Beruflich Dokumente
Kultur Dokumente
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.