultaneously.  Individual encountered before: +1
Connected packmates gain +3 to Initiative, and +1 bonus to attacks and Gift  Outdoors; calm weather -1
use vs. enemies. A new packmate can be included by spending an additional  Outdoors; windy or drizzling -2
Essence point. Does not cross Gauntlet. Lasts one scene. DF: Cahalith is  Outdoors; snowing or raining -3
overwhelmed and suffers -1 penalty per packmate for one turn. ES: Each  Multiple supernatural beings in area -3
connected packmate regains one point of spent WP. Only one WP can be  Crowded area -4
gained per day by a packmate through these means.
Echo Dream () (1E / Instant / Wits + Investigation + Honor) User can
Call of Glory () (1 WP / Instant / Pres + Expression + Glory) The sense psychic impressions upon an area or place via touch. Information comes
Cahalunim directly inspire the Cahalith‟s packmates. Each success achieved in the form of symbolic visions about the most significant event involving the
heals one point of damage (regardless of type, right to left) for each packmate target, perhaps requiring Int + Occult for interpretation. Use does not apply to
(excluding the Cahalith). Packmates must hear Cahalith directly, must follow sentient creatures, impressions fade according to intensity and age (Usually no
same pack totem. Works once per packmate per day. DF: Summoned Lunes more than a few years). Cannot be used successfully more than once on a
are offended. -2 penalty to all rolls for Cahalith and packmates for one turn. target. ES: Additional unexpected information is revealed.
ES: Lunes include the Cahalith in the healing.
Soul Read () (1E / Contested / Int + Empathy + Purity vs. Subject‟s
Half Moon (Elodoth only) Gifts (Pg. 120) Resolve + Primal Urge) Knowledge of one of tagret‟s weaknesses, fears, or
secrets is gained for each success. Secrets already known do not count, but
Scent Beneath the Surface () (1 WP / Contested / Wits + Empathy + Purity) guesses can be confirmed. DF: User is overwhelmed by target‟s being and
Elodoth studies target for one turn. Success senses truth or lack of deception loses 1 WP. ES: Target realizes that Gift user knows, -1 penalty to all social
in the subject‟s actions and words, and subject‟s general emotional state. DF: rolls to influence or resist user for rest of scene.
Elodoth is convinced subject is telling the truth. ES: Subject‟s behavior
reveals a clue about what he is hiding. Omen Gazing () (1E / Extended (15 successes / 1 min of trance per
roll) / Resolve + Occult + Glory) User enters meditative trance and receives a
Snarl of Command () (1 WP / Contested / Pres + Intimidation + Cunning vision of the future. Viewing lasts one turn. No vision is guaranteed to come
vs. Subject‟s Composure + Primal Urge) Elodoth forces target to reveal the true, and they usually involve negative events rather than positive ones.
simple truth behind a subject of contention. Can mean answering of a single Cannot be attempted more than once in 24 hours. DF: Vision fails
question, removal of a disguise, revealing of a true form, etc. Subject will not automatically. ES: Vision lasts for up to a minute.
follow arbitrary commands. Usable only face-to-face once per subject per day.
DF: Elodoth cannot use this gift on anyone for rest of day. ES: Subject Inspiration Gifts (Pg. 125)
elaborates on details about the truth. The Right Words () (- / Ref / -) User gains +2 bonus to all Social rolls made
to encourage or mollify. Threats / intimidation not affected. Lasts one scene.
Aura of Truce () (1E / Instant / Man + Persuasion + Honor) Elodoth is
backlit by a half-moon halo and suffuses the area with calm for one scene. Camaraderie () (- / Ref / Manip + Persuasion + Wisdom) User speaks to
Affected beings must expend 1 WP to be free of the effects. May only be used comrades about the need for unity and cooperation. Success gives +1 bonus to
before violence begins, and ends immediately if the Elodoth attacks. Failure in Resolve + Composure rolls to resist Kuruth. If any of those affected assist
using this Gift does not necessarily make those affected hostile, but the each other (WoD pg. 134), contributors gain +1 bonus to attempts to help.
Elodoth has only his wits and charm to rely on. DF: Elodoth offends all
parties, cannot use Gift on same subjects again until next moonrise. ES: True Leader () (1E / Instant / Manip + Express + Glory) Werewolf must
Subjects expend 1 WP for each turn they perform hostile acts. lead followers into a dangerous situation to activate, taking equal share of risk.
Each success grants 1 WP to each of user‟s allies within 100 feet (even in
Fuel Rage () (1E / Instant / Stamina + Occult + Purity) Must be used in excess of normal permanent WP). Works once per day per subject, any
the turn immediately prior to the Elodoth shifting to Gauru, or in the same unspent extra WP is lost at the end of the scene.
turn as a reflexive shift to Gauru. Successes add to number of turns war form
can be maintained. No effect in the Shadow, user can still leave Gauru Spirit Skin () (1E / Instant / -) User manifests his spiritual power into the
voluntarily, usable only once per scene. DF: User cannot shift into Gauru for physical world, exuding authority and power. He gains his highest Renown
remainder of scene unless Death Rage is invoked. ES: One extra turn added. dots as a bonus to Social rolls made to impress, persuade, inspire, or
intimidate for the scene. Does not stack with Social modifiers normally
Bind or Sunder () (1E / Instant / Stamina + Occult + Purity (extend) or gained from Renown (WtF pg. 78). Opponents must succeed at Composure +
Manip + Occult + Cunning (reduce)) Successes add or subtract one turn from
PU roll at a penalty equal to the user‟s highest Renown to attack the user (self- Primal Form () (1E / Instant / Stamina + Survival + PU) User shifts
defense negates). Lasts one scene. ES: human onlooker‟s WP considered 3 into a larger version of Urshul (shift cannot be made reflexive by spending
lower to determine Lunacy effects. 1E) 6-8‟ at shoulder. Str +4, Dex +2, Sta +4, Manip -3, Size +3, Health +7,
Initiative +2, Speed +9, 2/1 Armor. Treated like Urshul in other respects.
Victor’s Song () (1E / Instant / Pres + Express + Honor) User howls, Lunacy as Gauru, heals 1L at the beginning of each turn (spending 1E heals
chants, or sings when facing hopeless odds. Success grants 1E and a +1 bonus an additional point of Lethal). All Resolve + Composure rolls to resist Kuruth
to dice-pools to all allied werewolves within earshot, except for the user. at -3. This same roll must be made to end the effects prematurely. Lasts for
Automatically fails in less than dire circumstances. Usable once per day per one turn per success. DF: User may not shift forms at all for 5 turns. ES: User
subject, lasts one scene. gains benefits of rage without losing control, also gains 1WP.

Knowledge Gifts (Pg. 126) Nature Gifts (Pg. 130)


Know Name () (- / Instant or Ref / Int + Invest + Cunning vs. Resolve + PU) Speak with Beasts () (- / Ref / Manip + Animal Ken + Purity) User can
User learns the target‟s name as the target defines it. Contested if the target communicate with animals through both voice and body language. Animal
has a reason to keep his name secret. Target is not aware that his name is may still be fearful, and may not listen or agree.
known. DF: Inappropriate name learned. ES: User learns all names to which Modifiers:
the target answers.  Animal is a wolf, +2
Traveler’s Blessing () (1 WP per scene / Ref / Wits + Streetwise +  Animal is another predator, +0
Wisdom) Successful use grants knowledge of local customs (+1 bonus to  Animal is a „prey animal‟ that fears wolves, -1
Social rolls to influence locals) and the most common local language not  Animal is an insect or fish, -3
already known to the user. DF: Misinformation; -1 penalty to Social rolls to
influence locals. ES: +2 bonus to Social rolls to influence locals. Plant Growth () (1WP / Instant / Wits + Survival + Honor) The size of a
plant or group of plant can be increased by one cubic yard per success, at the
Sagacity () (1E / Instant / Wits + Occult + Purity) User gains dots in a rate of one minute per cubic yard. Vegetation grows in whatever shape is
chosen skill equal to successes rolled. No skill can be raised above 5 dots. desired, and effects are permanent.
Lasts one minute per success rolled. Only standard dots for a skill in question
are used to fuel Gifts. Forest Communion () (1E / Instant / Manip + Survival + Cunning)
Success gives user basic information (presence of intruders, threats like fires)
Know the Path () (1E / Instant or Contested / Wits + Survival + Glory in a range of 500 yards + 100 yards per additional success. Successes also
vs. Resolve + PU) Success determined the closest and most efficient route to a increase detail of information (3 successes = species and gender of intruders).
desired location, in the form of precise references to landmarks. Does not Information is given in terms of scents, fleeting sights through the eyes of
reveal the location of hazards, unless they are also landmarks. If location is a forest animals, etc. Lasts as long as user maintains the trance, and user is
secret, user must be in the presence of a user of the secret lair, and roll is unaware of his surroundings and unable to convey information during this
contested. Failure means no further use for 24 hours. Cannot locate a path to a time. Does not work in urban areas. DF: User is overwhelmed, -1 penalty to
place that is magically veiled or on another plane of existence. Lasts for one Wits rolls for rest of scene.
scene – If location is not reached, Int + Composure allows memory of
directions. DF: User perceives an improper or dangerous path. ES: Character Beast Ride () (1E / Instant / Wits + Animal Ken + Wisdom – animal‟s
also learns the safest route, and can choose either. Resolve) User can become a „passenger‟ of a mundane bird or mammal‟s
senses, sharing its experiences. Animal must be visible to user at time of
Communion with the Land () (1E / Instant / Int + Streetwise + activation. User may gain full control of animal if Gift is activated at a -2
Cunning) User attunes himself to an area of 1 acre per success, learning penalty. User‟s body is comatose, and shares any injuries that the animal
potential exits and entrances, and number of creatures larger than a rat. Gains sustains. If the animal is killed, user is instantly returned to his body. If the
+2 bonus to Defense and Initiative while in the attuned area. Lasts for one user‟s body is killed, his spirit is subsumed and lost into the ridden animal.
scene. DF: Conflicting messages. -1 penalty to Initiative for one scene / exit Lasts one hour per success rolled.
of area. ES: Bonus to Defense and Initiative is +3. Modifiers:
 Animal is a wolf, +2
Mother Luna’s Gifts (Pg. 128)  Animal is a „prey animal‟ that fears wolves, -1
 User attempts to control animal‟s actions, -2
Partial Change () (- / Instant or Ref / Stamina + Survival + PU) Allows user
to transform only part of himself into another form, and use an ability Nature’s Vengeance () (1E / Instant / Int + Survival + Glory) Each
normally restricted to a different form, such as nose for tracking by scent or success animates 25 square yards of vegetation that user is either amidst or in
eyes for color vision. Requires one success to use as Instant action, or 1E can sight of. Each victim suffers -2 to speed and -1 penalty to other rolls while
be spent to make it Reflexive with no roll. ST decides modifiers, abilities, and affected. Each victim is also the subject of one attack by vegetation per turn as
Lunacy effects (victim‟s WP at +1). Adding or subtracting features requires it trips, grabs, or squeezes with appropriate Strength (Ivy patch = 2, old oak =
another use. DF: Unintended feature is assumed. Provokes Lunacy at WP +2. 10, etc). Damage ignores armor and Defense. DF: Forest animates, but also
ES: Change is a Reflexive action without spending 1E. attacks the user and his pack. ES: Plants are vigorous and impose one extra
penalty point, +1 bonus to attacks.
Anybeast () (1E / Instant / -) User assumes the shape of a non-wolf
carnivorous beast that is equal in mass to either Urhan or Urshul form. Traits New Moon (Irraka only) Gifts (Pg. 132)
and attack modifiers do not change. Shifting into Dalu or Gauru creates a Sense Weakness () (- / Instant / Int + Empathy + Wisdom) Success allows
hybrid of human and the new beast. Lasts one scene, or until user end effects.
user to learn one specific weakness of his target after studying him for one
turn. Weakness applies to either Vice, derangements, or physical liabilities /
Silver Jaws () (1E / Instant / -) User‟s teeth and claws change to pure flaws. Already known weaknesses or those common to a type of creature do
silver, inflicting aggravated damage against werewolves. Does not function in
not count. Can be used successfully on a subject only once per day. DF: User
Hishu w/o use of Partial Change. Adds +1 bonus to intimidate beings affected
gains false information about target‟s weaknesses. ES: User learns two
by silver. Provokes a Harmony degeneration roll, and lasts one scene. weaknesses with a single use.
Skin-Stealing () (1E / Instant / -) User can disguise himself with the skin
Slip Away () (1 WP / Ref / -) User escapes any mundane bond or grapple
of any human whose blood he has tasted. User‟s body shifts to match the automatically. Bonds remain sound, unbroken, and locked.
dimensions of the imitated individual. Does not cover eyes or orifices. Can be
used to imitate a werewolf, applying to all five forms, at a total cost of 2E. +4
Distractions () (1E / Instant / Manip + Subter + Glory) User spits out
bonus to disguise rolls (WoD pg. 87), also mimics scent, and masks user‟s whispering yips and hisses, causing visions of the Irralunim to flit in and out
own scent. Skin tears apart and sheds if user leaves Hishu (unless a werewolf
of a target‟s vision. Victim suffers -2 penalty to all rolls for each turn affected.
is being mimicked). Lasts one scene, or until user discards skin. Skin quickly
User must see target directly, and can move normally although attcking or
breaks down into dust. running in the same turn will end the effect. User‟s defense still applies as
normal. Only one use of this Gift can be in effect at a time, and only one
subject is affected by visions. DF: Further uses of this Gift are useless against Ruin () (1E / Instant / Wits + Crafts + Cunning) User can warp, twist, or
the target until the enxt moonrise. ES: Victim also loses Defense against crumple an object. Matter does not break or shatter, but merely changes shape.
melee attacks in the turn after activation. Affects up to one square yard of material, and object must be single and
discrete. DF: Item is unaffected, user suffers 2 bashing. ES: User regains the
Blend In () (1E / Instant and Contested / Wits + Subter + Cunning) User Essence spent on the Gift.
blends into the environment. He is not invisible or chameleonic, but simply
does not attract attention. Effects end if user does anything notable like Sculpt () (1E per half hour of work / Instant / Int + Crafts + Wisdom) User
attacking or kicking in doors, otherwise lasting for a scene. Talking does not renders an object malleable, and can shape it, by hand or with tools. Besides
end the effect, and security measures like retina scanners are not fooled. Gift the activation roll, Dex + Crafts determines the quality of workmanship. Item
does not work if there is a lack of bystanders to blend with. User must be in returns to original consistency when the duration expires, and retains its
Hishu. Supernatural forms of perception can defeat this Gift, either original Durability, although Size and therefore Structure may be altered.
automatically (detection ability is higher power), or with a contested roll Only affects one particular substance at a time, although that substance may
(detection ability is equal in power). DF: User draws immediate attention to be part of a whole. DF: Object is affected as if by Ruin, and user cannot use
himself and cannot use this Gift for the rest of the scene. ES: Witnesses have Sculpt on it again until next moonrise. ES: +2 bonus on Dex + Crafts roll to
trouble remembering that user was ever present at all (-1 penalty to related determine quality.
rolls).
Ghost Step () (1E / Instant / Wits + Survival + Purity) Success allows Shatter () (1WP / Instant / Presence + Express + Glory) User howls and
user to become ephemeral. User is unaffected by physical attacks, cannot breaks down an object by touch. Object loses one point of Structure for each
affect the physical world, and is only vaguely perceptible in the physical success, ignoring Durability. For large objects, a region of up to one cubic
world (inaudible, -5 penalty to detect). User can only use Gifts that affect yard is affected. DF: User cannot use Shatter on the same object for 24 hours.
himself personally in this state. Dedicated items make the transition.
Ephemeral spirits and ghosts can see and attack the user. Gift lasts for a Condense or Expand () Shrinks or enlarges an object, while mass is
number of turns equal to user‟s Harmony before imposing a -1 penalty to all retained. Condensation decreases Size by one and increases Durability by two.
rolls for each additional turn. Gift ends when user wishes, or if he is rendered Expansion increases Size by one and decreases Durability by two. An object
unconscious. reduced to zero Size or Durability either disappears or collapses under its own
weight (respectively). Target must be a discrete object no larger than one
Rage Gifts (Pg. 134) cubic yard. Undifferentiated sections of larger objects cannot be targeted. DF:
Mask of Rage () (1E / Instant / -) User intensifies the effects of Lunacy: Desired effect is reversed. ES: Change in Durability increases by one point.
Dalu / Urshul at WP +0, Hishu at WP +4, Urhan at WP +2. Cannot be used in
Gauru form. Lasts one scene, or until user either chooses to end effect or Stealth Gifts (Pg. 139)
changes forms.
Feet of Mist () (1E / Ref / -) Attempts to track the user by scent suffer a -1
Hone Rage () (1E / Ref / Stam + Survival + Glory) Each success allows penalty for one scene. Spending 1 WP increases the penalty to -3. The user
user to exchange one turn in Gauru form for a temporary dot in either Strength may intentionally suppress the power at any time during the duration.
or Dexterity (Max based on PU does not apply). Lasts as long as Gauru form
is held, ends immediately if user enters Kuruth. DF: One turn is lost from Blending () (- / Instant or Contested / Wits + Stealth + Cunning vs. Wits
Gauru duration with no benefit. ES: Stamina may also gain dots. (casual observer) or Wits + Composure (active observer)) User blends with
the landscape by remaining still. Even the slightest movement reveals the
Leach Rage () (1E / Instant / Presence + Empathy + Cunning – subject‟s user. DF: Observers in the area automatically notice the user.
Composure) Must be used on a victim currently in Gauru. If successful, the
user reflexively enters Gauru and extends its duration by a number of turns Running Shadow () (1E / Ref / - ) User can use stealth as well at a dead
equal to the successes rolled. The victim loses an equal number of turns of run as he can walking. Most stealth actions become reflexive. Observers
duration for Gauru. Only turns the victim actually has left in Gauru form may suffer a -3 penalty to detect the user if sound is a factor.
be „stolen‟ in this manner. A target in Kuruth receives a Resolve + Composure
roll to cease Death Rage, but the user must make this same roll or enter Shadow Flesh () (1E / Instant / Wits + Stealth + Cunning) May only be
Kuruth himself. Usable once per scene, although multiple users can target the used where shadows can exist. User‟s becomes a two-dimensional shadow of
same victim. DF: Target loses no turns, and user makes Resolve + Composure the form he assumed while activating the Gift, retaining any dedicated or
roll to avoid Kuruth. Kuruth is automatic if user has already entered Gauru in fetish items. User can still be injured, but may still shapeshift and gains a +3
this scene. User cannot attempt this Gift again in the same scene. bonus to Stealth rolls and a +3 to Defense. Rolls to attack or manipulate suffer
a -2 penalty. User can fit through small openings and slither under doors as
Rekindled Rage () (1WP / Instant / Stamina + Expression + Glory) May long as sufficient light contrast exists on the other side, and move up walls if
only be used after the user has already entered Gauru form once during the he could normally climb them. Water and other liquids cannot be crossed.
scene. Success allows user to assume Gauru a second time, lasting Stamina + Exposure to bright light or total darkness forces user back into normal form.
PU -2 turns. DF: User enters Kuruth immediately. ES: Duration of second Lasts one minute per success rolled, or until ended by user. DF: User cannot
Rage is determined normally. attempt to assume shadow form again for the rest of the scene, and casts a
shadow different from his current form for the same period. ES: User may
Soured Rage () (1E / Contested / Manip + Intimidation + Purity vs. remain in shadow form for the remainder of the scene.
Composure + PU) Success in the contested roll forces target into self-
preservation instinct. Target flees for the rest of the scene. Must be used Vanish () (2E / Instant / Wits + Stealth + Purity) User can vanish from
against a target in Gauru. User may not be in Gauru himself. Does not affect a sight, even from plain view and from artificial sensors like cameras and heat
target in Kuruth. DF: Victim enters destructive Death Rage instead. ES: sensors. No other senses are affected. Perception and detection rolls vs. the
Victim also loses 1WP. user suffer a -5 penalty, and attackers use the blind-fighting rules (WoD, pg.
166). User must exceed any damage taken with a Wits + Resolve roll to
Shaping Gifts (Pg. 136) maintain effect. Lasts for one scene, or until dismissed by user. DF: Gift
User of these Gifts must be in Hishu or Dalu, and touch the target object. If cannot be used for 24 hours. ES: Wits + Resolve rolls to maintain the effect
the object is controlled by someone else, the activation roll is contested vs. the gain a +1 bonus.
controller‟s Resolve + PU. Affects only whole, nonliving matter. Silver and
supernatural items are unaffected. Objects that are subject to a Shaping Gift Strength Gifts (Pg. 141)
are afterward not affected by lower-ranking Shaping Gifts. Crushing Blow () (1WP / Ref / -) For one scene, any bashing damage the
user inflicts, whether with hands or a blunt weapon, is converted to lethal.
Straighten () (1E / Instant / -) User straightens out kinks, folds, or
imperfections in an object. Does not repair damage caused by rust, decay, or Mighty Bound () (- / Ref / -) user gains +6 bonus to any jumping roll
breakage. Affects up to 1 square yard of material per turn. This Gift can repair (WoD pg. 66).
up to half of the structure points lost by a damaged object, subject to the ST‟s
judgment. Some objects may lose their original function when straightened. Iron-Rending () (1E / Ref / Strength + Crafts + Glory) While damaging
objects with his claws, the user may ignore a number of points of Durability
or Armor equal to the number of successes achieved. Does not affect area requires the focus to be narrowed to a building, parking lot, etc. Lasts one
Durability or Armor gained through mystical means. Lasts one turn per Lunar cycle.
success rolled. DF: User‟s claws break off, inflicting 1B. ES: User also gains
a +1 bonus to claw attacks for the duration of the effect. Technology Ward () (1E / Instant / Presence + Crafts + Cunning) User
howls and success indicated that all electronic and complex mechanical
Legendary Arm () (1E / Ref / -) User can throw an object while devices are disabled within a radius of 5 feet per success rolled. All efforts to
disregarding its Size (WoD, pg. 67), to a maximum Size of twice the Strength use simple purely mechanical devices are reduced to a chance roll. Lasts one
of the user‟s current form. Lasts for a single action. scene. DF: Local technology spirits become hostile and await their chance for
revenge. ES: Radius of effect extends to 5 yards per success rolled.
Savage Might () (1E per 3 Strength gained / Ref / -) User increases his
Strength by 3 per point of Essence spent. The modified Strength + Stamina Shadow Ward () (1E / Extended (30 successes; one hour per roll /
may be rolled as normal to lift heavy weights. Lasts one turn. Presence + Occult + Glory) Accumulating the necessary successes increases
the strength of the local Gauntlet by one. An area of up to Primal Urge x 10
square yards may be affected. Repeated use may damage an area‟s link to the
Shadow and create a Barren. Lasts one Lunar cycle, or can be undone by
Technology Gifts (Pg. 142) invoking the reverse of the ritual.
Ward of Spirit Slumber () (1E / Instant / Manipulation + Occult +
Left-Handed Spanner () (1WP / Instant / Wits + Crafts + Purity) User Purity vs. Resistance) Ward lasts one turn per success. Within an area of 5
touches a technological object and disrupts the flow of its spiritual energy, yards per activation success that is centered on the user, spirits on both sides
disabling it for a number of turns equal to the successes rolled. If the object is of the Gauntlet are put to sleep unless they succeed on a Resistance roll. Even
carried by a resisting being, use the rules for “Touching an Opponent” (WoD awake spirits suffer a –1 penalty on all actions. Once the Ward ends, spirits
pg. 157). Object cannot be larger than the werewolf in Hishu form. Only may roll Resistance once per day to awaken. Uratha, ridden, and other
subcomponents of complex items like automobiles may be affected. partially spirit beings that are in the Shadow when made subject to this Gift
are also affected, rolling Resolve + Primal Urge to resist at a +3 bonus.
Nightfall () (1WP / Instant / Wits + Larceny + Cunning) User targets an
area within unaided visual range. Success extinguishes all electric light within Weather Gifts (Pg. 146)
an area of 2,000 square feet x number of successes rolled. Lasts for one scene.
DF: Technological spirits in the area become hostile toward the character for Call the Breeze () (- / Instant / -) User summons a wind (approximately 25
one lunar month. ES: User selects which light sources to extinguish within the mph) that may be directed with a Manipulation + Occult roll. Perception tasks
area of effect. within the area suffer a –1 penalty due to distraction. Lasts one turn per dot of
Primal Urge.
Iron Treachery () (1E / Instant / Wits + Crafts + Glory – Resolve) User
points at a mechanical device within a range of 10 yards x his Primal urge. Silent Fog () (1E / Instant / Manipulation + Survival + Cunning) User
Anyone currently using the device resists with Resolve. Success means the obscures an area of Primal Urge x 20 square yards with thick fog, and can
device becomes uncontrollable for one turn per success, reducing any attempts direct the fog to move in any direction at a rate of Primal Urge x 10 yards per
to use it to a chance die. turn. Perception checks within the fog are at –2 to spot anything more than
one yard distant, and the targets of ranged attacks gain substantial
Maschinegeist () (1E / Instant or Extended (10-20 successes, each roll concealment (WoD pg. 162). Lasts for one scene, or until dismissed. DF:
equals one minute) / Wits + Computer + Wisdom) User passes into a trance, Summoner and his pack are affected equally by the obscurement. ES: Fog
unaware of his surroundings, and communes with the spirit of a mechanical or imposes a –3 penalty to Perception checks.
electrical device. Communing with an Awakened spirit takes one turn –
otherwise, 10-20 turns depending on complexity, and this Gift does not Deluge () (1E / Extended (20 successes; one turn per roll) / Manipulation +
permanently awaken the spirit. User cannot use any Gifts while out of his Survival + Honor) Can only be used outdoors. Rain is summoned within an
body, but can perceive through the machine‟s „senses‟ and gains any area of 1 square mile per activation success. Lasts for one scene, and is
knowledge or information the device may have, retaining it for one minute sufficient to cause floods or erase tracks. DF: Weather changes to something
after leaving the gestalt. Lasts one turn per dot of Harmony, and may be inconvenient like snow or strong wind. ES: User can select an area within the
broken as an Instant action. If the object the user is communing with is effect that receives no or less rain.
destroyed during the bond, the user is thrown back into his own body and
suffers a a number of Lethal boxes equal to the Structure damage. Knocking Killing Frost () (1E / Instant / Manipulation + Survival + Purity) user
user‟s body unconscious forces his spirit to return, killing his body traps his causes temperature to suddenly drop below freezing within a radius of Primal
psyche in the machine for the duration of the effect, then it is lost forever. DF: Urge x 10 yards, inflicting 2 boxes of Bashing upon living creatures and
Object‟s spirit is offended and refuses contact for 24 hours. ES: User can imposing a –2 penalty to Strength and Dexterity rolls. Lasts one turn per
commune for a number of hours equal to his Harmony dots. success. The user is not directly affected by the cold. DF: User immediately
takes 2 boxes of Lethal from the cold. ES: 3 Bashing is inflicted instead of 2.
Create Technology () (1E / Extended (5-50 successes; one turn per roll)
/ Intelligence + Crafts + Cunning) User can quickly construct a technological Thunderbolt () (1E / Instant / Intelligence + Survival + Glory –
device from basic materials of roughly equivalent mass. User must either Defense) User commands lightning to strike a foe within sight, dealing 5
know how the item is constructed, or have access to detailed instructions. Lethal + extra successes from the activation roll. Target must be outdoors or
near a window. DF: Bolt strikes a random target. ES: Blast also deafens the
Warding Gifts (Pg. 144) target for two turns.
Modifiers:
Ward Versus Predators () (- / Extended (5 success per square mile; one  Rain or windy weather +2
hour per roll) / Presence + Intimidation + Honor) User marks an area up to  Cloudy day +1
one square mile per point of Primal Urge. Densely populated areas where  Cloudless sky -3
predatory animals exist (zoo) acquire a -3 penalty. Animals already within the
area are not subject nor are those forced into the area. Intruding mundane
predators must succeed on a contested Resolve + Composure roll vs. the
number of activation successes to enter the warded area. Uratha are aware of
the Ward‟s presence but are not affected. Lasts one Lunar cycle.

Ward Versus Humans () (1WP / Extended (5 success per square mile; one
hour per roll / Presence + Intimidation + Wisdom) User marks an area up to
one square mile per point of Primal Urge. Humans must succeed on a Resolve
+ Composure roll to enter warded area. Humans failing the roll will flee the
area if forced to enter, or else collapse in fear. Warding a highly populated
Lore of the Forsaken attempt to use this Gift for the remainder of the scene. S: Established a link to
New Auspice Gifts the target for the remainder of the scene. The Elodoth repeats target‟s words
simultaneously. User‟s mouth simply mimics the target‟s speech. The user
Cahalith may speak normally, his own words take precedence, and he misses the
Dreamer’s Moon Gifts (Pg. 83) target‟s words. This Gift conveys no understanding of languages but is
repeated in the language of the target.
Lasts for a scene or until the user ends it. ES: The Elodoth “hears”
Sense Sleeper () (-/ Instant/ Wits + Empathy + Wisdom) User open her
target‟s speech in his mind before he echoes it, and thus can speak without
senses to the world, getting a sense for sleeping and perhaps dreaming minds.
fear of losing the conversation‟s thread.
DF: Receives an inaccurate or even wildly inaccurate result. S: Get an
accurate count for the number of sleeping creatures larger than a cat within
Pangs of Guilt () (1E/ Instant/ Presence + Investigation + Purity –
5yrds per success and can sense the rough location and size of each. Can
Target‟s Harmony) Revisits a person‟s cruelties on themselves; tiny thefts and
differentiate between animal and human. Can be maintained for as long as
callous words stab like knives. More skeletons in the target‟s closet, more pain
concentrated upon; however, the user suffers a -1 penalty to other rolls. ES:
is revisited upon him.
Can sense unusual sleep condition – in the grip of a nightmare comatose or the
Cannot use on animals, spirits, Hosts or other creatures that don‟t
like.
possess Harmony, Morality, or a trait that fills that role. It insinuates itself into
a target‟s mind and assails him with unfamiliar feelings of empathy for others.
Lover’s Voice () (1E/ Instant/ Man + Subterfuge + Cunning – subject‟s
DF: User relives a flash of his own worst moments; make immediate Death
Composure) Can mimic the voice of someone important to the target, even if
Rage check. S: Target takes 1 bashing per success and has a -1 penalty to all
it‟s a voice never heard. The target hears that which he most wanted to hear:
actions during his next turn as he re-orients. This Gift reveals no information
family, friend, or somebody from a fantasy.
about target‟s previous sins; only that he appears to suffer lightly or greatly.
Can be used over the telephone or similar method of voice
ES: Target‟s disorientation lasts for the entire scene. The target may desire to
communication without establishing a line of sight, but the user must know
critically re-examine his life after the encounter.
the full name of the target. DF: Draws the wrong voice from the subject‟s
daydreams. S: Target hears voice he most wants to hear. User must still fast-
Anticipation () (1E/ Ref/ Wits + Empathy + Wisdom – target‟s Resolve)
talk or otherwise to convince target of his identity. Target wants to believe and
Heightens user‟s powers of observation to the point that he can predict target‟s
therefore may not be as suspicious. The Gift lasts for a scene. The user can
actions. DF: Misinterprets foe‟s actions. User takes no action next turn save
alternate between true voice and bestowed voice. ES: If spied briefly (1 turn),
defending, as he waits for action that doesn‟t happen. S: ST describes target‟s
the target will see the user as the person of the voice he hears, in a sort of
next action in moderate detail. The user gains +4 Defense against the target
waking dream. Any effort to manipulate the target receive a +2 bonus.
during the next turn. If linked via unspoken communication, all other
packmates share in the Defense. If able to warn pack vocally, they gain +2
Nightmare Hunt () (1E/ Instant/ Intelligence + Intimidate + Honor –
Defense against target‟s next turn.
Target‟s Resolve) Conjures a terrible dream-wolf from his imagination and
Used outside combat; reveals certain bits of information. User may
sets it loose in the sleeper‟s dream. Must see the target and if watching via
anticipate numbers punched in a keypad or next sentence from target. ES: As
camera, must know the full name of the target. DF: The user is savaged by his
above, except active for two turns.
own imagination in a terrible waking dream. Lose 1WP. S: The target loses
1WP upon waking and suffers a -1 penalty to any rolls made to resist Uratha
Curse of Talion () (2E/ Instant/ Int + Politics + Honor vs. Resolve +
fear inspired powers for the next 24hrs. ES: Target takes 1 lethal wound; a
PU) Target is cursed with a punishment that reflects suffering on his victims.
wolf‟s bite appears on his flesh.
Can be used only once against any target, even if it fails. May only
be used on a night of the half-moon. DF: May not use until next half-moon
Soul-Singing () (1E/ Extended (25 successes; each roll represents one
phase or until a Rite of Contrition is performed. S: ST determines the form of
minute of song)/ Presence + Empathy + Purity) Able to draw on the power of
the curse. A murder may have wounds open up on them, while a soldier may
the pregnant moon to soothe and heal, to wipe away trauma/nightmares and
be less vulnerable.
replace them with gentle sleep. DF: Song goes gruesomely wrong, stirring up
General rule, humans are most vulnerable to the Curse: a human
terrible memories/visions and twisting them into sharp relief. The subject
can die from this Gift. Supernaturals, at most, take 6 bashing, 4 lethal, or 2
temporarily gains a derangement. S: Song either assuages the pain of a terrible
aggravated. Other debilitating effects like a slanderer loses his voice for a
memory or reminds the subject of sweeter memory. Subject regains 1WP and
month may happen. ES: Severity of the Curse is increased, even for
any derangements are temporarily relieved (rest of story). Subject likely to fall
supernaturals.
into a dreamless sleep at the end of the song. ES: Subject regains all WP.

Howl of Nightmares () (1E/ Instant, contested and reflexive/ Strength + Irraka
Expression + Glory – target‟s Composure) User‟s cry echoes into the soul of Stalker’s Moon Gifts (Pg. 88)
his prey, summoning up images of lunatic fright. DF: Cahalith glimpses a
brief flash of the nightmares he called down. Loses next turn while regaining Soundless Strike () (1E/ Ref/ Dex + Stealth + Purity) Strike in silence as
bearings. S: Two turns per success, the target is overwhelmed with claws tear and a victim‟s scream will not come. DF: User rattled by failure; -1
nightmarish visions; taking no action. When the hallucinations pass, the target penalty to action in question. S: Irraka‟s maneuver takes place in complete
must make a successful Resolve + Composure or gain a mild derangement for silence. Victim screams without sound. If he fires a gun at point-blank range,
one week. ES: As above, save derangement is severe. the report is inaudible. ES: Target silent for next turn also.

Elodoth See Heat () (-/ Instant/ Wits + Survival + Witness) Able to see the
Judge’s Moon Gifts (Pg. 86) surrounding patterns of heat. DF: Cannot use the Gift for remainder for scene.
S: Visual perception picks up heat rather than visible light. The user‟s eyes
reflect a deep red-orange when light falls on them. (Details impossible to
See the Spirit Brands () (-/ Instant/ Composure + Politics + Glory) With
distinguish; reading becomes impossible.) Lingering heat can be tracked. ES:
spirit‟s eyes, seeing brands of Renown while he and target are in the physical
Outlines clearly defined, although certain details remain impossible to
world. Can determine how Renowned a werewolf is, whether Forsaken or
distinguish. Cloths may be recognized but colors not.
Pure, or if he has been initiated into either faction. DF: Vision clouds. No
attempts for remainder of scene. S: Forsaken brands burn like silver; Pure
brands appear as massive scars glowing with faint internal heat. ES: May
glance over multiple subject; the Gift remains in effect for a full minute.

Damning Tongue () (-/ Contested; resistance is reflexive/ Wits + Empathy


+ Cunning vs. target‟s Composure + Primal Urge) Attempts to have prey
damn himself with own words. Once the user manages to establish a link with
a target, whatever he says, the Elodoth repeats. The typical use for this Gift is
to spy on a target and using it as an intimidation tactic.
Must have line of sight, but need not maintain line of sight to
maintain the effects. DF: User cannot speak for the next minute, and cannot
Liar’s Brand () (1E/ Instant/ Man + Subterfuge + Cunning) Masks the radiates, 10yrds per success, spiritual static that moves with him. For a scene,
brands and the Renown that they convey with illusion. Can alter brands to any attempt by a spirit to use Influences within the area has penalties equal to
pass for a member of the Pure. user‟s Resolve +2. ES: Penalty increases to user‟s Resolve +4.
Not consider honorable, nonetheless an accepted Irraka‟s arsenal.
Using too frequently to appear more Renowned might have difficulty gaining Luck-Eating () (1E/ Contested; resistance is reflexive/ Wits + Occult +
Honor. No single use (particularly appearing more humble) carries dishonor. Cunning vs. target‟s Resolve + PU) User hexes enemies by devouring target‟s
DF: -2 modifier to all dice pools involving Renown, including Gifts (for luck for own use. DF: Gift fails, target aware Ithaeur tried something on him,
duration of the scene). S: Add to mock Renown by 1 point, plus 1 additional just not what. S: Ithaeur establishes contact. Before next moonrise, Ithaeur
point for every 2 successes after the first. Ceases to work the moment a spirit may devour target‟s luck. Target suffers -3 to next dice roll and user gains +3
tries teaching a Gift. Attempt to disguise Renown to resemble scar brands of bonus to his next dice roll. May only attach to one victim at a time. ES: Stolen
the Pure; it conveys no knowledge of Pure customs and rituals. Last one scene luck rises to 5.
or until dispelled. ES: Effects last until next moonrise or dispelled.
Modifiers: Cage the Rider () (1E + 1E per scene of entrapment/ Instant/ Resolve +
 Attempting to appear with higher Renown, -1 Intimidation + Wisdom) User acts as bait to trap troubling spirits. Frightens
 Attempting to emulate spirit brands of the Pure, -2 spirits to comply with demands or catches a spirit until a Rite of Binding is
preformed or other means of disposal. DF: User suffers unwanted spirit
Stolen Scent () (1E/ Instant/ Man + Survival + Glory) Can alter his scent attention for the scene. S: Until next moonrise, Ithaeur‟s aura entices spirits of
however he likes, going so far as to leave the scent of a rival at the scene of a Living Fetter, Possession, or Claim Numina. User is ideal host to such spirits;
murder. DF: Enhances his own scent, smelling pungent for the duration of the unlikely to notice nature of werewolf. Spirits 1 Rank above user is not
scene. S: Duplicates any scent he is familiar with. May change scent affected. Spirit attempting to fetter, claim, or possess the Ithaeur allows an
throughout the duration of the Gift. Lasts 1hr per success or may be canceled Intelligence + Occult + Wisdom (Ref) vs. spirit‟s Power. Tie or failure, spirit
as a reflexive action. ES: No additional effect. escapes. Success traps a spirit for a scene and extended by 1 scene per
Essence spent. Spirit is trapped in the Ithaeur. Once per day, at sunrise, the
Strike Blind () (2E/ Contested; resistance is reflexive/ Wits + Medicine spirit makes an attempt to break free with contested roll as above. Escapes in
+ Honor vs. Target‟s Comp + PU) User strikes a foe blind, deaf, or robs him the Physical world, spirit appears in Twilight. One spirit may be bound with
of sense of smell. DF: User suffers a -1 penalty to all perception-related rolls the Ithaeur. ES: User gains 2 dice for initial trapping of the spirit.
for 24hrs. S: Choose target‟s sense lost for 24hrs. ES: Sensory loss for entire
lunar month. Certain supernatural means may be able to restore victim‟s loss. Poisoned Essence () (1E Contested; resistance is reflexive/ Wits +
Occult + Honor vs. Resolve + PU) Levies a hex that taints Essence in target.
Rahu A victim using Essence (tainted) sends painful shocks throughout his body,
Warrior’s Moon (Pg. 90) causing physical damage. Only works on target with Essence trait. DF: User
loses 2 Essence. S: For a scene, target takes 1 basing per Essence spent. ES:
Warrior’s Insight () (1E/ Ref/ -) Can use Warrior‟s Eye ability with each Damage is lethal.
expenditure of 1E even if already used previously.
Blood Gifts (Pg. 116)
Battle Mind () (1E/ Ref/ Resolve + Empathy + Purity) User enters a mental
state and is difficult to influence with powers that affect mental control. Blood Divination () (-/ Extended (20 successes, one minute per roll)/
However, Rahu find it difficult to turn attention to anything other than bloody Resolve + Occult + Wisdom) User spills drops of blood to see knots in the
conflict. DF: Immediately makes Death Rage check. S: For duration of scene, future. May benefit from one application of this Gift at a time. DF: User is
the Rahu gains +2 to all dice pools to resist mind effect powers; also suffers -1 rattled by the omen losing 1WP. S: Within six hours, the user may nominate a
to any dice pools not directly related to fighting or overcoming enemies. ES: given die roll to receive additional +1 bonus as he recognizes the situation and
Resist mental control is raised to +3. instinctively acts. ES: User gain two +1 bonuses in one scene as he
instinctively reacts (still must be within six hours of use).
Hobbling Gaze () (1E/ Instant/ Dex + Athletics + Honor – Target‟s
Resolve) Hobbles target‟s ability to flee (or can be used on self). Target must Shark’s Scent () (-/ Instant/ Wits + Comp + Purity) Able to follow a trail of
be within 5yrds and LoS. DF: User‟s speed reduced by 2 for the scene. S: blood through water, picking up on the tiniest trace to find a bleeding creature.
Strength drains from target‟s legs; speed reduced by 1 per success; can be May also replicate this feat in air, and can pick up on scent of blood when
only affected once per scene. Lasts for 1 minute per success. ES: Lasts for the others would not notice and follow the trail through the smog of rush-hour.
entire scene. DF: Trail is misleading or stops abruptly, leaving the user in unfamiliar
territory without an easy way out. S: Track anybody bleeding within an acre
Bloodletting () (1E/ Ref/ Str + Medicine + Cunning – Opponent‟s (city block in urban areas) within the last six hours. ES: Heightened sense of
Stamina) Curses the wound to hemorrhage, greatly sapping opponent‟s smell picks up old trail in a storm or busy part of a city, track those who have
strength. The Gift must be used on the turn as a successful bite or claw. DF: bled up to a day before.
User bleeds out his nose, eyes, and ears for 1 bashing for 3rnds (healing only
after affect ends). S: Target‟s wound bleeds rapidly; 1 additional bashing per Clot () (1E/ Instant/ Stamina + Medicine + Honor) Blood clots and allows
turn for number of turns equal to successes. Non-bleeding creatures wounds to heal faster. User cannot use on himself. DF: Target takes 1 lethal
(vampires, spirits, and certain Claim) have no effect. ES: No additional effect. damage. S: Lethal (bleeding to death): Blood clots and rightmost Health box
is changed to bashing. Lethal less grievous injured subject heal all bleeding
Might of the Full Moon () (2E/ Ref/ -) Can wear Gauru form for as lethal damage taken from a single source at ¾ normal. Humans heal damage
long as he chooses during the scene, subject to Rage and all drawbacks. Gift at 1 ½ points per day. ST judges which injuries this Gift heals. ES: Rightmost
ends after shifting out of Gauru and cannot be resumed without rekindled aggravated wound converted to lethal, 2 rightmost lethal wounds converted to
Rage Gift. Can be used per scene and functions only under a full moon. bashing. Lesser injuries heal at 2 times normal.

Ithaeur Scent Weakness () (1E/ Contested; resistance is reflexive/ Wits +


Witch’s Moon (Pg. 91) Survival + Cunning vs. Resolve = PU) Smell of blood isolates weaker prey.
User becomes aware of target‟s weaknesses, not just physical illness or
Shadow-Speaking () (-/ Instant/ Int + Occult + Glory) opens user to contact infirmity. DF: Detects weakness subject doesn‟t have. Actions taken against
with spirits, allowing willing spirits on the other side of Gauntlet to speak target suffer -1 for a day. Cannot reuse for a week. S: For next hour, the user
through them. Spirit speaks with user‟s voice. DF: Draws attention of gains +1 to all contested rolls against the target. Can use on targets tracked
something unwanted. S: User becomes conduit for willing spirits across the with Shark‟s Scent. One target active at a time. ES: Lasts 4hrs.
Gauntlet and lasts as long as concentrated on. ES: Spirit is entranced; any Sacrifice () (-/ Ref/ -) Cutting himself with his own claws, the Uratha
Social rolls made are +1. gives up a measure of his blood to the spirits. Each point of aggravated
damage the user inflicts upon himself giving the user 3 points of Essence. The
Shadow Discord () (1E/ Instant/ Presence + Occult + Purity) Calls on user must inflict his own damage. The user may gain more Essence than his
Shadow to jinx a material foe or make things difficult for those trying to reach PU score would allow, but excess points are lost at the end of the scene.
across the Gauntlet. DF: User is -2 to resist spirit‟s Influences. S: Ithaeur
Bone Gifts (Pf. 117) Urban Curse () (3E/ Extended (35 successes needed; each roll is 5
minutes of concentration)/ Int + Streetwise + Wisdom) Directs anger of city
Strip Carcass () (-/ Instant/ Comp + Survival + Wisdom) Causes already against its population. DF: User takes a mishap as if success below. Can‟t use
dead flesh to decay, sloughing off the bones in grey-brown puddles of rotten in same city block again. S: Block lashes out at people making two attacks per
meat. DF: Meat rots but the bone fragments dissolve as well. S: Each success turn till end of scene. User‟s turn, 7 dice base attack occurs: Fire hydrant 3(L),
strips area equivalent to point in Size; takes 2 full turn per point of Size. No broken glass 2(L), billboard 2(B), exploding transformer 1(L), downed power-
concentration needed. ES: Strips all flesh from normal (Size 5) human corpse line 4(B). ES: Building collapses. Anyone underneath takes 10 lethal where
in two turns. only armor applies as protection as if against bashing.

Dead Men’s Bones () (-/ Instant/ Presence + Investigation + Honor)


Interrogate bones of a dead creature. Does not contact the ghost but divines
information. DF: No information; cannot be used again on same carcass. S:
Carcass tells specific cause, time, and death, but not who‟s or why‟s. ES:
Learns additional information.
Modifiers:
 Skull is intact +1
 Bone is shattered into miniscule fragments (no intact bones) -5

Freeze Marrow () (1E/ Contested; resistance is reflexive/ Presence +


Intimidation + Glory vs. Comp + PU) Strikes fear deep into the target‟s bones
with just a look. Fear lasts for a scene and memories can scar weak willed
people for life. DF: Gift cannot be used again for a lunar month. S: Target
suffers a -1 modifier to all action that directly opposes the user. Attempts to
flee are not penalized. ES: Target suffers effects again upon next encounter.

Fracture () (2E/ Ref/ Strength + Medicine + Glory) Break bones of


creatures with a physical touch. First target specific area for 1 damage from
strike (not weapon). DF: Wrenches own bone; 1 lethal and -1 to physical
actions for a scene. S: Deals 1 extra lethal per success. If hitting an arm, target
drops items. If hitting a leg, the target‟s Speed is halved for the scene. Strikes
torso or head gives target a -1 penalty to physical actions for 1 turn (including
Defense). ES: As above, as bones shatter into hundreds of fragments. Must
receive supernatural healing for bones to set properly. No use of limb, half
movement, or unconscious. Must be able to use 2E in a turn.

Bone Carapace () (1E/ Instant/ Stamina + Medicine + Honor) Skeleton


extend spurs through skin. Wickedly sharp plates turn aside attacks and slice
open physical attacks. User experiences pain. DF: Ill-formed and weak; user
takes 1 lethal; gains no benefit. S: Takes 1 lethal and gains 2 Armor against
physical attacks. May be used as weapons for +1 lethal damage. Grappling
user makes a contested Dex + Brawl check against opponent as a reflexive
action. Success gives opponent 1 lethal damage. This armor cannot protect
against silver. ES: Gains 3 points of Armor.

City Gifts (Pg. 119)

City Eyes () (-/ Instant/ Wits + Comp + Cunning) Placing hand on a window
of a building communes with that building‟s spirit to see through its eye. DF:
Window shatters under hand and nobody can use the Gift on that building for
a half-hour. S: See through any windows of a building, either in or out, though
one at a time. Can change views once per turn but not through own eyes. Lasts
for 30 seconds per success. ES: Can see through more than one window.
Perception to track within the building gain +1.

Word on the Street () (1E/ Instant/ Wits + Investigation + Wisdom)


Touching a street, the user may delve into its memory. DF: Road memory is
patchy and unreliable, infecting user with urban forgetfulness. User has -1
Streetwise roll until next moonrise. S: Road responds to question about one
incident in the past. ES: Road responds with great detail.

Gridlock () (1E/ Instant, contested/ Resolve + Streetwise + Glory vs.


Comp + PU) User reaches out to spirit of the city: busses never arrive, traffic
is jammed solid, subways do not stop at any platform target waits at. Rubble
and trash snare prey‟s feet, if a crowd doesn‟t block his way. Can only be used
in urban environments. Must know whereabouts of target. DF: Attempts to
stop target is seconds too late; attempts to follow have -1 penalty. S: Target
cannot escape surroundings by vehicle, and foot speed reduced by 3. Gift lasts
for 1 minute per success. ES: Speed reduced by 5.

City Running () (2E/ Instant/ Dex + Streetwise + Glory) Ensures a direct
path is open to the user. User outpaces cars and trains by running over roofs
and leaps buildings. DF: Falls at appropriate point in a run, taking damage. S:
User must know destination to activate. Start and end points must be in same
city; divide time to destination on foot by the number of successes plus one.
ES: User outpaces the best transport humans can offer, arriving at destination
incredibly quickly. On the turn his run ends, Speed is doubled. (one turn only)
Blood of the Wolf again as fast as they were. S: Wind within one mile immediately slow by half,
New Gifts and all winds within one half-mile stop dead. Areas downwind of affected
region are treated as if they were on the leeward side of a large, immobile
Urban Gifts (Pg. 62) object; they are sheltered from wind. This condition continues for as long as
the user concentrates. When the Gift stops, new winds enter the area and local
Concrete Bolt-Hole () (1E/ Ref/ Wits + Subterfuge + Cunning) Allows user wind begin to move again. Some strong localized winds, such as tornadoes,
towards the nearest adequate place to conceal oneself for a scene. Functions in never regain their old momentum. Takes one half-hour per dot of PU for the
cities. DF: Bolt-hole is a compromise in some way. Dumpster filled with effect to completely dissipate; until then, the wind is sluggish within what was
rotting fish; alley full of cops on a drug bust, etc. S: Bolt-hole is discovered, the original null zone. ES: No bonus.
gaining a +2 to any Stealth rolls to enter without being detected. ES: Bolt-hole
might be large enough for a whole pack or contain something needed. Lightning Ward () (1E/ Instant/ -) For five hours, spirits of wind, storm,
and lightning bend the strikes away from a point chosen by the user. Lightning
Foot in the Door () (1E/ Instant/ Presence + Streetwise + Glory) This opens will strike no closer to a specific point than 10yrds per dot of PU. DF:
new doors when in need of a certain kind of professional, perhaps in an urgent Lightning strikes for 3 aggravated. S: Lightning won‟t hit area. ES: No
situation. It does not speed up communication or make a broken phone work, bonus.
a means of communication must be at hand. The person on the other end isn‟t
anybody specific and is in no predisposition to work for you, nor are you The Will of the Winds () (1E/ Contested; resistance is reflexive/
provided an explanation as to how you got the number. DF: Contacts an Presence + Survival + Purity vs. Resolve + PU) Supernatural weather effects
enemy, police, or provokes authorities. S: Each success indicates dots in the cease while replaced with normal weather patterns that existed prior to
particular Skill that governs the profession of person contacted (up to normal supernatural effects. DF: Unable to use Weather Gifts for 24hrs. S: All
max). ES: Person contacted is in generous mood or has a reason to need a job. supernatural weather within 1 mile per dot of PU cease immediately, replaced
with normal weather. ES: Weather cannot be affected by supernatural means
Windfall () (1E + 1WP/ Instant/ Man + Persuasion + Honor) Calling upon for 1 hour per point of PU.
powerful spirits of money and good fortune to gain a needed item (not cash or
supernatural things) which are then found nearby. The catch is that the item
cannot be retained for longer than the time asked for (short periods). Breaking
this ban suffers a -4 penalty to reuse this gift until a Rite of Contrition is
performed (giving away funds or property as an act of chiminage;
permanently reducing Resources). Only one item at a time. DF: Item is
defective, often dangerous. S: Must achieve number of successes equal to
Resources normally necessary to purchase the item. Fewer successes produce
a similar item but of inferior quality (Danger of breaking). ES: No bonus.

Urban Awareness () (1E/ Instant/ Man + Streetwise + Wisdom)


Gathering information abut a neighborhood in immediate area. Sees through
the eyes of local fauna, feel the rhythm of the street, and sense any presence
that is out of the ordinary or dangerous. The perspective is that of the current
urban landscape and will consider the Uratha a stranger unless he‟s local.
Lasts as long as user remains in trance, but is unaware of and cannot react to
outside world. DF: Overcome by sounds and smells, suffering -1 to all Wits
rolls for the scene. S: Slips into trans-like state and gains basic information up
to 500yrds away. Each additional success increases radius 100yrds and
increases detail of information (like species and gender). ES: Only increased
yards and information. Does not work in wilderness environments.

Vermin Riot () (1E/ Instant/ Int + Animal + Purity) Awakens lowliest
lifeforms in the urban environment. Street darken with hordes of rats, lice,
cockroaches, ants or termites, or the skies fill with flocks of swallows,
pigeons, or clouds of insects to attack user‟s foe. DF: Chaos, as vermin attack
erratically attack (including self). S: Each success fills 25 square yards with
ever-renewing hordes of vermin deemed appropriate by the ST. Swarm can be
guided to attack anyone in its mass (reflexive action). Three effects: Speed
reduced by -2, suffer 1 bashing per turn, and -2 Skills due to pain, distraction,
and/or obscured vision.
Swarm lasts for two turns per success or until dismissed. ES: No
bonus. (Many may be in area effect, but only one person may be targeted).

Halcyon Gifts (Pg. 84)

Scent of the Wind () (-/ Instant/ Perception + Survival + Wisdom) Tastes
condition of local climate; learns the weather for miles around and can predict
safely for short time. DF: Automatically fails until one full day passes. S:
Within 5 mile radius per success, user knows the weather. Can predict when
weather will affect him directly by one half-hour per success. ES: No bonus.

Cloud Cover () (1E/ Instant/ -) Can call clouds over current location to
serve as shadow from the sun or protect from detection of high-flying objects.
It will remain as long as normal prevailing wind conditions allow, though the
Gift can be repeated. Spirits will only look within 20 miles per dot of PU, if
they find nothing, the gift is wasted. Use of Gift can sometimes increase
chance of inclement weather in the region (i.e.: DF)

Raising Doldrums () (1E/ Extended (25 successes; one turn per roll)/
Resolve + Survival) All local winds cease, abruptly and completely.
Tornadoes stop completely and rain and snowstorms lose their sting. DF:
Wind-spirits are incited, increasing wind strength immensely, becoming half
Lodge Gifts resisted degeneration of Harmony. DF: The user cannot directly cause
New Gifts Continue physical harm to the target for the scene; his claws will not cut, his gun will
not fire. S and ES: Target cannot die until the user allows it, no matter the
Lodge of Doors damage taken. Gift ends after the scene though the user can reactivated by
spending 1WP. The Gift only applies to damage caused by target or User and
Open Gifts (Pg. 50)
his pack. If killed by jumping in front of a bus, the bus could kill the victim
though a victim blowing his own brains out, will not kill him.
Word of Opening () (-/ Ref/ Dexterity + Larceny + Honor) Making a fist,
then opening it, the user, focusing either on a single object or the area he‟s Guilt’s Lure () (1E/ Contested and extended [15 successes; each roll
standing in (15ft radius) will open objects that might lead to knowledge or represents 1 minute]/ Presence + Persuasion + Cunning vs. Resolve + PU)
information (computers, filing cabinets, doors, and books are just a few This Gift, activated within 24hrs of a crime, draws offenders back to the scene
example). Items locked, barred, or wedged in any way will not function. DF: of the crime, allowing his pack to lay ambush. User paces around the scene
Objects with capacity to lock immediately do so. S: Object opens. ES: If used and emits low growls and snarls. The target feels a strong pull to return to the
in an area, the object that opens is in some way useful or leads to something area. The desire makes sense to the target. DF: Target knows he‟s in mortal
useful. danger if he returns to the scene and he can recognize the user on sight as
being a threat. S: Target is compelled to return to the crime scene. He
Lurker’s Key () (1E/ Instant/ Wits + Larceny or Computer + Glory) concocts his own reason for wanting to return. ES: Target is compelled to
Allows bypass of physical locks with a knock or touch to the lock. Used on walk to the center of the crime scene rather than skirt the edges.
mechanical or electronic lock uses Larceny. DF: Refuses to unlock.
Computers freeze up, tumbler locks crack and electronic locks short. S and Shrike’s Feast () (1E/ Ref/ Strength + Intimidation + Purity) Required
ES: Lock opens. to touch the target. Doing so in combat requires a single Dex + Brawl –
target’s Defense. DF: Shrike-Bloody-Beak lashes out at the user for wasting
Create Opening () (1E and 1WP/ Instant/ Resolve + Intimidation + the spirit‟s time. User suffers 2 lethal, 1 Essence or 1WP (player‟s choice). S
Purity) Focused on a seamless object, a single, smooth tear appears in the and ES: One of Shrike-Bloody-Beak‟s flocks attacks the target, stripping
object, beginning as hairline fracture and widening as it goes (can render a away first flesh, then spirit, then mind. Each success inflicts 1 lethal, then 1
physical object useless). Used on a living being, of course, the effects are far Essence or 1WP. The effects occur in order, and more than 4 successes resets
more painful (and messy). May be used without touch at a -3 penalty. Max the effects in order.
range is 1ft per dot of PU. DF: User‟s skin splits open; suffers lethal damage
equal to Resolve. S and ES: Target suffers lethal damage equal to successes. Lodge of the Grotto
Armor does not stop this damage (though armor can be targeted).
Grotto Gifts (Pg. 129)
The Open Mind () (-/ Contested; resistance is reflexive/ Manipulation +
Subterfuge + Wisdom vs. Resolve + Primal Urge) Opens the victim‟s mind to Ratsquirm () (-/ Ref/ Dexterity + Larceny + Cunning) DF: Cannot use
the physical world and all of the sensations of the Hisil. The user makes eye power again for the remainder of scene. S and ES: The user is able to squirm
contact or touches his victim then wills his mind open. DF: User‟s own mind through an opening no smaller than 10 inches in diameter as a standard action.
receives the chaos he was trying to foist on the target and loses 1WP. S: If used to escape a grapple, he gains +2 to escape. Also used to escape
Target overwhelmed by chaos. For 1 turn per success, the target is effectively handcuffs, ropes, or chain bonds with ease.
blinded and deafened by the maddening rush of sensation. Actions attempted
receive a negative equal to successes or the user‟s PU, whichever is greater. Knocktalk () (-/ Instant/ Wits + Expression + Wisdom) DF: User is briefly
confused. For remainder of scene, he may not attempt the Gift again, and must
Gauntlet Key () (3E/ Instant/ Wits + Stealth + Cunning) User must be make a roll to understand another user‟s Knocktalk as if he didn‟t know the
alone to activate and must find a doorway, two trees spaced feet apart, even a Gift. S and ES: User encodes a brief message of up to 1 word per success.
crude sketch in the dirt. User steps through a gateway, to the other side of the Knocking or tapping can be heard up to 100yrds along tunnels per success.
Gauntlet. User cannot act as a pathfinder when using this Gift. Stepping into Any listener with Knocktalk automatically understands the message;
the physical world, the user must again step into a location unobserved. otherwise make a Wits + Occult roll (-3 if not of the Grotto Lodge).
Lurkers do not approve using this Gift for assassination or surprise attacks (as
the Spirit is squeamish about violence) and revokes the Gift as well as the fifth Tunnelscent () (-/ Ref/ -) User benefits from dramatically increased sense
dot of Renown that allows the use of the Gift. Gift cost double if user does not acuity while underground; even in pitch darkness he is able to navigate his
possess the other 4 Opening Gifts. surroundings by means of hearing and scent as if in broad daylight. He may
fight without subject to any normal penalties for fighting blind. Only functions
Lodge of Wrath while underground. If exposed to bright lights, loud noises or powerful odors,
user makes a Reflexive Wits + Survival to resist or take a -2 penalty to
Retribution Gifts (Pg.115)
appropriate Perception rolls for 5 turns minus 1 turn per success on this roll.
Shrike’s Vengeance () (-/ Instant; resisted/ Manipulation + Expression + Stoneburrow () (1E/ Instant/ Stamina + Athletics + Glory) In Dalu or
Honor vs. Composure + PU) Uttering an entreaty to Shrike in the First
Urshul the user grows long mole-like claws that tear easily through stone or
Tongue, asking to punish his target. DF: User suffers 1 lethal, both cheeks concrete (virtually unbreakable). DF: User‟s nails become brittle and split
bleed as if slashed. S: All physical attacks for a scene cause lethal instead of painfully. No claw attacks for the scene. S: User may excavate up to 1 cubic
bashing as well as gaining a +1 against the target. ES: Target feels tiny stings
foot of stone or concrete per turn. He also gains +1 claw attacks. Lasts for a
as Shrike‟s servants bombard him, reducing his Defense by 1 (vs. User only). scene or until ended. ES: Excavate 2 cubic feet per turn.
Sinful Thoughts () (1E/ Instant/ Presence + Occult + Cunning) Offend the
Tunnelwrath () (2E/ Instant/ Intelligence + Crafts + Purity) Calls wrath
user in a minor way, Shrike-Bloody-Beak sends one of its flock to follow the of burrowed earth to strike enemies. Tunnels crack and spray rocks or steam
target, watching for intent to inflict harm, trespass, or other crime. User stares pipes burst as tunnels lash out. DF: Tunnels rebel against the user taking 1
at target for 1 turn. DF: Shrike appears, but confused, attacks a random person
lethal damage. S and ES: Tunnel strikes foes. User may distribute 2 lethal per
whenever it feels like it. It leaves after a day if not shooed away. S: Shrike- success against anyone within 100yrds who shares the same tunnel as he. May
spirit appears and stays near target for 1 day per success. Whenever target divide successes amongst individual targets from environmental or manmade
considers committing whatever crime caught the User‟s ire, the spirit pecks at
tunnel source.
the target fiercely. This causes no damage but strips 1WP or 1 Essence. If
target enter the Hisil or someone does so on target‟s behalf, the spirit flies off.
ES: Also roll Power (2) as bashing whenever spirit attacks. Damage
manifests as splitting headaches and nosebleeds.

Shrike’s Larder () (1WP/ Instant/ Resolve + Medicine + Purity) The


target of this Gift may wish to die, but cannot until the Gift‟s end. Used to
prolong agony of serious offenders of the Lodge or assure a survivor to
interrogate or leave writhing in pain. Use of this Gift for torture requires a
Territories
New Gifts Continue

Territory Gifts (Pg.48)

Lay of the Land () (-/ Instant/ Wits + Politics + Purity) Gives an instant
sense of how many people and awakened spirits are in the immediate area, as
well as which werewolf pack (if any) claim it. The “immediate area” means, a
territory feature like a shoal, forest, glade, etc. DF: Receive faulty or
misleading information. F: Cannot use this Gift in the immediate area, until
the next moonrise or moonset. S: Gets a rough impression of the total
population of the area, though it does not differentiate between types of
beings. Packs met in the past are recognized immediately. ES: Precise
impression of the territories‟ overall population plus sees the symbol and
totem spirit of the pack that claim the area. The pack‟s name is heard as a
howl.

Minor Sending () (1E/ Instant/ Presence + Expression + Cunning) Minor


Essence flows crisscross every pack‟s territory. The user infuses the flow and
whispers a message for a packmate. As long as the user and packmate are
within their territory, they will hear the whisper directly into their ear. The
message cannot be tapped or intercepted. F: Message arrives garbled. S: A
transmitted whisper of up to 30 seconds in length is passed, traveling at half a
mile per turn. ES: Recipient receives the spent Essence as it chases the
message (recipient cannot maintain more than normal amounts of Essence).

Sense of the Territory () (1E/ Instant/ Wits + Politics + Wisdom) Reading
local Essence currents, noteworthy disturbances are learned. Any awake loci,
spirit of rank 3 or higher, or werewolves are located. Only works within user‟s
own territory. DF: Werewolves and spirits learn the user‟s location. S: Learns
the location of all loci higher than 1 in rating and all werewolves and Rank 3
or higher Spirits. Gift only reveals the presence of potential intruders on the
same side of the Gauntlet as the user. ES: Reveals intruders on both sides of
the Gauntlet.

Animate the Land () (2E/ Instant/ Manipulation + Intimidation + Glory)


User‟s territory rises up in defense of the pack and its power. DF: Land rises
up against the user who suffers a -2 to all Physical dice pools for the next 3
turns. S: Within the present territory feature, the user may apply the successes
rolled as either bonus to his pack (including self) or as penalties to his
opponent‟s dice pools, for the next 4 turns. The user defines how the local
terrain rises up to assist the user; like rising land barriers, racing shopping
carts, rising or lowering rivers, etc. and how they equate to a specific Skill. ST
has final say whether a Skill use is appropriate. The Gift can be used only
within the user‟s territory. A local area cannot benefit from more than one use
of this Gift at the same time. This Gift may be only used once per scene.

Disrupt Essence () (3E/ Instant/ Presence + Occult + Honor) User can
cause spirits and werewolves to waste Essence in powering their supernatural
abilities, making them resort to physical tactics, or stay out of your territory.
DF: Effects rebound on the user, as well; he cannot use any Territory Gifts for
24hrs. S: Each turn per success, twice as much Essence must be spent to
activate a power, except packmates/totem. ES: Up to 5 entities that are not
packmates can be designated to not suffer this penalty.
The Pure Uratha need 10 sucesses, humans require 20. One roll per day, but -3 penalty
applies. ES: the disease is contagious. Spreads like the common cold. Oh
New Gifts
dear.
Agony Gifts: p.113
Fervor Gifts: p. 116
Stoicism (): (1E/Instant/Composure + Survival + Honor) Can ignore wound
Eyes of Gurim (): (Free/Instant/Intelligence + Investigation + Purity) Gives
penalties. DF:Suffer -1 wound penalty even when unhurt, and all other
an idea of weakness in another werewolf. DF: Completely false idea of the
wound penalties are increased by 1. F: No effect. S: Suffers no wound
target‟s moral state. F: No effect. S: Character knows any compulsions or
penalties for a scene. ES: Suffers no wound penalties for a day.
derangments gained from losing Harmony as well as Vice. ES: No special
effect.
Barbed Arrow (): (1E/Contested/Intellignce + Medicine + Purity versus
Resolve + PU) Must touch opponent. Uratha take 1 extra die penalty if
Gurim’s Comfort (): (Free/Instant/Resolve + Composure + Wisdom) Can
successfully used on them. DF: User suffers -1 penalty. F: No effect. S:
only be used when the User has spent her last WP point. DF: Derangment
Target suffers an additional -1 die penalty on all actions for rest of day. ES:
check if harmony is 7 or above. F: No effect. S: The chacter regains a
Target is knocked prone by the pain, and must take an action to stand.
number of WP points equal to user‟s primal urge. ES: The character regains
all spent willpower points.
Pangs of anguish (): (1 E/Contested/ Presence + Medicine + Cunning –
Composure) Causes target to relive pain. DF: The gift user takes one point of
Trust in Gurim (): (1 WP/Instant/Strength + Expression + Glory) Fight
bashing. F: No effect. S: Target takes a number of points of bashing damge
like an unholy demon, not acknowledging pain. DF: Cannot take action
equal to 3+ successes. ES: Target must succeed on a stamina roll versus the
during combat during the scene except to dodge. Must check for degeneration
Gift user‟s Presence.
if harmony is 7 is more (after combat). F: No effect S: Must make all out
attacks, and gets +4 instead of +2 to attacks. ES: For a willpower point, the
World of Pain (): (1 W/ Contested/ Intellignece + Occult + Glory versus
user can use defense as usual while the gift is active (though he cannot
Resistance) Spirit suffers wound penalties as follows: -2 normally, -3 when at
dodge).
3 corpus, -4 at 2 corpus and -5 at 1 corpus. DF: Spirit is unaffected, and may
use one of its Numina reflexively against the Uratha, even out of turn. F: No
Gurim’s Might (): (1 WP+ 1 E/ Instant/ Resolve + Composure + Honor)
effect. S: Spirit suffers effects above. ES: Spirit suffers a point of corpus
DF: -2 penalty on all Mental or Social rolls. F: No effect. S: +2 to Presence,
damage, in addition to wound penalties.
Intelligence, Strenght, provided a point of Essence is spent for each roll. Lasts
for one scene. ES: Essence only needed for strength.
All-Consuming Excruciation (): (2 W/Contested/Manipulation +
Empathy + Wisdom versus Composure + Primal Urge.) Victim is overcome
Gurim’s Bite (): (1 E/Reflexive and contested/ Presence + Persuasion +
with mind destroying pain. DF: The user of the Gift suffers a mild
Cunning versus Resolve + PU.) DF: loses access to all fervor gifts until act of
derangement for the rest of the scene. F: No effect. S: Target suffers a severe
penance. Check for derangement if harmony is 7 or more. F: No effect S:
derangement for the remainder of the scene, and a permanent mild
Target is incapable of attacking the Gift user or anyone fighting alongside
derangement of the same type. Determined by Storyteller. DS: Target
him. Cannot harm in anyway. ES: Victim feels compelled to aid the user.
collapses in gibbering agony, and suffers from a permanent severe
derangement.
Savagery Gifts p.118
Disease Gifts: p. 114
Predator’s Presence (): (1 WP/instant/ Presence + Intimidation + Purity)
DF: Double usual PU rating penalty for social interactions. F: No effect. S:
Fever Dreams(): (1 E/Contested/Presence + Medicine + Wisdom versus
Humans suffer the same PU rating penalty that the werewolf does. ES:
Resolve + Primal Urge) Must touch flesh, infect with mild diseases. DF:
Humans suffer an additional -1 penalty.
User suffers the normal effects of the Gift himself. F: No effect. S: Subject
suffers cold sweats, heaches fever and even mild hallucinations. ES: The
Unending Fury (): (1 E/ Reflexive/None) Removes the flight component
diseas takes a toll on the victim‟s body as well as his senses, and he suffers
of death rage.
lethal damage equal to the Gift user‟s Primal Urge.
Challenger’s Instinct (): (1 E/Reflexive/Wits + Investigation + Cunning)
Virulent Rage (): (1 W/Instant/Presence + Expression + Purity – (Resolve
Must use on werewolf in Garou form. DF: Learn something entirely unture.
+ Composure) Must touch flesh. Triggers death rage check in werewolves,
F: No effect S: Can tell how many turns his opponent can spend in garou
on humans creates violent rage. DF: User enters Death Rage. F: No effect.
form before must change back, and any gifts or fetishes that could potentially
S: If used on werewolf, must check for death rage. If they fail, they roll
alter the number of turns. ES: You receive +1 Brawl and +1 defense.
stamina+resolve each turn thereafter reflexively to end the frenzy. During this
time, their Rage is contagious. If used on a human, their attack is contagious.
Embrace the Beast (): The user has to roll to resist death rage every
ES: -1 penalty to resist the frenzy.
time she takes lethal damage and marks a health box, not just aggravated.
Glorious Agony(): (1 E/Instant/ Strength + Survival + Glory) Sacrifice
Baresark (): (1 E per person/Contested/Manipulation + Expression +
regenerative power to infect your essence with a spiritual malady. DF: loses
Purity versus Composure + PU.) DF: check for death rage. F: No effect S:
regeneration for the scene. F: No effect, but no essence spent S: +3 to
Opponent must check for Death Rage and suffers a -1 penalty on all Harmony
strength or stamina rolls for remainder of the scene. Bite and claw do +1
rolls for rest of scene. Humans become violently angry with closest person to
caustic damage. For the next two hours, however, the werewolf does not
them. Humans suffer -2 on all rolls involving mental attributes and suffer -1
regenerate. ES: Regeneration returns at end of scene.
on all Morality rolls. ES: Double people affected.
Lingering Bite (): (1 E per bite) No roll. Spend one essence and perform
a bite attack. The damage cannot be healed by supernatural means, and heals Scourging p.119
as per the rate of a normal human.
Sense the Impure () (Free/Instant/Wits + Animal Ken + Wisdom) Must
Wasting Sickness (): (3 E/Extended 10 successes/ Manipulation + touch solid subject or be in smelling range of liquid/gas subject. DF: The
Medicine + Cunning) DF: User contracts the non-transmittable version of the opposite is learned. F: Nothing learned. S: Target is determined to be a
disease, and suffers as described below. F: no successes. S: User becomes a werewolf or not succesffuly, can also determine if the target had any urathat
ac carrier to the disease. Then ext person he bites becomes infected. Humans ancestors within 3 generations or if he has the wolf-blooded merit. Inanimate
cannot resist, werewolves resist with a conetested action, stamina + Resolve targets give the werewolf a sense of how pure the target is. ES: Can tell if
versus the user‟s primal urge + 5 dice for the disease. Infected characters ancestors or target is pure or Forsaken.
suffer 3 lethal per day. May resist this damage by rolling stamina + resolve,
but if the roll does not reach 3 successes, the damage is full. -3 modifier to all Relentless Focus () (1 WP/Instant/ Resolve + Empathy + Honor) Can be
actions. Fighting off the disease requires an extended Stamina + resolve roll. used once per day. DF: Lose one WP. F: Nothing happens. S: For every two
successes on the roll, the user gains one point of willpower (up to maximum).
ES: The user gains one bonus die to all resolve, composure, or stamina rolls
for the scene.

Purify () (1 E/ Instant/ Intelligence + Science + Purity) Must be used on a


relatively pure substance. DF: Cannot purify the substance with this gift until
24 hours have passed. F: Nothing happens. S: The substance is purified.
ES: The substance is purified, and the essence spent is regained.

Expel () (1 WP/ Extended/ Intelligence + Medicine + Cunning) Cleans a


wound or person of any parasitic or symbiotic life forms. Does not work on
magical diseases, viruses, or prion-based diseases. DF: Expel cannot work
again on it, and target‟s stamina + Resolve roll requires 5 more succeses than
previously thought. F: No successes are gained. S: Successea re accumulated.
(target number is the same as the stamina + Resolve roll diff. on page 176 of
corebook). ES: Target‟s gains two dice to any stamina + resolve rolls made
to avoid disease for three days.

Cast Out () (1 E + 1 Agg damage/ Contested/ Resolve + Occult +


Glory versus Resistance) DF: Spirit is not drive from host and takes no
damage, host sufers one agg. Damage. F: nothing happens. S: Spirit is driven
from host and takes one point of Corpus damage, suffers a one-die penalty due
to pain for 24 hours. ES: Wound suffered is only lethal instead of aggravated.
The Rage cycle. F: gift fails. S: Become Human for rest of the day, till sunset. Does
New Gifts not work at night. ES: No further effect.

Alpha Gifts p. 107 Darkness Gifts p.111


Sense Guilt ()- (1 E/contested/ Intellingence+Empathy+Honor versus For all gifts in this list: +2 if only light is starlight, +1 if only light comes
Resolve +PU.) Meet eyes. DF: Believe there is guilt where there is none, or from new moon. -1 if only light comes from electric lights. -3 gift used in
see no guilt where there is much. F: Nothing Happens S: Senses any shame daytime.
or guilt target feels over past actions. ES: as success, but with vague details
about the crime (against family, against pack, against god). Darksight ()- (none/reflexive/ Wits +Commposure +Wisdom.) DF: Night
vision is lost completely. Penalties for darkness are doubled for scene.
Alpha’s Aura () (1WP/contested/Composure+Intimidation+Honor versus Cannot used gift for scene. F: No change. S: No penalties due to darkness.
Resolve+Primal Urge) DF: effects of success are applied against his Lasts for 30 seconds per success. ES: Lasts for scene.
opponent. F: Nothing happens, may not try again on same subject for rest of
scene. S: May use coomporosure or intimidation rating instead of defence Aura of Dread ()- (1E/Instant/ Presence+Empathy +Purity) DF: suffer -1
against target for scene. ES: As with success, though lasts for entire night. on any attempt to scare or intimidate anyone who would have been affected.
F: No effect. S: Everyone who can see the character has a -1 to their next
Taste of Flaws () (1 E/Instant/ Wits+Empathy+Wisdom) DF: Receive composure roll. ES: as success. Can also make one individual afraid of the
false impression of target‟s flaws. -3 penalty to all dice rolls made against dark. Target resists with Resolve+Primal Urge. If # of successes is still >5
subject. F: Nothing happens. S: +2 bonus to all rolls against target for scene. after resistance, target gains Phobia: Darkness, for the rest of the scene.
ES: As success, but bonus is +3.
Shadow Step () (2E/Instnat/ Manipulation + Stealth + Cunning) DF: -1
Lordly Will () (2E/Reflexive/ none) Immunity for turn to all supernatural penalty to all stealth rolls for remainder of scene. F: No effect. S: Must be in
powers that affect the mind. patch of shadow or dakness large enough for concealment. She can move to
any patch of shadow large enough to conceal her she can see within 2xPrimal
Alpha’s Howl () (3E/Instant/ Presence +Intimidation+Glory-highest Urge in yards. When gift is used, user disappears. Next turn, user appears at
opponent‟s resolve.) DF: may not use gift on anyone for one lunar cycle. F; target shadow. ES: +2 initiative on turn she arrives at target.
No effect. S: For each success, all opposing supernaturals lose ability to use
supernatural powers for one turn. ES: No further effect beyond additional Moonlit Talons ()- (1WP/ reflexive and resisted/ Strength +Stealth
successes. +Glory –composure) Must be used to supplement surprise attack made from
darkness. DF: Attacker can make surprise attack on character. F: No effect.
Battle Gifts p.108 S: Surprise attack as normal. However, the target may not make a
Visage of Fenris () (1WP/Contested/Presence +Intimidation +Glory versus wits+composure (iniative) roll to act normally. Next turn, the victim makes
Resolve+Composure) DF: Unable to use gift for rest of night. F: No effect. S: his iniatitive roll, as if the surprise attack happened that turn.
All enemies facing character suffer -2 to initiative for scene. ES: (as success,
but -4 penalty instead of -2. Nightblind () (2E 1WP/ Instant or extnended/ Wits + Occult + Honor –
Composure) DF: Efforts to track the werewolf and ranged attackas against her
Worry the Prey’s Heels () (1E/contested/ Presence+Intimidation+Honor have +1 bonus for scene. F: No effect. S: reduces the amount of light victim
versus Stamina + Primal Urge) DF: unable to use gift on subject for lunar can process. Anyting less than a full on searchlight is treated as total
cycle. F: No effect. S: Target‟s speed is halved for remainder of scene or until darkness. -3 penalty under extreme lighting. Lasts for one turn per success.
canceled. ES: as success, and -1 penalty to all social rolls with user for rest of Can also be permanent, where it is extended, requiring 20 successes. 2
night. minutes per roll. ES: Can target up to 3 people in an area of primal urge in
yards. If using permanent version, extra targets suffer only the effects of the
Savaging () (2E/Instant/ Attack roll. Success if 3 or more levels of damage temporary version.
inflicted) DF: no additional pain beyond a dramatic failure of an attack roll.
F: No additional effect S: Attack does an additional point of damage, and Ending Gifts p. 114
enemies who witness attack suffer -2 penalty to all combat rolls made against
him for end of turn. ES: as success, but dice penalty enemies suffer is Fear of Death () (1WP/ instant, contested/ Wits + Empathy +Wisdom versus
increased to -3. Resolve + Primal urge) must lock eyes with target. DF: learn alse
information. F: no effect. S: Learn the method of death that the target most
Primal Anger () (2E/Reflexive/ No roll) Add primal urge rating to all fears. ES: Gain faint impression of why.
attack rolls for remainder of scene.
Eyes of the Slain () ( 1E/instant/ Intelligence + Empathy +Honor) stare into
Heartstopping Howl () (2E/ contested/ Presence + Intimidation +Glory eyes of foe personally killed. DF: Create strong death resonance, drawing
versus highest of group‟s Resolve+ Primal Urge) DF: Cannot uce gift for ghosts and death-spirits. F: nothing happens. S: Find out what target most
another cycle of moon. F: no effect S: -3 penalty to all combat dice rolls of lived for. ES: Learn another driving aspect that the deceased is sorrowful at
all enemies, -3 to all oppponent‟s defence, for remainder of the scene. ES: As leaving behind.
success, but penalty increases to -4.
Death Masque () (1 E/ Reflexive/ Intelligence + Survival +Wisdom) DF:
Blending Gifts p.110 1 Bashing damage inflicted on user. F: No effect. S: If werewolf was
plausible threated with death in the last 6 seconds, it creates the illusion that
Shadow Coat () (1E/ instant/ none) -3 penalty to all rolls made to notice they were mortal wounds. The illusion lasts for remainder of scene or until
werewolf. Only works in shadow. Lasts till end of scene. desired. Hides regeneration and breathingES:

Manytongues () (1E per subject/ instant/none) Understand the language of Bone Hex () (1 E / instant/ Presence + Occult + Glory) DF: -4 penalty on
any human he is speaking with, but cannot speak the language yourself. next 3 dice rolls. F: No effect. S: target suffers -4 penalty on next three rolls.
ES: User can choose when effects apply.
Resist Toxin () (1 E/ reflexive/ none) Purify system and take no damage
from poisons. Images of Death () (2 E/ instant/ Wits + Intimidationg + Purity) DF:
See details of possible deaths of yourself, reduce dice pools by 2 for 10 –
Mask the Hunter () (3E/ instant/ none) Remove social penalties caused stamina hours. F: no effect. S: Target see‟s their own eventual death. -2
by primal urge for rest of scene. penalty to all dice rolls for next week. ES: penalty lasts for a month.

Hide the Curse () (3E/ instant/ Harmony) DF: character may suffer Endurance Gifts p. 116
minor social penalties in dealing with lunes, cannot uces gift again for lunar
Vigil () (1WP/ reflexive/ no roll) Negates need to sleep for 12 hours.
chooses to end effect or next moonrise/set. ES: +1 modifier to all rolls using
Long Running () (none/ instant/ stamina+ Athletics +Purity) DF: cannot that skill.
use gift for rest of day. F: no effect. S: Double speed. Lasts one hour per
success. Cannot be used in combat. Can run without tiring. After end, must Unity () (3E/ 1WP/instant/ no roll) Lasts for a scene, and affects other
sleep for 4 hours. Can re-activate gift at any point before it ends; however the members of the pack within twice his twice primal urge in yards. Each
new duration takes effect from the point the roll is made. ES: Add 2 to speed packmate may use willpower or essencefor another member, or may take a
after doubling. This benefit doesn‟t last after re-activation. health level of damge for another packmate. One transfer per turn per
packmate.
Eternal Hunter () – (1WP/ instant/ Resolve+ survival+Honor) DF: fall
immediately unconscious. F: no effect. S: Do not roll for unconsciousness, Predator Gifts p. 122
and take no extra damage from bleeding out due to lethal. Lasts one turn per
success. ES: Allies who see you gain 1 WP. Bestial Fellowship () (1E/ reflexive/none) 4 extra dice to animal ken rolls
made to influence predators. Lasts until the next moonrise or set. Harmony 8
Rise Beyond () – (1WP/ instant/ Stamina + Athletics + Glory) DF: All sin.
wound penalties are one higher for scene. F: no effect. S: All wound
penalties are instead bonuses applicabale to die rolls for the remainder of the Hunter’s Fortitude () (1E/ instant/ Stamina + Survival + Honor) DF: -2 to
scene. ES: As success, and +1 bonus on top. all resolve rolls for a scene. F: no effect. S: Can survive without food and
needs only a small amount of water to keep in perfect condition. Lasts for 3
Legacy () – (3E 2WP/ reflexive/ none) Can only be used on the turn that hours per success, after which requires 12 hours of sleep and a hearty meal.
the user will die on, and pay the full cost of the gift at the point of activation. ES: Any roll to distract the werewolf suffers a -1 penalty.
Curses everyone who had a direct hand in killing the werewolf. Can be lethal
curses. Savage Hunt () (3E 1WP/ instant /Dex + Athletics + Purity) DF: prey is
Information Gifts p. 118 not who you chose. F: no effect. S: all rolls to find or track target get +1
bonus. Bite and claw attacks deal aggravated damage against chosen prey,
Sense the Flow () – (none/ instant/ Resolve+computer+Wisdom) DF: next lasts until moon next rises or sets or until prey is caught and kill. ES: if you
investiogation or computer roll is at a -1 modifier. F: no effect S: Can sense roll lower than your prey in initiative, your initiative score is equal to your
flows on information, from source to receivers. ES: No one needs to be prey‟s.
acquiring the information for you to detect it.
Harry () (1E/ Contested/ Wits +Intimidation + Glory versus Resolve +
Tongues () – (1E/ Instant/ Wits +Academics +Cunning) DF: -1 modifier Primal Urge) DF: target receives one bonus willpower point. Can bring
from using the translated text. F: no effect. S: translated text and subtext. above normal maximimum. F: no effect. S: -2 modifier for duration of
Duration is one chapter of a book or a full conversation. ES: Can convert confrontation. Resolve can be rolle each turn after the first to reduce this
your meaning into the original language. modifier to -1. ES: initiative is doubled.

Babel Effect () – (3E/ contested/ Manipulation + Persuasion +Glory Predator’s Kin () (2E/instant/ Prsence + Animal Ken + Glory) DF:
versus Composure + Primal Urge) DF: can only communicate with hand local predators are an nuisance to you. F: no effect. S: predators will distract
gestures.F: no effect. S: Target up to 5 people, who must be part of an and annoy the prey, and large ones can even make attacks. ES: Creatures
identifiable group. Every target resists. Every affected member becomes attack with such ferocity that they add one die to their attack pool.
entireluy unable to communicate with any form of organized language to the
other members of the group. ES: Targets can‟t be understood by anyone. Stalking Gifts p. 125

Steganography () (Varies/ Extended/ Intellignece +Subterfuge Night Sight () (none/reflexive/ intelligence +survival + Honor) DF:
+Cunning) DF: Message is warped. F: no effect. S: Hide a message temporarily blinded for turn. F: no effect S: Suffer no penalties for blindness
underneath what is being said. 1 E per recipient. ES: all members of a group in dakrned or pitch-black areas for duration of scene or until sunrise.
hear the message for one essence. Any extra essence spent is returned. Supernatural darkness hinders the werewolf as normal. ES: Can see even in
supernatural darkness.
Twisted Words () (2E 1WP (optional)/ instant/Wits+ Persuasion +
Wisdom – Composure) DF: Everyone who would have been affected by the Heaven’s Guidance() (1WP/ reflexive/none) Gives perfect sense of
gift hears exactly what the speaker says and nothing more, and knowsthat the direction and an eidetic recollection of the ways and distances she has traveled
werewolf is trying to pull the wool over her eyes. F: no effect S: ruin what the since sunset.
speaker is saying or twist the words to manipulate a group. ES: When ruing a
speech, no resistence can help understand the original speech. When twisting Scent the Supernatural () (1WP/ instant/ wits + Empathay +Wisdom)
the speech, can choose two groups to malign. DF: you sense something, but either misjudge its type or are just incorrect. F:
no effect. S: for every success on the gift roll, the werewolf can smell the
Pack Gifts p. 121 presence of any supernatural creature or active supernatural effect within 30
feet. ES: more detail on type of smell.
Web of Scent () (none/instant/none) borrow senses of any packmates
withing half his primal urge in miles. Must choose which sense are packmates Shadow Strike () (1E/ Manipulation + Stealth + Cunning) DF: trapped in
and which are your won. absolute blackness for 3 turns. F: no effect. S: The character may emerge
from a patch of darkness up to 20 yards away. ES: no effect.
Warning Howl () (1E/ Instant/ Wits + Expression + Honor) DF:
Antagonists find themselves aware of a lone Forsaken in trouble. F: no effect. Shadow Pack () (1E per wolf/ instant/ Presence + Animal Ken +Purity)
S: Each packmember who is in the territory hears the howl regardless of DF: may not use gift again for another cyel of moon. F: no effect. S: Wolves
distance or shadow. ES: Packmates rushing to their aid double their speed manifest from any shadowed areas within 10 yards of the character and will
until they reach him. be albe to hunt with her at the beginning of her next turn. Lasts a number of
turns equal to the number of successes rolled. ES: no added effect.
Brother’s Strength () (1 WP/ reflexive/ composure + Empathy +Glory)
DF: -2 modifier on the action his pack was attempt. F: no effect. S: during an Weakness Gifts p. 127
act of teamwork, the gift user (who must be the main actor in such an action)
grants all of his packmates 9 again if no teamwork is possible, this allows one Reflection () (none/instant/ wits + empthaty + Wisdom) DF: -1 penalty on
packmate to perform limited teamwork. ES: no added effect. the next roll she makes with her highest attribute or skill. F: no effect. S: I fa
chance roll is made before the ned of the scene, you make the roll as if you
Synergy () (2E/ Instant/ Manipluation + Larceny + Cunning) DF: the have one die. ES: reduce penalty applied to one roll that affects her current
packmate with the highest rating instead takes on the rating of the other situation by 1.
packmate for the remainder of the scene. F: no effect. S: Swap ratings in a
skill with another packmate. Must touch target. Lasts until the borrower
Shallow Heart () (1E/ contested/ Composure +Larceny + cunning)
Harmony 6 sin to use against another werewolf. DF: changes vice, but not in
your control. F: no effect. S: The player can select a new vice for the subject,
which lasts until the end of the scene. ES: Target realizes something about
himself, and makes a morality threshold of 6.

Coward’s Soul () (3E/ contested/ Resolve + Empathy + purity versus


Resolve + Primal Urge) DF: for remainder of the scene, an action that would
trigger a virtue does not do so. F: no effect.S: If the subject‟s virtue would
have restored her willpower before she awakes, she regains no willpower. ES:
in addition to success, and the next action that the subject would consider
noble is at a -2 penalty)

Hidden Self () (1WP/ instant/ Composorue + Subterfuge + Glory) DF:


must find opportunity to indulge her vice before end of scene, but gains no
willpower for this. F: no effect. S: successfully hides her weakness from
onlookers. ES: Effects of gift extend until next moonrise or moonset, -2
penalty to see through effect.

Wrack () (2E 1WP/ contested/ Wits + Larceny + Honor – target‟s


resolve) DF: -3 penatly to any attempt to exploit weaknesses in the target. F:
no effect. S: target suffers severe depression and self-loathing. She cannotat
take any actions beyond moving half her speed each turn without spending a
willpower point. If attacked, defence is 0. Lasts for 2 turns per success, if
target survives she must make degeneration roll as if commited a sin with
Morality threshold equal to current morality trait. ES: Subject of the gift
starts self-harming, gouging long wounds in her arms and any vaguely sharp
instruments nearby. Takes strength in lethal damge in addition to normal
success.
War against the Pure
War Gifts p.46

Find Conflict(∙) (none/instant/ Composure + investigation + cunning) DF:


cannot activate any war gifts for one hour. F: no effect. S: bcome aware of
the most escalated conflict within one mile, plus one mile per success. ES:
rough estimate of how many are fighting on each side.

Notice Defeat (∙∙) (1WP/ reflexive/ Wits + Empathy + Wisdom) Any time a
soldier or company under the werewolf‟s command is in battle against the
enemy and is in need of support, this gift usually activates. DF: -1 die from all
physical actions, cannot use any war gifts for one hour. F: no effect. S: learn
which unit is in trouble, more succeses revelas more information. ES: even
more knowledge is learned.

Whispers on the Wind (∙∙∙) (1E/instant/no roll) he can convey as much as 3


short sentences before the effect ends. Targets of the gift hear the statements
about one minute later. They recognize the voice of their commander.

Echoes of Opposing Brilliance (∙∙∙∙) (1E/ instant/ Wits + Investigation +


Wisdom- Resolve) DF: -2 dice penalty to all perception rolls related to
hearing and -1 penalty that requires concentration for the scene. F: no effect.
S: werewolf hears words spoken by enemy commanders. +2 bonus on all
tactical rolls. ES: +3 bonus on all tactical rolls.

Shared Battle Mind (∙∙∙∙∙) (2E/Extended/ Presence + Socialize + Purity) DF:


for 10 minutes until the confusion clears, all werewolves targeted with this
gift suffer -1 penatly to all actions. F: no effect. S: conveys information of
commander to all soldiers. ES: even better.

Wolfslayer Gifts p.48

Form Lock (∙) (1E/ contested/ Presence + Science + Purity vs. Resolve
+Primal urge) DF: user suffers -2 penalty to all shapechaging rolls. F: no
effect. S: reduces target‟s shapefshifting pool for one minute by user‟s purity.
Any successful, voluntary change elimates the penalty. ES: Target‟s
shapeshifting pool remains penalized for one hour. Each successful reduces
remaining duration by 5 minutes.

Patronless Pack (∙∙) (1E/instant/ Intelligence + Occlut + Cunning- totem‟s


resistance.) DF: user is separated from her totem. F: no effect. S: separate
target pack from totem. ES: even members of the pack who aren‟t present are
hit.

Return to Birth (∙∙∙) (1E/ Instant/ Presence + Science + Purity vs Resolve +


Primal Urge) DF: can‟t use gift again for 24 hours. F: no effect. S: Target
reverts immediately to Hishu form and cannot use her next action to change
shape. ES: Cannot attempt to change into another shape for 5 turns.

Human Health (∙∙∙∙) (1E/contested/ Wits + Medicine + Purity versus


Composure + Primal Urge) DF: Target heals a point of lethal damge. F: no
effect. S: For next hour, target heals as human does. Essence can be used to
heal bashing. ES: effect lasts for a full day, cannot spend essence to heal
bashing damage.

Object of Piercing Clarity (∙∙∙∙∙) (1E/ contested/ Presence + Expression +


glory vs. Composure + Primal Urge) DF: mortals viewing target in a form
induces Lunacy gain -2 to willpower for purposes of dealing with Lunacy.
Mortals dealing with the user have +2 to willpower for purposes of dealing
with Lunacy. F: no effect. S: target werewolf has lunacy reduced. Treat all
onlookers has having +4 willpower. ES: Remove target‟s lunacy.

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