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GIFTS (In English)

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Deep Pockets (Level Two) - Cant carry enough stuff? This Gift allows you store lots of little goodies in your pockets, far more than normal. This Gift is taught by a Packrat-spirit.
System: Roll Wits + Enigmas and spend one Gnosis. Each success lets you hide an extra small item (no larger than your hand) inside a convenient pocket. If youre ever searched, none of these extra items will turn up, but if you lose the pocket (or your clothes), you cant retrieve the items inside. Each time you remove an item, you need to use the Gift to put it back again.If you need to recall an item instantly from your Deep Pockets, spend a point of Rage, and its there.

Devour the Dead (Level Two) - The user can call up a swarmofRat-spirits to devour a dead body and remove all physical evidence in the immediate vicinity. Rodens Knife-Skulkers often use this Gift to dispose of the bodies of their victims.
System: Spend one Gnosis; a swarm of Rat-spirits appears from nowhere and consumes the dead body, bones and all, within three turns. Unfortunately, all items currently on the body will be carried off into the Umbra, where theyll be carefully hidden. Remember to loot the body first.

Distractions (Level Two) The Garou can make annoying yips, yelps and howls to divert the attention of his target. A coyote-spirit teaches this Gift.
  System: The player rolls Wits + Performance (difficulty of the victim's Willpower). Each success subtracts one die from the target's dice pool next turn.

Dolorus Countance (Level Two)

Domestic Seeming (Level Two) - Unicorn does not want humans to fear her children, even the lupus. Many lupus Children of Gaia learn this Gift in the interest of walking comfortably among humans. By using this Gift, a werewolf in Lupus form convinces observers that they see a dog, not a wolf. Ordinary humans look at the wolf and think husky, malamute or some other similar breed of dog. Even other supernatural beings (save spirits) can be fooled by the Gift, seeing what they expect to see rather than the truth. This Gift is taught by any spirit of peace.
System: The player spends a Willpower point and rolls Manipulation + Animal Ken; the usual Manipulation penalties for Lupus form do not apply for the purposes of this Gift. If the player fails the roll, any observer can tell theyre looking at a wolf with a successful Perception + Animal Ken roll. If the player gains any successes, human observers cannot penetrate the disguise; supernatural creatures may make a Perception + Animal Ken (difficulty 7) opposed by the players roll to penetrate the illusion. Spirits of the Middle Umbra are not affected by the Gift at all; they recognize the werewolf as one of Gaias warriors as usual. The Gifts effects last for a scene, or until the werewolf changes form.

Dragon Drill (Level Two) - This Gift allows the Gathering to organize her clutch into a potent work force. She can take an ability known to one clutch member and share it with all. The Gift can empower Kin as well as Mokok. It is taught by Ant-spirits.
System: The Mokok speaks of the Skill or Knowledge to her clutchmates in a sort of pep talk. She then spends a Gnosis point and rolls Manipulation + the appropriate Skill or Knowledge. The base difficulty is 7, but the Storyteller can make it higher if the Ability is an unlikely one, such teaching lockpicking to suchids. The number of successes is the number of clutchmates who gain the Knowledge or Skill at the donors level for one scene. This Gift cannot transfer spirit Gifts, rites, or other such advantages.

Dreamspeak (Level Two) The Galliard can enter another's dream and thereby affect the course of that dream. The werewolf does not have to be anywhere near the target, but she must know or have seen the dreamer. A Chimerling teaches this Gift.
  System: The player rolls Wits + Empathy (difficulty 8). If the dreamer awakens while the Galliard is still within the dream, the werewolf is thrown out of the dream world, and he loses a Gnosis point.

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Dream the Matre's Mind (Level Two) -This Gift taught by human Ancestor-spirits or an animal spirit especially renowned for a long memory, such as Elephant, allows the MokolC to leave her body behind as her spirit slips into the astral realm, or Deep Umbra.
System: The player must roll Gnosis, difficulty of the local Gauntlet rating. Successful use of the Gift renders the Mokoles physical body unconscious while her spirit slips into the astral realm. Five successes indicates that the Mokol6 may even travel into the true High Umbra, though she is still attached by a silver cord to her body. Failure means the character cannot leave her body and a botch casts the astral self to arandomdestination or breaks the silver cord. For more information on Deep Umbral travel, see the Sunset chapter.

Dredge the Spirit World (Level Two) - The Plague Lord can summon a few select spirits of misery: those of Pain, Disease and Night. If the Gift involves an appropriate sacrifice, it may also call up a wraith.. . or a Spectre.
System: Roll Gnosis against the difficulty of the local Gauntlet; the difficulty depends on the power of the dark spirit invoked. Spirit Difficulty
Pain-spirit 6
Disease-spirit 7
Night-spirit 8
wraith/ghost 9
On a botch, the Plague Lord has either called up a Spectre (if youve got a copy of Wraith: The Oblivion) or a minor Bane of the Storytellers choosing. Successes The spirit ...
One . . .comes eventually and is initially hostile.
Two ... manifests quickly, but is still initially hostile.
Three . . .comes immediately and is neutral.
Four .. . comesimmediatelyandremainspassivey,e tbenign.
Five+ . ..the spirit comes immediately and is friendly.

Eavesdroppers Ear (Level Two) By listening carefully, a Bastet may hear things outside the normal human range, or understand something spoken some distance away. This is said to be a Gift from Whispers.
System: A simple Perception + Enigmas roll (difficulty 6) boosts the cats hearing into the high and low sonic spectrums, and adds two dice to her Perception Dice Pool for hearing rolls only. The Gift lasts one scene, and makes the Bastet susceptible to sudden loud noises (which might inflict one to three Health Levels of normal damage in extreme cases like explosions or high-frequency alarms).

Empathy (Level Two) To be a leader among wolves is largely a matter of physical dominance, but a human leader must understand his charges and follow their will to a degree. With this Gift, a Silver Fang can understand those around him and live up to their expectations. A falcon-spirit teaches this Gift.
  System: The player spends one Gnosis point and rolls Intelligence + Empathy (difficulty 7). Success indicates that the Garou knows what the majority would like to see, be it attack, mediation, harsh punishment or clemency. The more successes the player rolls, the better the Garou understands the people's desires, even if the people would rather keep their desires secret. Note that this Gift by no means reveals the wisest or most rational decision, just the most popular one.

Enduring Warrior (Level Two) - Eji with this power heal as quickly as their hengeyokai cousins. This Gift is taught by a Bear-spirit (some say because the Okuma lent the Eji this Gift to help the Kitsune survive the next War of Shame; some people will say anything...).
System: The Kitsune spends one point of Rage. From that point, she ijeeovers one Health Level per turn, exactly as do Garou. The effect lasts out the scene.

.Enter Unsea's Soul/Enter Sea's Soul (Level Two) - Normally, Rokea only enter the Umbra with the permission and assistance of Sea. However, trust the Darkwaters to find their own methods of ingress. This Gift allows the Rokea to enter the Umbra in the same manner as the Garou do. Rokea may learn this Gift from any spirit servant of Sea. As the Level Two Darkwater Gift: Enter Sea's Soul. Betweeners find that Unsea's Soul isn't always quite as dangerous as Sea's Soul, and since few ocean-dwellers can follow them into the Umbra, this Gift makes a superb escape method.
System: Upon learning this Gift, the Rokea may step sideways if the player succeeds in a Gnosis roll. This Gift does not provide protection from the increased pressures of the oceanic Umbra, so most Darkwaters use the Gift: Blood of the Deeps before entering Sea's Soul.

Face of Surya (Level Two)

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Fair Fortune (Level Two)A Fiann with this Gift has a streak of luck a mile wide. She's dealt a great hand, her prey is extra-clumsy today, or the wind shifts just in time to scent an ambush. A faerie or fortune-spirit teaches this Gift.
System: With the expenditure of one Gnosis point, the player may reroll any failed or botched roll. The decision must be made immediately after the failed or botched roll. This Gift is only usable once per scene,

Fan-Shadow-Robe (Level Two) -The Kitsune can change her appearance. This does not give perfect imagery; the Fox cannot exactly duplicate someone elses appearance,  reproduce complicated patterns, garments or equipment (uniforms, etc.) and doesnt hide her actions. Chimerlings and illusion-spirits teach this Gift.
System: The player rolls Manipulation + Empathy versus the targets Willpower. There is no limit on how many beings may be affected. However, the fewer the witnesses, the fewer chances for one to see through the disguise. This lasts for one scene.

Fire in the Belly (Level Two) Anger and inner turmoil does wonders for creativity. Some Fianna use this principle in new and potentially dangerous ways, directing some of their inner Rage to fuel their creative urges. While the work is more intense, it is also colored by the Rage, reflecting the redirected fury of the Fiann's soul. "Sublime" and "peaceful" are not words associated with works produced using this Gift. On the other hand, forged weapons take on the new resonance quite readily, attracting War and Rage spirits (-1 difficulty for Rite of the Fetish). Brigid herself teaches this Gift.
System: The player spends a point of Rage and makes a Willpower roll (difficulty 7). A successful roll adds an automatic success to an appropriate Craft, Expression or Performance roll. A botch will require an immediate Rage roll for frenzy. Only one roll per project is possible. Using this Gift more than once a month is taxing and dangerous; each additional use during a span of a month increases the difficulty by one.

First Feeling (Level Two) - The ocean may be majestic and beautiful when humans see it from the shore, but when they actually set foot in the water, most humans know fear. The Brightwaters can turn that primeval dread of drowning (or being swept away, or being eaten, etc.) to their advantage, causing an airbreather to run in fear from any body of water, even a puddle. A servant of Sea teaches this Gift.
System: The player spends one Rage point and rolls Charisma + Intimidation. The difficulty varies based on how large a body of water the target can see (difficulty 4 for the ocean, 5 for a large lake, 7 for a pond, 8 for a swimming pool, 10 for a puddle). If the target cannot see a body of water, this Gift has no effect. If the roll is successful, the target is overcome with fear and runs in terror for the highest ground he can find. This terror lasts for one turn per success. First Feeling has no effect on Rokea or any other creature that can naturally breathe water (including shapeshifters who know Gifts that allow them to do so).

Ghost Speach  (Level Two) - Through the Gift: Spirit Speech, Kitsune can communicate with spirits in the Yang Realm; this Gift allows them to talk with the denizens of Yin. This Gift is taught by Ancestor-spirits and those associated with Yin or deathly influences (e.g. a local Mountain-spirit whose territory is mostly tombs).
System: When in the Yin Realm, the Doshi can speak to spirits there as naturally as to Yang spirits in that Realm. Wraiths and other once-human residents may still present linguistic challenges (and intelligence problems). When the Kitsune is in the Middle Kingdom, Yin spirits and wraiths that can normally speak across the Wall find it easier to talk to her. (For Wraith crossover purposes, treat all Kitsune with this Gift as mediums.)

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Gift of Breath (Level Two)

Glib Tongue/Silver Tongue (Level Two) This Gift makes listeners hear whatever they wish to hear. The Fianna can say anything, even total gibberish, but anyone listening will agree heartily. While this Gift is not a way to talk a millionaire into signing over all his goods, it is a superb method of talking one's way into a party, making fast friends or avoiding being caught in a lie. A rabbit-spirit teaches this Gift.
  System: The player spends one Gnosis point and rolls Wits + Expression (difficulty of the listener's Wits + Alertness). The effects last for one turn per success.

Grandmothers Touch (Level Two ) - This Gift heals as does Mothers Touch, but can heal the user of the Gift. This Gift cannot heal spirits or the undead. A unicorn-spirit teaches this Gift.
System: The player spends a Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individuals Rage, or 6 for non-Garou). Each success heals one health level, and the Child may heal Battle Scars as well with the expenditure of an additional Gnosis point, as long as the Battle Scar was received in the same scene.

Gulp (Level Two) -The Rokea can swallow any object she can fit through her jaws, and regurgitate it later, completely unharmed. Many Rokea use this Gift to transport clothing (so they don't have to steal clothing every time they go ashore). Living beings are not protected by this Gift. This Gift is taught by a tiger shark-spirit.
System: The player spends one Gnosis to activate the Gift. Items can be stored in the Rokea's gullet indefinitely; the item is considered part of the Rokea's body like a  dedicated item. When the Rokea swallows her "cargo," she must, of course, be in a form large enough to do so, and she must assume the same form to reclaim the items.

Halt the Coward's Flight/Executioner's Gift (Level Two) The Garou may slow a fleeing (not charging) foe, making him easier to catch. A wolf-spirit teaches this Gift.
  System: The Garou must spend one turn concentrating, and the player rolls Charisma + Intimidation (difficulty of the target's Willpower). If the roll succeeds, the target's speed is halved for one scene.

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Hand Fangs (Level Two) -The Ananasis hands develop a sharp, fang-like point that allowsher to inject one dose of venom per hand into a victem.
System: The player spends one point of Gnosis and makes at least one success on a Stamina + Occult roll. The fangs last for one scene and do aggravated damage equal to the Ananasis Strength.

Herpetophobia (Level Two)

Holdout (Level Two) -By creating a pocket in your flesh, you can smuggle a weapon or a small package. Dont be surprised if a corned Twitcher pulls something amazing out of his.. . well, you know.. ..
System: Spend one Gnosis, and the spirits will aid you in secreting the device. Roll Wits + Subterfuge to make sure its well hidden. If your holdout item is bigger t+an a rat, you cannot shift into rat form without immediately dropping it on the ground. The package cant be larger than your chest cavity. Inserting it can be rather embarrassing unless its done in private. Excreting it from your newly created orifice requires a point of Rage. You may point to the spot where youd like the new orifice when you activate this Gift, but be specific; Ratspirits dont give a rats ass where they shove it in.

Hotwire (Level Two) - You can circumvent the electrical system of any vehicle and jump-start the engine. With a little more work, you can even bind an Electricity-spirit to a spare key, creating a spirit key for the car that other Ratkin can use. Some Tunnel Runners like to travel in style, using and discarding cars along the way.
System: Spend one Gnosis and roll Intelligence + Repair; Tunnel Runners have a difficulty of 8 on this roll, while Engineers have a difficulty of 6. One success starts the engine. You may then craft a spirit key by holding up a spare key to the cars electrical system and coaxing an electricity elemental inside. Make a temporary Gnosis roll against the difficulty of the local Gauntlet; the number of successes reveals how long the key will work. Each success guarantees the key will function for one day before the spirit escapes. Only Ratkin may use this spirit key.

Howl of the Banshee (Level Two) The werewolf emits a fearful howl that causes those who hear it to run in terror. A Banshee a mournful spirit of the dead teaches this Gift.
  System: The player spends a Gnosis point and rolls Charisma + Intimidation. All who hear the howl must roll Willpower (difficulty 8; 6 for allies of the Fianna) or flee in terror for one turn per success on the Garou's roll.

Howl of the Unseen (Level Two) Just as the ancient peoples had power in the connections between two halves (day/night, light half/dark half, etc), so do the Fianna draw on their connection of spirit world and physical realm to bridge the Gauntlet. This Gift allows a howl from one side of the Gauntlet to echo across to the other. It is taught by a Bean Si, as well as by the spirits of animals that make loud noise without being seen, such as frogs or insects.
System: The Garou rolls Gnosis, difficulty of the Gauntlet, after which she may howl or speak for up to a full turn; the sound will be clearly audible on both sides of the Gauntlet. The Storyteller is free to determine how much can be said in the span of one turn.

Imperial Authority (Level Two) - Shinju know they are elite; by gazing into anothers eyes and exerting their personality they can assert this. Animals fawn, while humans assume the Nine-tails is of higher caste or better family, from senior management, etc. Shen with weak wills are likewise affected. The Gift is taught by adragon, phoenix or other animal spirit accustomed to royalty.
System: The player rolls Charisma + Intimidation (difficulty 6). Shn can oppose this with a Willpower roll (difficulty 7).

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Inattention to Detail (Level Two)

Instinct (Level Two) - Some little rodent beasties are known for their impulse control problems. Homid Ratkin learn to contain these instincts as best they can. With a little spiritual acumen, they can even intensify these feelings in creatures around them. A victim overwhelmed by instinct will follow his basest impulse for a brief moment. (If this is a character, the roleplayer should name the first thing that comes to mind; if it isnt, the Storyteller should immediately improvise something foul). Reactions can be petty or brutal, depending on the victims initial frame of mind. difficulty is the victims Willpower. Alongside this, youve got
System: Spend one Rage and roll permanent Rage; the to do something highly annoying to spark your targets display of anger. At the Storytellers discretion, using this ability on another players character might increase the difficulty by 2. The effects last for one turn.

Jam Technology (Level Two) The werewolf can cause technological devices to cease functioning, albeit temporarily. Even the simplest of shaped objects will refuse to perform its function. A Gremlin a type of Wyld-spirit that enjoys breaking things teaches this Gift.  The Bastet also use this gift, Garou sensing for the Wyrm at this time will notice a slight shimmer coming from the werecat who uses this Gift, as the Bastet version invokes the power of Cahlash.
  System: The player spends one Gnosis point and rolls Manipulation + Crafts. The werewolf may choose the level of complexity she intends to "jam." All technological devices (i.e., any devices shaped from fabricated materials like metal or plastic) of that complexity within 50 feet cease functioning for one turn per success. The devices remain unchanged but inert. Knives won't cut, gunpowder won't ignite, gears won't turn and so on. The difficulty of the roll is based on the following chart:

Device Difficulty
Computer 4
Phone 6
Automobile 8
Gun 9
Knife 10

King of the Beasts (Level Two/Level Four Bastet) The Philodox's authority extends even into the realm of beasts, such that he can command the loyalty of any specific animal. If successful, the animal follows his commands willingly and unconditionally. A lion- or falcon-spirit teaches this Gift.
  System: The Philodox must choose one target within 100 feet. The player rolls Charisma + Animal Ken against a difficulty based on the werewolf's relationship with the animal. This power works on only one animal at a time, and it does not attract animals to the Garou's vicinity (see the Level Four lupus Gift: Beast Life). For the Simba this  affects all animals within 300 feet.

Relationship Difficulty
A sibling 3
Feed and care for 6
Strange 8
Hostile 10

Know Oversea's Mind (Level Two) - By surfacing and conversing with air-spirits, the Rokea may predict the weather for the region with nearperfect accuracy. This Gift is taught by an air-spirit.
System: The player rolls Intelligence + Primal- Urge (difficulty 7). The Rokea knows the weather of the area for a number of days equal to the successes rolled. For example, if the player rolls three successes, the Rokea knows what to expect for the next three days.

Lawgivers Legacy (Level Two) In the distant past, it is said that the Bagheera were intended to be the arbitrators of the cat-folk. The position never materialized, but this Gift offers an edge to Bagheera trying to exercise this ancient right with minimal force. With it, a panther can raise her voice to drown out all others without actually shouting, and it adds a note of command that makes even Simba take the panthers words seriously.
System: This Gift works like the Level One Common Gift: Command Attention, but the effects last for an entire scene. Anyone who wants to contest the Bagheeras authority must win a resisted Willpower roll with the panther (difficulty 7). 

Lead-Line (Level Two)

Lore (Level Two) - The Kitsune can access the memories of other bards, living or dead, to find out information. Similar to Wisdom of the Ancient Ways, this brings forth stories, riddles, songs and such rather than obviously useful things. The Gift is taught by tortoise or elephant-spirits.
System: The player rolls Intelligence + Rituals. The Storyteller sets the difficulty to reflect the informations relative obscurity. The Fox must have had personal contact with the subject (memory, sight, touch, etc.) or the Gift fails to work.

Luna's Armor/Armor of Kings (Level Two) The Child of Gaia may call for Luna's protection in battle. This Gift even allows limited resistance to silver. A Lune teaches this Gift.
  System: The Garou concentrates for one full turn, and the player spends a Gnosis point and rolls base Stamina + Survival (difficulty 7). The player may add one die per success to the Garou's soak pool for the rest of the scene. These bonus dice may also be used to soak silver damage, but only these dice. For example, if the Garou's Stamina is 4 and the player rolls three successes, the Garou has seven dice to soak non-silver damage and three to soak silver.

Mangis Strong Arms (Level Two) - The Gurahls classic bear-hug gains strength through this Gift, enabling her to squeeze her opponent to the point ofunconsciousness or death.
System: The Gurahl concentrates on drawing Mangis favor, taking a full action to do so. The player spends a point of Gnosis and rolls Strength + Primal-Urge. Each success adds one die to the Gurahls damage for a successful grappling attack. All damage must be expended at once, but the werebear may activate this Gift before combat and wait until she has grappled her opponent to inflict damage with it.

Master the Body (Level Two)

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Messenger's Fortitude (Level Two) The Garou can run at full speed for three days without rest, food or water. When the Garou reaches her destination, she has 10 minutes to complete whatever business brought her, then she must sleep for three days. A camel- or wolf-spirit teaches this Gift.
  System: The player spends one Gnosis point. The Garou may do nothing but run; stopping ends the Gift. For an additional Gnosis point, he may imbue another being with this Gift's benefits.

Minor Unweaving/Lesser Unweaving/Greater Unweaving  (Level Two) - The Viskr may negate a spell, Gift or other supernatural power by Unweaving the effect.
System: Usable only on Level One Gifts, Disciplines, Sphere effects or other magical abilities, this Gift requires the player to spend one Gnosis point and roll Dexterity + Occult. The werespider may interrupt powers that take place instantaneously if she delays her action to do so. The Gift does not affect powers that damage more than one target. For Lesser Unweaving this Gift may affect any single Gift or power of Level Two or lower. For Greater Unweaving this Gift unravels any single Gift or power of Level Three or lower, and the Gnosis cost is raised to two.

Moon Dance (Level Two)  - The Kitsune becomes completely invisible provided no moonlight falls on her. She may step in and out of Luna's gaze as many times as she likes, appearing and vanishing over and over. Lunes teach this G ift (and presumably included the exception to keep an eye on the little tricksters).
System: The Kitsune spends one Gnosis point; however, the effect lasts an entire night. This Gift does not mask a Fox's scent, sound or any other sensory cues; just vision.

Morphean Bite (Level Two) - The Ananasi by and large already have venom, identical in every way to that of their most common spiders. Some are toxic and some are merely irritating. But with this Gift, the Damhan can also attack supernatural enemies who might have defenses against their natural venom. Anyone bitten by the werespider is knocked unconscious immediately.
System: The character must inflict at least one health level of damage on his target after soak rolls; he then makes a Gnosis roll against a difficulty equal to the target's Stamina (never higher than 9). If successful, the target immediately succumbs, falling into a deep sleep for 12 hours per success. Any attacks on the target wake him, but loud noise or strong smells aren't sufficient.

Mother's Truth (Level Two) - The Gift: Truth of Gaia just isnt good enough for some people. A Knife-Skulker can tell whos lying with that Gift, but whos to say he isnt lying about the results? When someones guilt needs to be proven to everyone present, Mothers Truth forces the victim to rat on his accomplices and co-conspirators. For one scene, the victim of Mothers Truth cannot tell a lie. The victim may even be coerced into telling everything that hes trying to hide. This relies on an elaborate use of interrogation and threats, mixed in with a little supernatural prowess. Never swear on your Mothers grave, especially when shes really an Incarna with goddess-granted powers. The Rat Incarna bestows this Gift throughoneofherchosenRat-spirits.
System: If the victim does not resist this Gift, the Knife- Skulker needs only to spend one Gnosis and roll Intelligence + Intimidation (difficulty 6). In this case, the victim will literally bite his tongue if he tries to tell a lie. If he resists, everyone present will know it. Getting the witness to betray his darkest secrets requires  an extended contested test of Willpower, along with a thrilling drama worthy of a courtroom. The inquisitor and his victim trade off questions and answers, alternating Willpower rolls as they go. The victim rolls first at difficulty 6. The inquisitors difficulty is lower: Take the number of successes the Knife-Skulker got on his initial Manipulation + Interrogation roll and subtract it from 6. The Storyteller calls for regular Willpower rolls periodically throughout the interrogation; if the Skulker gets tensuccesses before his victim, he has browbeaten him into submission, and the victim spills all the details of his crime. If the victim gets ten successes first, the interrogation does not work and cannot be attempted again for a full day.

Mousemaze (Level Two) An unsettling spell of confusion,  this Gift disorients a target until he blunders around in a panic. Walls shift and close in, shadows lengthen, sounds drift to his ears from all corners, and familiar places seem strange and threatening. Although the magic has no real effect on the persons surroundings, his terror and confusion send him into a frenzy, making him an easy target for the werecat lurking nearby.
System: The cats player rolls Manipulation + Empathy, with the targets Willpower (or Rage, if higher) as a difficulty. Success scrambles his sense of direction and relationship. The better the roll, the more confused the target becomes. Three successes or more send him into a panic; werewolves and vampires must check for frenzy; mages must make Willpower rolls or go into short Quiet; mere humans just freak out. This disorientation lasts about 15 minutes, then slowly fades.

Mousetrap (Level Two) -When cornered and out numbered, rats have unusual bursts of cunning and ingenuity. trait is very common among the Engineers, their mechanicallyinclined supernatural cousins. With this Gift: the Ratkin can figure out a way to set a trap using almost anything at hand. First, he scrounges for somethiig that can inflict damage. He then McGuyvers it into a deathtrap of amazing ingenuity.
System: The dice roll is easy; its the creative part of this roll that takes some work. The Engineer must spend a point of Gnosis and roll Intelligence + Repair. You must explain how the device works; the difficulty depends on the plausibility of your explanation. Many garners claim to have knowledge of kitchen chemistry and homemade traps, but this Gift depends on your ability to pitch ideas based on whats at hand. Only materials that are present near the Ratkin can be incorporated into the Mousetrap; this Gift cannot be used in conjunction with the Scrounge Gift. The difficulty starts at 5, but it can go as high as 10 if its obvious youre talking out of your ass. For instance, if you can come up with a decent explanation of why a light bulb should explode under certain conditions in a living room, thats a 6. If youre stuck in a bookstore and start blathering about killing someone with paper cuts, an electric fan, and lemon juice, thats pathetic enough to merit a 9 or 10. An Engineer can build a Mousetrap during the stress of combat. This takes two turns, but the starting difficulty is then at 8.  When completed, the trap does damage equal to the Ratkins Wits plus an additional die for every success. The damage is non-aggravated unless you use something that obviously causes aggravated damage (fire, acidor the like). Its aone-shot item-poof! and the deed is done. The victim should either get a Perception + Alertness roll to avoid the trap, or a Dexterity ) Dodge roll to dive for cover whichever is higher.

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Mules Bane (Level Two) - This metis-specific Gift allows a metis to lash out at others by visiting his enemies with his own deformity. Mule-spirits teach this Gift.
System: The player spends one Gnosis point and rolls Dexterity + Expression to throw the metis deformity; the difficulty is the opponents Willpower. The enemy gains the metis deformity for one turn per success, subject to Storyteller approval. If the metis botches, his own deformity becomes worse in some fashion for the remainder of the scene.

Narkes Gift (Level Two) -The Greeks called the electric ray nark, and had great respect for the little fish that could produce a charge powerful enough to stun a man. The Brightwaters respect the ray as well, and long ago learned its deadly secret. Obviously, a ray-spirit teaches this Gift.
System: The player spends one Rage point and rolls Rage (difficulty 6). Each success inflicts one level of lethal damage to anyone within 20 feet (in the water). On land, the damage can only be inflicted on one grounded target (unless the Rokea can touch the target directly). After using this Gift, the Brightwater must wait three turns before doing so again.

New Face (Level Two) - The Nuwisha can completely change her identity. She may be male or female, any race or any breed. However, this Gift only changes the Homid and Latrani form of the character, and does not hide her true nature; she will still be recognizably Nuwisha if she changes shape. This Gift is taught by a spirit of Kishijoten.
System: The player rolls Manipulation + Expression, difficulty 6, and must expend one Gnosis point. This effect lasts for one scene.

Night Terror (Level Two) By standing vigil over a sleeping person or animal, the Bastet can evoke the famous cat-fear, causing his target to have nightmares for several nights running.
System: The werecat must sit beside his victim for several minutes while she sleeps, spend one Gnosis point, and roll Wits + Occult or Enigmas (whichever is higher). If he rolls well, shell have nightmares for one night per success. Five successes or more will cost the victim a temporary point of Willpower until she can sleep normally again. The Gift cannot be reused on the same person until the original nightmares have passed.

Nights Passage (Level Two) By attuning himself to the shadows from which he was born, a Bastet may walk through dim or dark areas while effectively invisible. Others may hear him or spy him with magical sight, but until he makes his move, the werecat remains hidden from view. This Gift even foils sudden lights, so long as some shadows still exist to hide in.
System: By spending a Gnosis point and rolling Dexterity + Subterfuge or Occult (difficulty 7), the cat effectively disappears. Although hell remain substantial, the darkness will mask his presence for the rest of the scene, or until he attacks someone. At that point, the Gift disperses, and the Bastet is left with his natural hiding talents only. Supernatural beings can use their own magics to detect the cat by rolling Perception + Occult, difficulty 8. Otherwise, nothing short of total illumination will reveal the skulking werecat.

Night Whispers (Level Two)

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No Hidden Thing (Level Two) By reading the riddles of the world as mystic patterns, a Qualmi can discover answers that arent immediately obvious to mortals. Its hard to hide things from a lynx!
System: This Gift combines the Level One Common Gifts: Spirits Sight, Dowsing, Pathfinders Pride, Sense the Truth, Sense Unmakers Hand and Cat Sight. The roll is Perception + Enigmas, and the difficulty ranges from 5 to 9, depending on what the lynx is looking for and how well its hidden. The Qualmi must spend one Gnosis, but retains the use of this Gift for the entire scene.

Odious Aroma (Level Two) The Bone Gnawer can amplify his (probably already formidable) body odor to the point that it debilitates any who can smell it. A stinkbug-spirit teaches this Gift.
  System: The player spends one point of Gnosis. For the duration of the scene, all beings that can smell and are within 20 feet of the Garou subtract two from all dice pools as they fight to breathe.

Ojas Surge (Level Two) By channeling ojas, the mystical energy inside us all, a Bagheera can boost his physical and perceptual abilities beyond their normal limits. To do so, he attains a posture and meditates for a moment, then guides the ojas through his body, directing it to whatever his needs might be.
System: To perform the Gift, the panther must meditate first. This usually takes some time, and depends on experience; it usually takes a First Rank Bagheera five turns (minutes) to center himself, while a Fifth Rank cat can do it in one. As he attains this state, he rolls his Gnosis (difficulty 7). Each success he wins can then be applied as a dot in one or all of the following Attributes: Strength, Dexterity, Stamina, Charisma, Perception or Wits. The Surge also brings a rush of ecstasy, a tingling wash that  sharpens the senses and lightens the heart. The Attribute bonuses last for one scene, and cannot be stacked. The feeling of wellbeing lasts all day. The Surge can be done as many times as the Bagheera desires, but each additional try after the first raises the difficulty by two and doubles the meditating time. If an attempt to channel the rush fails, the cat gets depressed and cannot try again that day. A botch may provoke a frenzy.

Omens and Signs (Level Two) - Corax can find symbolic portents in their surroundings without even trying - but this Gift helps. The world is full of omens, after all, but a Corax with this Gift knows where to look for them. This Gift is taught by a Stormcrow.
System: To find an omen in her surroundings, the Corax rolls Wits + Occult (difficulty 6). However, Corax  have to be careful not to abuse this Gift. Otherwise, they start to mistake false omens for true - proof positive that the universe doesnt like to give away all of its secrets.

Omen of Truth (Level Two) Half Moons are seldom called upon to make easy decisions or clear-cut judgments if things were so simple, the Philodox would not be needed. Yet when it comes down to it, even the judge could use a hint now and then. By taking a moment to look around, the wise Garou may see in the fall of a leaf or path of a butterfly an answer he seeks.
System: The player spends a Gnosis point and makes a Perception + Enigmas roll (difficulty varies, from 9 in a featureless, sealed space to 5 for a forest at sunset). The Gift takes a minimum of one full minute to use; the user gains a -1 difficulty if he dwells on the problem for half an hour. Successes add to the nature and certainty of the omen, while a botch brings an equally certain but erroneous conclusion. More than most, the effects of this Gift are up to the Storyteller, and depend on the situation; in general, though, the Storyteller should use it to give a hint as to Gaias two cents worth on the matter in question.

Paint the Meadows (Level Two) - This peculiar Gift allows the Mokok to utter pitiable moans to lure prey closer.
System: The player rolls Wits + Expression; the difficulty is either 5 or the targets Willpower (whichever is higher). For each success, the victim moves closer for one turn; if the victim is harmed, the Gifts effects end.

Past Whispers (Level Two) - While Flow of Aura grants the Kitsune psychometric insight about the emotional past of an area, this Gift lets the shinju tune in on the very thoughts impressed on a place. Fragments of thought (those spoken aloud, in particular), if intense enough at the time, can still be heard echoing years later. Wind-spirits and Epiphlings teach this trick.
System: The player rolls Perception + Occult (difficulty 8). As with Flow of Aura, the greater the number of successes, the greater detail the Fox receives.

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Perfect Cover (Level Two) Cats must excel at covering their tracks and lairs, especially in these dangerous times. To help them, the spirits have passed this Gift on to the wild members of the race. By scratching around the place, trail or object to be hidden, the Bastet obscures it from normal and magical view.
System: After the Bastet buries all traces of the hidden thing, the player rolls Perception + Survival and spends a Gnosis point. From that point on, the place or object is safe from any form of mortal perception until it moves or is moved. Any magical senses (including Awareness) scanning the area add 1 to their difficulty to notice the hiding place for every success the player rolls. The difficulty of the roll depends on the size of the object and the surroundings: hiding a haunch of deer in the underbrush would be 5, while concealing a cave entrance in a lightly-wooded area would be 9. The Gift cannot conceal obvious objects, like a car on the side of the street, nor does it make things disappear. Rather, it uses surrounding cover, like shadows and underbrush, to make the hidden spot seem overgrown. A letter on a table covered with paper could be hidden, but a jewelry box on a bare mantle could not. A Bastet may use this Gift to conceal himself, and many do.

Piercing Shriek (Level Two) - The Darkwater emits a horrible wail that paralyzes any who hear it. The Rokeas allies are affected by this Gift as well, although the Darkwater can emit a Sending to warn them and mitigate the effect somewhat. This Gift is taught by a dolphin-spirit.
System: The player spends one Rage point and rolls Wits + Primal-Urge (difficulty 6). Anyone within 30 feet (in the water) or 15 feet (on land) must oppose the Rokeas roll with a Willpower roll (difficulty 8). Anyone not matching or exceeding the Rokeas successes collapses in agony for a number of turns equal to the difference in successes. Characters using powers that heighten their sense of hearing (such as the Gift: Heightened Senses) may not attempt to resist; they simply collapse for a number of turns equal to the Rokeas successes. If the Darkwater chooses, she may warn aliies before using the Gift.  This requires the use of the gift Silent Sending and reduces the difficulty of the willpower roll to six.

Pilot Snake (Level Two) - This Gift allows Mokole to summon the helpful pilot snake, acreature who knows how to get places. He can help find safe havens, drinkable water, wallows, and so on. The Gift is taught by a Snake-spirit.
System: The Mokok calls on Pilot Snake and rolls Gnosis. The Mokol6 must be in a place where there are pilot snakes (such as the American Southeast). The difficulty is  6 in wilderness, 7 in sight of human works, 8 in a park or suburb, and 9 in city areas. Near the Dissolvers works, it is 10. The number of successes measures the Gifts success; usually three is sufficient. Pilot Snake does not speak, but will guide the group anywhere within reason. He cannot provide guidance to things that he does not know about, such as Garou caems. Once he is done, he departs.

Pincers (Level Two) - The Ananasi using this Gift grows powerful pincers on her first set of arms, much like those of a lobster or crab. These claws are very sharp and very tough, capable of causing massive damage.
System: The player spends one blood point. The pincers form instantly, and are capable of doing Strength +4 aggravated damage. However, for the duration of the scene, the character is incapable of manipulating objects with any effectiveness, as her claws have no fine motor skills.

Power Surge (Level Two) By speaking with electricity spirits, the Garou causes a blackout over a widespread area. An electricity elemental teaches this Gift.
  System: The player spends one Gnosis point and rolls Wits + Science (difficulty 7). The number of successes determines how large of an area is blacked out. One success would black out a single room, while five would cut the power to a whole neighborhood.

Presence of the Great Bear (Level Two) - Similar to the Garou Philodox Gift: King of the Beasts, this Gift allows the Gurahl to cause nearby bears (one at a time) to assist her and follow her instructions.
System: The player rolls Charisma + Animal Ken against a difficulty that depends on the Gurahls relationship with the target bear. The bear must be within 100 feet of the Gurahl for the Gift to work. The duration is one scene.

Protect the Swarm (Level Two) - All sorts of supernatural creatures like to call up rats as allies. Ratkin from rival packs, vampires with the Animalism Discipline, mages with the Ratstorm rote and Beast-Speaking Garou are just a few examples. If a Shadow Seer runs into a rat whos been victimized by any of these Gifts, she can determine who is controlling the poor defenseless beastie. If shes powerful enough, she may even attempt to convince the rodent to disobey its master.
System: Once youve learned this Gift, you can sense whether a rat you encounter is possibly being controlled by another supernatural creature. Roll Gnosis; you must score more successes than your rivals initial roll for his supernatural power, whether thats a Discipline, Sphere, Gift, or whathave- you. You will even gain a brief glimpse of the rival whos been manipulating the poor critter. If you succeed, you can also overpower his ability, but only if your Rank is the same level or higher than the power thats used. Make a second roll of Manipulation + Primal-Urge (difficulty 7); you must have more successes than your rivals initial roll.

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Raincalling (Level Two) The spirits of wind and weather are the best friends and worst enemies a Pumonca can have. This Gift, which came from a pact between Old Stone Face and the East Wind, allows a cougar to call forth rain. The shower is more a drizzle than a thunderstorm, but it can cool a hot day, water crops or dampen an empty creek bed in minutes.
System: The cougars player rolls Manipulation + Survival and spends a Gnosis point to call forth rain. The difficulty depends on the conditions: humid, overcast skies are difficulty 6, while dry, clear skies raise it to 10. If there arent any clouds in sight, the Gift could take some time to manifest. The intensity and length of the shower depends on the successes rolled; one success might get a brief drizzle, while five successes would make it rain fairly hard for an hour or so. This Gift inflicts no damage and cannot flood most areas.

Rallying Challenge (Level Two) By sending her inner power outward, a Simba may rally herself to accomplish things normally outside her range. With a shattering cry, she raises her physical strength or force of personality to unusual heights.
System: Like the Level Two Bagheera Gift: Ojas Surge, except that it only boosts Strength, Stamina or Charisma, takes one turn (and a thunderous roar) to achieve, and can only be done once per scene.

Rapier Wit (Level Two) - Through a combination of fast-talk and quick reflexes, the Ratkin can parry and riposte against attacks more effectively. This does not always require a weapon, but it does require quick wits (both on the part of the player and the character). The Munchmausen must compose a song or poem while using Rapier Wit, adding a stanza at least every time he attempts to parry or riposte. If the Ratkin is unarmed, the player must also describe what items nearby he is using in combat instead. A chair, chandelier or mug of ale can be deadly if wielded by a witty Munchmausen.
System: When the Ratkin begins using Rapier Wit, the player improvises the first two lines of an original poem or song. Mark off one Gnosis. Any time the Munchmausen is assaulted with a Brawl or Melee attack, she may attempt to automatically parry and counterattack. This lasts for the rest of the scene, and works in addition to the Munchmausens other actions. Each time the Ratkin is attacked, the player must add another two lines to the poem or song. The composition need not necessarily make sense, but it must at least rhyme. For asuccessfulparry and counterattack, the Munchmausen rolls Dexterity + Expression. Thedifficulty of the first roll starts out at a 6. Each time the Munchmausen parries and adds another two lines to her composition, the Storyteller determines whether the difficulty of the next parry should go up by 1 or down by 1, depending on the ingenuity of the poem or song. (Optionally, players can vote using the thumbs up/thumbs down method like the one used in the Warrior Gift: Improvisation.) The difficulty of the parry/counterattack can never go lower than 4 or higher than 10. To parry, she must score more successes than the attacker did on his attack roll. The damage for the counterattack is equal to Strength, although the Storyteller may add a die or two if the weapon is particularly vicious. If the weapon does aggravated damage, so does the counterattack. Her opponent can attempt to soak damage, but cannot Dodge or Parry the counterattack. The Gift lasts for the rest of the scene; hopefully by then, the Munchmausens masterpiece will be complete.

Rat's Teeth (Level Two) - Tiny sharp projectiles hurled at high velocity can inflict grievous damage. With this Gift, the wererat produces a seemingly endless supply of sharp objects from hidden places scattered over her body. She then assaults a chosen victim with a continuous fusillade. Japanese Nezumi use shuriken and throwing knives; ingenious Ratkin in other parts of the world have been known to use items like needles, kitchen knives and bits of broken glass.
System: As long as you carry a miscellaneous assortment of sharp objects, youve got a never-ending supply of thrown projectiles. To invoke this Gift, spend a turn doing an elaborate martial arts pose and spend one Rage; you can do nothing else during this first turn. For the rest of the scene, you can let off one barrage of thrown objects each turn. Roll your permanent Rage as your attack roll; any successes left over after your victim dodges are added to your damage roll (just like Firearms rolls). Your damage pool is equal to your temporary Rage; dont forget to add your extra damage dice.

Razor Feathers (Level Two) - One of the Coraxs few combat-related Gifts, Razor Feathers operates only when the Corax is in Crinos form. The primary effect of Razor Feathers is to make the feathers along the edge of the ravens wing hard and sharp as steel. The hardened feathers are strong enough to parry knives or claws, and are sharp enough to slice easily through unprotected flesh - or even stronger materials. Razor Feathers is taught by a steel-spirit.
System: To access this Gift, the Corax spends a point of Gnosis and rolls Stamina (difficulty 6). The number of successes indicates the number of turns that the effect lasts. With Razor Feathers active, the Corax can use the Wing Swipe maneuver (pg. 165).

Refresh (Level Two) - The Gurahl may enable a target to ignore wound penalties until the end of a combat, thus aiding in victory arid survival for that individual.
System: The Gurahl must be within touching distance ofher target but does not have to touch that individual. The player spends a point of Gnosis and rolls Wits + Medicine (difficulty 6 for the Gurahl and 7 for another person). Each success emporarilyhea1sah ealth level ofdamage, whether aggravated or normal, though the target may still take additional damage after the Gift is activated. The damage returns after the combat at the rate of one health level per turn until healed magically or through normal medical treatment.

Renewed Vigor (Level Two) By slaying a Wyrm beast (or other enemy, shameful though inter-tribal conflict may be) in a particularly spectacular fashion, the Ahroun can inspire all allies who have her in their line of sight to fight harder through her example. A hawk-spirit teaches this Gift.
System: To activate this Gift, the Ahroun must have spent at least three Rage points in that turn, and must have killed an enemy with a stroke that brought it at least three health levels below Incapacitated. The Ahroun spends a point of Willpower, and all her Garou allies gain a number of points of temporary Rage equal to her Charisma Rating. Using this Gift does not require a separate action in combat aside from the action used to kill the enemy.

Replenishment of the Flesh (Level Two) - This Gift provides the Ananasi with another option for healing besides spending blood points. The werespider summons  spiders and insects into her body, destroying the insects and assimilating the spiders.
System: The player spends one Gnosis point per health level healed (if the Ananasi is consuming spiders) or two Gnosis points per health level (if using other insects). The werespider may take no other action during this process. The length of time the healing takes depends on how many wounds must be healed and how many spiders or insects are in the area.

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Reverie (Level Two) This Gift makes the victim's mind wander down memory lane. While it may occasionally dredge up useful remembrances, it mainly serves to makes someone less observant or less focused on the task at hand. An ancestor-spirit teaches this Gift.
System: Roll Manipulation + Enigmas (difficulty of the victim's Willpower). For every success, the difficulty of the victim's rolls related to Mental Attributes increases by one, to a maximum of 9 (representing stronger, more vivid memories). The effect lasts one minute per success or until the target's attention is diverted. (For example, a guard under five minutes' worth of Reverie probably won't notice the
Ragabash sneaking over the wall but if he does, or it the Garou attacks him, the Gift's effects end). The Fiann can't directly control what fills the victim's mind, but may be able to influence the subject ("Yeah, Gorm, remember that party at the Standing Stone? And the dancing girl, wasn't she something...").

Ricepaper Walk (Level Two) By attuning his inner energies, a Khan can walk across a light or fragile surface without disturbing it, regardless of his form or weight. A 900-pound Crinos weretiger weighs no more than a wisp of paper so long as he concentrates on this feat. Once his attention shifts, the Khans full weight returns.
System: The player makes a Gnosis roll to activate the Gift. Once he does, the Khan must move immediately at half his normal walking speed across whatever surface he wants to cross, and cannot stop. Any distractions force the tiger to make a Willpower roll to keep his concentration; the louder the disruption, the higher the difficulty. The tiger cant carry any other living weight, although he may bear a significant amount of inanimate baggage.

Safety Line (Level Two) - The Ananasi is able to create an invisible strand of strong webbing to protect her from a fall or other excessive motion. The strand is normally about eight feet long, but can be shortened to about three feet or lengthened to about fifteen feet. It is capable of supporting twice the Pithus weight of the Ananasi that created it.
System: The character must make a Wits + Survival roll (difficulty 7); no blood point expenditure is necessary. The strand's attachment must remain fixed, so the character's movements cannot take her beyond the length of the strand without destroying the line. The line can be snapped by excessive weight, or by inflicting three health levels of damage to it. The line has an effective soak pool of three dice.

Scamper (Level Two) - This ability can make a fleeing rodens Ratkin much harder to hit.
System: On the turn you decide to start Scampering, spend one Rage. To use the Gift, the rat must be using an all-out dodge during combat: that is, setting aside her entire dice pool for dodging. If she does, the difficulty for dodging starts out at a 4, regardless of whatever cover is available. The Gift will last as long as you keep dodging, up to the entire length of the combat. Spending extra Rage allows extra actions in a turn, but these must also be dodges. As usual, each additional attacker trying to hit the Ratkin in a turn raises the difficulty for dodging by 1 (unless you spend a point of Rage for each additional dodge). This cannot be used in conjunction with the Gift: Evasion.

Scent of Sight/Restless Waters  (Level Two) The werewolf can compensate for her vision completely by using her sense of smell. She can attack invisible creatures normally or navigate roughly in absolute darkness. Wolf-spirits teach this Gift.
  System: The player rolls Perception + Primal-Urge against a Storyteller-determined difficulty that depends on how powerful local smells are. The Storyteller should require rolls only when something could cause the Garou to lose his opponent's scent (such as if the opponent runs through water or into a reeking alley).

Secrets of the Tunnels (Level Two)

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Self-Destruct (LevelTwo) -Studentsofthe Weavercan learn to control simple machines, forcing them to stop functioning. Devotees of the Wyld can make them self-destruct in a spectacular fashion, throwing off sparks and lovely jagged pieces.
System: Spend one Rage and roll your remaining temporary Rage. Anyone hit by the fallout loses a number of nonaggravated health levels of damage equal to the number of successes; this can be soaked. This only works on mundane technology, not fetishes, talens, talismans, Devices and the like.

Sense Imbalance (Level Two) - This Gift allows the hengeyokai to focus her perceptions on the balance between the Three, discerning any local imbalances of energies whether those of the Triat, or those of Yin, Yang and Yomi. She may, for instance, learn that the Weaver is particularly strong in one area, or that the taint of Yomi is oddly absent from one hovel in the midst of a slum. This Gift is taught by any spirit servant of the Emerald Mother.
System: The player rolls Perception + Occult; like the Gift: Sense Wyrm, the difficulty depends on the strength of the relative forces in the area. Kuei-jin smell of the strongest Chi in their bodies.

Sense Silver/Sense Gold (Level Two) As consummate warriors, Ahroun must be prepared for every eventuality including silver weaponry. This Gift, taught by Lunes, allows the Ahroun to detect the presence of silver.
  System: The Garou rolls Perception, + Primal-Urge (difficulty 7). If successful, she can detect the presence of any nearby silver. Three successes allow him to pinpoint the silver's s location.

Sense of the Prey/Stalk (Level Two) If he knows anything about his prey, the character can track it down as rapidly as he can travel. This unerring sense of direction operates anywhere, and it is useful for tracking spirits through the Umbra as well as finding beings on Earth. A wolf- or dog-spirit teaches this Gift.
  System: No roll is required unless the target is hiding actively (intent alone is not enough), in which case a Perception + Enigmas roll is made against a difficulty of the target's Wits + Stealth. If the target is a spirit, the difficulty is the spirit's Gnosis.

Sense the Unnatural (Level Two) The werewolf can sense any unnatural presence and determine its approximate strength and type. Supernatural presences can include magic, spirits, the Wyrm, wraiths and vampires, although it won't pick them out specifically as such. The werewolf may sense a person plagued by hauntings as easily as a ghost. Any spirit servant of Gaia can teach this Gift.
  System: The player rolls Perception + Enigmas. The more successes he rolls, the more information he gains. The sensory input is somewhat vague and subject to interpretation, though. For instance, a vampire might smell of old blood, of fear, of rotten flesh, of fresh meat or of whatever else the Storyteller finds appropriate. Interpreting the information properly might require an Intelligence + Occult roll (Storyteller's option).

Serpent's Sting (Level Two)

Serpent's Voice, The (Level Two)

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Shagreen Shield (Level Two) - The hide of some sharks is strong enough to repel a harpoon. Rokea with this Gift can strengthen their skin to the point of repelling nearly any attack.
System: The player spends one Gnosis point and rolls Stamina + Primal-Urge (difficulty 7). The Gift lasts for one turn per success. During this time, attacks that score less than three successes on the damage roll do not penetrate the Rokea's skin at all. The player's difficulty to soak all other attacks is 5; although she receives all damage rolled; for example, if an attack inflicts five health levels of damage, the player rolls to soak all five, not just two. Bashing damage is halved before soak is rolled, rounding up (which means that an attacker must score more than six levels of bashing damage to have any chance of damaging the Rokea).

Sheeps Clothing (Level Two) -The Nuwisha can take the form and scent of another shapeshifter. While this Gift is ineffect, the Nuwisha may take the appearance of any form common to the type of shapeshifter she is impersonating. Even Gifts designed to identify shapeshifters cannot pierce Sheeps Clothing (unless Coyote feels it appropriate). A cuckoo-spirit teaches this Gift.
System: The player spends one Gnosis and rolls Wits + Primal-Urge (difficulty 6 for mammalian Changer, 7 otherwise). The character thereafter looks and smells like whatever kind of shapeshifter she chooses. She does not, however, gain any of the special powers of the Breed - a Nuwisha impersonating a Rokea could assume Gladius form, but would gain neither the enhanced strength nor the Sending that the form usually confers. This Gift lasts for one full day, though the player can extend that duration by spending additional Gnosis (one day per point spent).

Shriek (Level Two) With an ear-splitting scream, the Bastet deafens everyone nearby. Careless shriekers beware your allies are not immune!
System: This Gift demands a scream, a Stamina + Expression roll (difficulty 7), and a mean streak. Everyone within 10 will be deafened for one turn per success, and will end up in a world of pain (plus 1 to all difficulties for the duration).

Sight from Beyond/Insight of the Mother (Level Two) When danger stalks the Garou or momentous events are in the offing, visions begin striking the Garou without warning. The nature of the danger is veiled in metaphor a powerful vampire may appear in the Theurge's dream as a bloody skeleton, while an impending battle might be heralded by dreams of carrion crows. Crow-spirits teach this Gift.
  System: Interpreting these signs is best handled through roleplaying, but the Storyteller can require the Garou's player to roll Wits + Occult (difficulty 7) if he deems appropriate.

Sigil (Level Two) - With this Gift, a Ratkin can encode a message in a bit of graffiti; only other Tunnel Runners can decipher it. These marks are often found in train yards, outside bus stations, under freeways, and anywhere else that wanderersfrequent. Most include warnings about hazards to be found ahead. This Gift is taught by a Wanderlust-spirit, one of Rats many Gafflings.
System: Inscribing the Sigil requires one Gnosis and a successful Intelligence + Primal-Urge roll. The player writes down a message up to ten words in length; the Storyteller distills this into an image other wererats will receive if they study the glyph. Any Tunnel Runner can notice and decipher one of these glyphs with a successful Perception + Survival roll; if the wererat isnt specifically looking for it, the difficulty is an 8 (and the Storyteller rolls secretly), but if a Tunnel Runner is specifically looking for Sigils, the difficulty is a 6.

Silencing Webs (Level Two) - This Gift generates a heavy caul of webs over the mouth on an enemy. These webs can potentially smother a target, but are primarily used to keep the target from calling out warnings or biting the Ananasi.
System: The werespider spends one blood point and rolls Dexterity + Firearms, difficulty 6, to hit the target's mouth. This same Gift can be used to cover a target's eyes or ears, but the difficulty increases to 7. The webs are of normal strength.

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Skys Beneficence (Level Two) - Skys Beneficence allows a Corax t (1 drop a package of any sort onto a target from any altitude that the bird can fly to. Any aerial spirit can teach this Gift.
System: Skys Beneficence requires a Perception + Melee roll (difficulty 7). If this Gift is used, the Corax automatically takes into account factors like crosswinds, precipitation and so on, meaning that the difficulty of the roll is always 7. The CCra x must be able to see her target to use this Gift

Sky's Shadow (Level Two) - Theres little that is more frustrating than a creeping sensation that youre being watched. This Gift allows a Corax to bestow that feeling on the target of victim. Sometimes the Gift creates the shadow of a large bird that follows the target everywhere; other times, it just imbues a sense of pure paranoia. At first glance, Skys Shadow might not seem like a terribly effective Gift, but nervous men make mistakes - and this Gift can make even the strongest-willed man nervous. Any bird spirit can teach this gift.
System: The Gift implants in the target the certainty that he is being watched, with the feeling lasting a day for each success on a Manipulation + Intimidation roll (difficulty 7). The Gift costs a point of Rage to activate. While under the Gifts influence, the victim is constantly aware of the shadowy eyes of unknown figures upon him. This takes away from his ability to concentrate, and hes at + 1 difficulty on all Willpower- and Mental-related rolls as long as the Gifts effect lasts.

Slip of the Tongue/Forked Tongue (Level Two) Sensing the truth is the purview of the Half Moon, but the trickster is adept at obtaining admissions of guilt, however accidental. By engaging in a conversation (heated or otherwise), the user of this Gift can make the target accidentally remark on what she wished to hide (of course I had everything to do with his death I mean, nothing to do with it! or The necklace isnt here, search all you like, but dont bother with the study, thats so obvious!) The slip may only arouse already suspicious minds, but it may fluster the target enough to cause some more tangible admission of guilt, like a confession or an attack. This Gift is taught by a Gaffling of Falcon or by any truth spirit.
System: The Ragabash must engage the target in a conversation relating to the suspected crime or action. The player and target make a resisted Manipulation + Subterfuge roll, difficulty of the opponents Willpower. One success allows a subtle slip only noticeable to the already suspicious, while five results in the spilling of damning information no judge could discount.

Snarl of the Predator/Chitter (Level Two) The Garou lets out a feral snarl that terrifies opponents and cows them into submission. A wolf-spirit teaches this Gift.
  System: The player rolls Charisma + Intimidation (difficulty of the opponent's Wits +3). Each success subtracts one die from an opponent's dice pools oft the next turn. This Gift takes one full turn to invoke.

Snitch (Level Two) - Youve got a talent for gathering secrets. As long as you can see someones face, you can read his lips. As long as someone is within line-of-sight, you can hear her whispers. This Gift is taught by a Stormcrow, a Gaffling of Grandfather Thunder.
System: Just roll Perception + Alertness (difficulty 4), whenever one of these situations presents itself. The amount of information gathered depends on the number of successes; with five successes, you can even gather empathic information or unspoken subtexts. If the roll fails, you can still spend a point of Gnosis to have a Rat-spirit snatch up a small fragment of the conversation for you.

Solidify Water (Level Two)

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Song of Terra (Level Two) - The Gurahl may touch the earth and hear what occurred in that spot in the recent past.
System: The Gurahl makes contact with the earth. The player rolls Perception + Primal-Urge and spends a point of Gnosis. One success reveals a significant event that occurred within the last 24 hours. Additional successes increase the amount of time that can be heard by 8 hours per success up to a maximum of 48 hours.

Sorcerers Blade (Level Two) By casting this Gift on a weapon, a cat can enchant a blade so that it harms supernatural beings. A favorite trick of swashbuckling Ceilican who wandered the open roads in bygone eras, this Gift often comes from the King of Cats or Mistress of Catkind.
System: The player spends a point of Gnosis and rolls Manipulation + Occult while the cat cradles the weapon in her hands. The blade then inflicts aggravated damage until the next sunrise. Although this Gift allows the cat to enchant missile weapons, each bullet or arrow must be Gifted separately. Although the arrows may be reused, bullets cannot be.

Speak with Wind Spirits (Level Two) The Wendigo may call upon wind-spirits for knowledge and guidance. He can ask them one question, which must concern the immediate area (wind-spirits have notoriously short attention spans). A wind-spirit teaches this Gift.
  System: Upon learning this Gift, the Garou can speak with wind-spirits automatically while he is in the Umbra. To ask a question in the physical world, the player must spend one Gnosis point and roll Manipulation + Expression (difficulty 7). The number of successes reflects the accuracy of the information.

Spear Dancing (Level Two) The old tales tell of Fianna throwing spears while balanced on the beam of a chariot at full gallop, or even crossing an army by leaping from spearpoint to spearpoint. This Gift gives the Fianna the ability to balance on the smallest surfaces, whether tightrope, post or even a spearpoint. If successful, the Garou takes no damage from stepping or handstanding on sharp objects, but may otherwise be wounded normally. A bird-spirit oran ancestor-spirit may teach this Gift,
System: The player spends a Gnosis point and rolls Dexterity + Athletics (difficulty varies: 5 to stand on the back of a trotting horse, 6 to stay aloft a rolling ball, 8 to jog across a tightrope, and 9 to balance on the point of a spear). Storytellers may require additional successes for more difficult feats (for example, the horse breaks into a gallop, or the tightrope is in a high wind). The effects last for a scene.

Spew (Level Two) - - The Warding may guard the nest with a spew of slippery ooze. He can drink a few gallons of  water and spit it out as a slimy mess. This Gift is taught by Frog or Snail-spirits.
System: The Mokole must have drunkquite a bit of water within the last 24 hours before using this Gift, although some drink oil as a precursor. The player rolls Stamina + Expression, difficulty 7, as the Mokol6 spews out water and slime onto any surface. The number of successes determines the radius, measured in paces, of the area covered with slippery slobber. Any creature treading on the place must make a Dexterity roll (plus Acrobatics, if any) or slip and fall. Mokok may also slime pathways with their vomit, urine or other bodily fluids, resulting in offensive odors as well as slippery surfaces.

Spines (Level Two) - The Ananasi using this Gift creates defensive spines on his exoskeleton, much like the barbs of a porcupine. These spines break off fairly easily, remaining in the flesh of anyone who attacks the Damhan in hand-to-hand combat.
System: The character spends one Gnosis point to activate this Gift. While the spines remain, anyone striking the Ananasi with bare flesh receives a dice pool of aggravated damage equal to the attacker's Strength. The Gift lasts for one scene.

Spirit of the Bird (Level Two) Few enemies would expect a werewolf to attack from above, which is precisely why the Uktena developed the means to do so. The Garou may hover, fly or float. Any bird spirit can teach this Gift.
  System: The player spends one Gnosis point. The Garou can fly at 20 mph and hover as she desires. The difficulties of all combat maneuvers increase by one. This Gift lasts for one hour.

Spirit Knife (Level Two) Using this Gift, a Theurge can imbue a knife or any other weapon she hand-crafted herself with the power to strike across the Gauntlet, affecting enemies on the other side. This Gift conveys no ability to see across the Gauntlet beyond what the Garou normally possesses, however. A Wasp-spirit teaches this Gift.
System: The Garou spends one Gnosis point, and any single weapon she crafted entirely herself is able to strike creatures on either side of the Gauntlet in any area where the Gauntlet is equal to or lower than her Gnosis. This effect lasts for the duration of the scene.

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Spirit of the Fish (Level Two) The werewolf blessed with this Gift can breathe underwater and swim as fast as he can run in Hispo form. Unsurprisingly, a fish-spirit teaches this Gift.
  System: The player spends one Gnosis and rolls Stamina + Animal Ken (difficulty 7). The effects last for one hour per success.

Spirit of the Fray/First Slash/Lightning Strike  (Level Two) This Gift allows the Ahroun to attack with lightning speed, striking before any foe. A cat-spirit teaches this Gift.
  System: Once the character learns this Gift, its effects are permanent. The Ahroun may add 10 to all his initiative rolls, which will nearly always ensure that he strikes first. If he chooses, the Ahroun may spend a Gnosis point to add another 10 to his initiative roll. Remember, though, that doing so prevents him from spending Rage to gain extra actions; werewolves can't use Rage and Gnosis in the same turn.

Spirit of the Spiny Rat (Level Two) - The South American spiny rat surrounds itself with sharp quills to protect itself against predators. This talent is similar to the Gift of the Porcupine, though not as deadly.
System: Sprouting spines requires a point of Rage; the Ratkin must be in Crinos or Rat Thing form. Anyone who grapples, body slams or immobilizes the metis (or is on the receiving end of these moves) takes aggravated damage equal to the wererats Strength + 1. The spines last for one turn for every point of the rats permanent Rage.

Spirit Ward (Level Two) By employing the eldritch enigmas of Egypt, a Bubasti can wall an area off from spirit-traffic. No spirit can move in or out of the warded place without the cats permission. Naturally, the stronger chaya can shred this barrier like papyrus; still, the wisest werecats can erect stronger barriers than their youngers can.
System: By spending a Gnosis point and rolling her Willpower against difficulty 8, the Bubasti erects a barrier across an area no larger than 30 feet by 30 feet. Each success the player rolls raises the Gauntlet around the area by 1 (maximum 10), and extends it so that the barrier exists in both the material and Penumbral worlds. This irritates the spirits, and they can often tell whos to blame. The Ward lasts one day per point of Gnosis in the cats permanent pool, unless some spirit destroys it, which a chaya can do by rolling its Rage against the new Gauntlet rating. Three successes or more will turn the Ward to spirit-dust.

Spiritual Wrath (Level Two) Garou are by nature beings half of corporeal flesh and half of spirit ephemera, living in two worlds simultaneously. By calling upon this Gift, an Ahroun manifests her spiritual nature more strongly than physical for a brief period, allowing her claws to cut through defenses they could never normally pierce. This Gift has no effect on creatures that are half spirit already, like other Garou, fomori and changelings. But any being entirely of one world, such as Banes, vampires, ghosts or animals, is vulnerable to its sting. Any spirit of war can teach this Gift..
System: The player spends a point of Gnosis; the difficulty to soak the damage from a single claw attack the Ahroun makes in that turn is raised to 9. Note that the usual rule of being unable to spend Rage and Gnosis in the same turn still applies.

Spit Teeth (Level Two) -The Rokea may spit her teeth at any opponent from a distance. While Spit Teeth can be used in the water, its greatest utility is in the fact that it can be used in any form (Homid included) and therefore is just as useful on land. .A shark-spirit teaches this Gift.
System: The player rolls Stamina + Primal-Urge (difficulty 6) to loosen the tccth; one tooth per success becomes loose. The player then rdls Dexterity + Athletics (difficulty 6) to strike with them. The maximum range for spitting the teeth is 25 feet. Each tooth inflicts one health level of damage, provided that the roll to hit succeeds. This damage is considered aggravated.

Staredown/Eerie Eyes (Level Two) By staring into the eyes of a human or animal, a werewolf can cause the target to flee in terror. This Gift can be used against other werewolves, but the target will freeze in place rather than flee. A ram- or snake-spirit teaches this Gift.
  System: The Garou using this Gift may focus on only one target per turn; the player rolls Charisma + Intimidation (difficulty 5 + the victim's Rank). The victim flees for one turn per success, although he may expend a Willpower point to resist the Gift's effects for a turn. Should the character score five or more successes, the victim flees for the duration of the scene. Werewolves (and most powerful Wyrm-monsters) will not flee, but they cannot attack while the Gift's user continues to stare them down. However, if they are attacked themselves, all bets are off.

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Sticky Fingers (Level Two) -

Humans have too much damn stuff for their own good; you only take what you need, but you dont care who it comes from. This Gift uses misdirection and distraction to boost stuff from humans with just the most casual contact. Bump in to them or talk to them, and you can take what you need. Just remember to use everything you take.
System: Any Ratkin with this Gift finds it easier to snatch little objects (items smaller than a humans hand) from the unaware. Roll Dexterity + Subtelfuge and spend one Willpower to snag what you need. The difficulty depends on how well-guarded the object is. This doesnt apply to weapons wielded in combat, by the way.
Difficulty Objects Accessibility
6 sitting in plain sight
7 clutched in someones hand
8 in a pocket or on a wrist
9 around someones neck or prominently worn
10 encasedinsomethmgek (like a brief case or wallet)

If the scam involves talking to someone face-to-face, the difficulty is increased by 1 (to a max of 10). Just bumping into someone or accidentally knocking someone over is much easier.

Stink (Level Two) - The Ratkin with this dubious blessing is able to satumte a lO-foot-by-lO-foot area with a horrific odor to drive \. ictims away.
System: The p1ayt.i spends one Rage and rolls Intelligence + Occult. Anyone wanting to remain in the area must succeed at a contested Willpower roll (difficulty 7).

Stinking Breath (Level Two) - The Mokok can breathe out stinking gases that repel anything that breathes, making them flee. This Gift is taught by a Garbage-spirit or a Monitor-lizard spirit.
System: The Mokol6 spends a Gnosis point and breathes on her enemies. Air-breathing creatures (obviously, the undead are immune) are repelled by the smell and try to flee the encounter, unless they successfully make an opposed Gnosis roll against the Mokol6s Gnosis.

Strength of Purpose (Level Two) Some Garou feel so strongly about their place in the pack, the tribe and the world that they can draw on this resolve in times of need. The Philodox can pull new resolve from his deepest reserves. A wolf-spirit teaches this Gift.
  System: Once per scene, the player may roll Stamina + Rituals (difficulty 7). For every two successes, the Philodox recovers one point of Willpower up to her maximum.

Stonework (Level Two) As the Level Three Homid Gift: Craft of the Maker, except that it only affects stone, dirt, clay and glass, employs a Manipulation + Survival roll, and reshapes the object permanently.

Subtle Serpent (Level Two)

Summon Engling (Level Two) - Usually, when shapechangers need to replenish their Gnosis, they summon an Engling and stalk it. In urban areas, this hunt takes on a few unique twists; a Shadow Seer with this Gift knows them intimately. The Engling is always disguised as something mundane. Only the members of the Rat Pack can recognize that its really a spirit. Humans react to this in unpredictable ways -watching mad street people pursue a fleeing ice cream truck, a boy with a balloon, or a cloud of buttedies - each has different results.
System: Spend one Gnosis and roll permanent Gnosis against the difficulty of the local Gauntlet. With three successes, an Engling appears, but in a disguise that only the Shadow Seer can see through. (The spirits stats are: Willpower 5, Rage 1, Gnosis 10, Power 25; Cham: Airt Sense, Materialize.) The Ratkin must chase it down and kill it; if they do, they gain 10 Gnosis to divide equally between the members of the Rat Pack.

Summon Water (Level Two) By calling upon the ancient affinity between catkind and the waters, a Bastet can create a bit of water in some place where none was before, or add to an existing amount of it. This Gift, known by most desert cats, only creates pure water, not any other form of liquid.
System: By spending a Gnosis point and rolling his Manipulation + Survival, the cat creates a pool of water. The difficulty depends on the circumstances: adding to existing water is difficulty 6; conjuring it into a dry place is difficulty 7. Each success brings forth five gallons of fresh, clean water, which lasts until it is consumed.

Swallow's Return (Level Two) - Corax usually know where they are going.  That's more or less part of the package that comes with the Spirit egg, after all.  However, there are times when a Corax is too tired or too badly injured to navigate himself back home.  that is when he turnes to this gift.  Swallows Return, is nothing less than an autopilot, brining the Corax safely back home even while the wererave sleeps or heals.  A swallow-Spirit teaches this Gift.
System: Corax wishing to use this gift must give up a point of Gnosis, and trust his luck, also making a Wits + Empathy roll (Difficulty 6).  Swallows return only brings the Corax home - no alternate destinations can be inserted - and the defination of "home" can occasionally get the Corax in trouble.

Taking the Forgotten/Swipe (Level Two) The Ragabash with this Gift can steal something from a target, and his victim will forget that she ever possessed the stolen item. A mouse-spirit teaches this Gift.
  System: The player must score three successes on a Wits + Stealth roll (difficulty of the victim's Intelligence + Streetwise).

Tame Sunbeam (Level Two) - Sun, whom the Mokol6 call The Face of God, is opposed to evil and darkness. He teaches his children to call upon his aid when they need it. A Sun-spirit teaches this Gift.
System: The Mokole must spend a Gnosis point, roll Intelligence + Occult, difficulty 6, and add any True Faith in Sun to the result. The effects last for one scene, plus one more scene for each additional Gnosis point spent.
Successes/Effect
1 Illuminate any dark area with ambient light
2. Sun can pierce clouds or trees with enough brightness point out targets or injure vampires
3 The suns rays are as strong through water, glass, clouds or cover as from a clear sky.
4 Suns rays can light fires or bring heat when it is cold, or appear inside windowless building during the daytime.
5+ Sun can shine at night.

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Tarantula's Kiss (Level Two) - The Ananasi may stiffen the hairs on his body, making them as hard as the quills on a porcupine. Once they are hardened in this manner, however, the Damhan can fire them away from his body in a volley of arrowlike missiles.
System: This is primarily a defensive Gift, and the character doesn't have fine control over where the hairarrows go. The character must spend one blood point and roll Dexterity + Firearms, difficulty 6. Each success means one of the hairs strikes a random target within thirty feet, doing Strength + 1 nonaggravated damage. The hairs are coated in a mild toxin, which, while not fatal, is extremely irritating. Living targets struck by the hairs must make a Stamina roll, difficulty 8, or suffer from a painful, itchy rash that lasts for several hours. All Willpower rolls are at a +2 difficulty while the stings' effect remains.

Ten Chi (Level Two) -The Kitsune always knows where he is in the Middle Kingdom, Yin or Yang Realms by feeling his relationship to Gaia. Additionally, he carries his territory with him wherever he goes. Natural foxes and animals sense this, allowing him to pass through their territories without challenge. Other Roko usually show the same courtesy. Migrator1 bird spirits such as crane or goose teach the Gift.
System: The RokrI spends a Gnosis point to know whether he is in the Y in, Yang, Yomi or physical realm, where the cardinal points are and what direction his home lies.

The Spirits Displeasure (Level Two) Theurges use this Gift as a form of mystical warning against those who have offended the spirits. It causes the victim to suffer ill luck, and to witness an omen from his own culture indicating foreboding or cosmological displeasure. Note that many modern people may not recognize an omen as an omen, but they will still find it unsettling by its very nature. A Stormcrow teaches this Gift.
System: The Theurge spends a point of Gnosis, burns an effigy of the victim and rolls her Manipulation + Occult (difficulty 7); the intended target does not need to be present. Sometime in the same story the Gift is used, the target will botch an important (but not life-threatening) roll automatically, or suffer botch-like effects at one time in his everyday life.

Threaten (LevelTwo)

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Tides of Lust (Level Two) - This Gift is most common among the Gila monsters and Mexican beaded lizards of the American Southwest, the Unktehi, who learn it from a Rooster-spirit. It gives them power over the tides within someones body.
System: The Mokol6 begins to dance and rolls Rites + Expression, difficulty 7. If the target already loves someone else the difficulty is 8, or 9 if the target isveryold or attracted to the same sex. The number of successes determines the number of hours that the person will be unnaturally lusty. Impotence, if any, disappears, the target becomes fertile if ordinarily sterile (unless the target is metis, of course), and the target also becomes a little more open-minded about potential partners. Even so, the Mokol6 must still seduce the person through roleplaying, as this Gift does not implant obvious desire - it merely removes barriers.

Touch the Spirits (Level Two) - In animist philosophies, all objects hold some spiritual essence. Through this Gift, a Shadow Seer can speak directly to these inanimate spirits, learning where physical objects have been and what theyve been used for. Psychics call this psychometry. Knife- Skulkers dont care what its called ... they just call for the Shadow Seers to do it on command.
System: Spend one Gnosis and roll Perception + Empathy. Eachsuccess allows you to see back one day, sensing the gist of where the object has been and who was using it.

Tread Sebeks Back (Level Two) - When activating this Gift, the Garou calls upon the spirit of Sebek the crocodile to bear her up as she rum across the water. The werewolf can also run across other liquids (a vat of industrial cleaner, sewage, or even lava), but this Gift provides no protection for her feet - any damage is greatly lessened as the harmful substance only comes into contact with a small part of her body, but she must soak it nonetheless. Particularly fast and spiritually attuned Silent Striders claim to have run across seas using this Gift. It is taught by a crocodile-spirit, or that of a crocodile bird.
System: The player spends a Gnosis point and rolls Dexterity + Survival (difficulty 7). Each success allows the character to travel across water as if it were open ground for an hour. In areas inhabited by crocodiles, the difficulty to invoke this Gift drops to 5.

Treeshake (Level Two) -The Gurahl may procure food for one or more individuals by shaking the trunk of a tree, shaking down acorns and other tree-fruits regardless of the trees type or whether it is in season.
System: The player spends a point of Gnosis and rolls Strength + Rituals. Each success provides enough food for one individual.

Trickster Beacon (Level Two) Known as the Kick Me Gift by particularly irreverent New Moons, this places a spiritual beacon on the unwitting target, attracting the local troublemaking spirits. While potentially lethal pranks are off limits, anything else is fair game: items are moved or lost temporarily, the target is surrounded by jeering spirits in the Umbra or momentarily loses his way in familiar territory. The beacon cannot be removed or hidden (and the target can never see it although all spirits and perceptive Garou can), but an eloquent and lucky victim may be able to buy off the spirits with the appropriate chiminage. This Gift is taught by any trickster spirit.
System: The Ragabash expends a point of Gnosis and touches the target (a pat on the back or handshake do as well as a punch). The player rolls Wits + Enigmas (difficulty is the targets Rank +2; difficulty 5 for nonshapeshifters). The Gift effects last for one day per success. A botch marks the Ragabash instead (the unfortunate must roll against himself to determine how long the plague of spirits lasts, and a botch on the second roll means a full lunar month). Even spirits agree there is such a thing as carrying a prank too far. A Ragabash who uses this Gift more than once per lunar month or against a given individual more than once per season risks becoming the target of the spirits attention (subtract one success from the die roll for each consecutive use of the Gift).

True Fear/Terrors (Level Two) The Ahroun can display the true extent of her power, scaring one chosen foe into quiescence for a number of turns. Spirits of fear teach this Gift.
  System: The player rolls Strength + Intimidation (difficulty of the target's Willpower). Each success she achieves cows the enemy for one turn; the victim cannot attack at this time. He may defend himself if attacked and otherwise act normally, although his actions will likely be guided by fear.

Twisting Tongues (Level Two) - The Nuwisha may understand any written or spoken language while using this Gift. Even sign language and facial expressions offer no trouble. While under the influence of this Gift, the Nuwisha can speak with spirits, Banes and even computers (which hardly makes for interesting conversation, but can prove worthwhile). This Gift is taught by a Trickster-spirit.
System: The player rolls Wits + Expression, difficulty 7. For every success, the character can fully comprehend the language - complete with all slang terms - for one full day. The character must employ this Gift separately for each language she wishes to comprehend.

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Umbral Map (Level Two) - The Nuwisha using this Gift can locate any part of the Umbra, and in some cases can even locate an individual entity in the Umbra. This Gift is taught by an Ancestor-spirit.
System: The player makes a Gnosis roll, with a varying difficulty. If the character has never before been to the target part of the Umbra, the difficulty is 7. If the character has traveled the area before, the difficulty is 6. If the character frequents the area, the difficulty is only 5. With one success, the character can pinpoint where in the Umbra he is. With two, he can determine how best to approach any area or Realm in the Umbra. With three successes, the character can get a feel for where a target is within the Umbra. With five or more successes, the character can pinpoint a targets exact location within the Umbra.

Undertow (Level Two) - The Rokea stirs up a vicious current that sweeps a target in whatever direction the wereshark chooses. The Brightwater might use the Gift to pull a human out to sea, force any opponent towards the surface, or draw a victim towards her waiting maw. A spiritservant of Sea teaches this Gift.
System: The player spends one Gnosis point and rolls Strength + Primal Urge (Difficulty 7).  The number of successes determines the strength of the undertow - anyone caught in it must beat the Rokea's successes on a Strength +  athletics roll (Difficulty 8) to escape it. 

Unexpected Venom (LevelTwo) -

Unified Force (Level Two) The Galliard can bond the pack into a truly unified force, striking as one. As long as no one in the pack succumbs to frenzy, each member strikes at the same instant, and few foes can stand up to such an attack for long. A wolf-spirit teaches this Gift.
System: The player must spend one Gnosis point for each turn in which this Gift is to be active. Every turn that she does so, each player rolls for initiative as usual, but the entire pack acts on the highest initiative rolled (so if the characters initiative totals wind up being 10, 8, 14, and 17, the entire pack acts on 17, even if the packs alpha wound up with the 8). The entire pack must be present in the battle for this Gift to be effective, and if even one pack member frenzies, the effect is lost. Also, only pack members bonded by a totem may enjoy these benefits. All pack tactics are at 1 difficulty while this Gift is active.

Unsea's Blessing (Level Two) - Unsea considers the Rokea to be her nieces and nephews, created as they were by her sister, Sea. As such, she does them the favor of healing their wounds if they but ask. The spirit of a stingray or other fish that burrows into the earth teaches this Gift.
System: The Rokea must touch Unsea directly, be it the sea bottom or dry land. The player rolls Charisma + Rituals (difficulty 5). For every success, the Rokea heals one health level, regardless of the type of damage. The Rokea can take no other actions in the turn he uses this Gift.

Urban Camouflage (Level Two) - Experienced Tunnel Runners dont look like theyre wandering beggars; instead, they blend in wherever they go. A highly talented traveler can wander almost anywhere looking like hes a native. Why be invisible when you can be ignored? Runners carry this to an extreme: even whenever theyre barefoot and broke, no one will question their presence if the Ratkin is using this Gift. Other supernatural creatures rely on being invisible or obfuscated; wererats with this talent just remain nondescript. Unlike other abilities, you can activate this Gift as soon as someone approaches you. Disappearing from plain view tears the Veil apart; being inconspicuous doesnt.
System: Roll Intelligence + Stealth and spend one Gnosis. If the number of successes exceeds a viewers Perception, youre not invisible, but you will be ignored. For large groups of people, just use the highest Perception rating in the crowd. This Gift cannot be used during the stress of combat, however.

Veil of the Wani (Level Two)

Voice of the Depths (Level Two) - In the deep oceans, there are spirits who have lain quietly since before the dawn of man. For the Rokea brave enough to find them, the knowledge to be gained is great. Using this Gift, the Darkwaters can converse with their eyes and ears the sea anemones and polyps that line the ocean floor and gain insight. Their advice is always cryptic and usually incomplete, but the Darkwaters love a challenge. Anemone-spirits can teach this Gift, but usually the Darkwater must travel to the lightless deeps to learn it directly from a primordial spirit.
System: The player rolls Manipulation + Rituals (difficulty 6) to make the proper overtures to the primordial spirits. The Rokea is then rewarded with advice and visions concerning the topic in question. Over the years, the Darkwaters have found that these beings know more about human affairs than might be expected, which only makes them more interested in these beings' knowledge. The Storyteller decides what the Rokea learns, how mysterious the words are, and the roll (if any) that the player can make to interpret the information.

Waterwalk (Level Two) - Through intense concentration, the Ananasi is able to walk on water as though it were a solid surface. The water does not become level or unmoving unless it is naturally calm, making it a difficult walk for anyone in Homid form.
System: The Ananasi must make a successful Willpower roll (difficulty 7) before beginning the walk. If he is unsuccessful, he cannot attempt the Gift again for the remainder of the scene. The character must continue to make Willpower rolls each turn for the duration of the walk; if he fails his roll at any time, he can no longer stay on the water's surface, and cannot attempt to Waterwalk again that that scene.

Waxwork Monster (Level Two) - -Brought to light recently by the Shining, this Gift lets a Mokol6 take advantage of the fact that dinosaurs are extinct to hide in plain sight even in Archid form. Essentially, the Mokol6 takes on the appearance of a model or dummy. A Tuatara-spirit teaches this Gift.
System: The Mokok spends a Gnosis point and rolls Stamina + Expression. For each success, he can freeze in place for one hour unnoticed by anyone. In Suchid form, he appears to be a stuffed crocodile; in Homid form, he seems to be a mannequin or waxwork. In Archid form the Mokol6 appears to be a life-size fiberglass or cement dinosaur model, but cannot cause the Delirium unless he moves or speaks. Some Shining will even carry around a small label designating the species of dinosaur that they are supposed to be. Of course, the statue will arouse suspicion if there is not supposed to be a statue in the place where the Mokol6 is hiding. Whole clutches have concealed themselves this way as roadside attractions and the like.

Weather Watch (Level Two)

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Weight of a Heart (Level Two) As the Swara know, the weight of emotions comes from the weight of the heart. Making the heart swell creates euphoria, while shrinking it generates terror or despair. By working the weight of another beings heart, a Swara can induce crazy mood swings from a distance. Nothing diffuses a fight faster than making the aggressor walk away in nearsuicidal depression. Tales credit this Gift to Hatti, who knows the ways of the heart better than most people do.
System: A Manipulation + Empathy roll changes the targets mood. The more radical the shift (from joy to sudden weeping), the higher the difficulty. Even so, this is an easy Gift to use its difficulties range from 4 to 8. The victim if even aware that something has changed his mood from the outside can resist the Gift with a Willpower roll at difficulty 8. Otherwise, the Gift lasts one scene, and inflicts no damage.

Whisker Sight (Level Two/Level Three Bastet) By attuning herself to her surroundings, a metis Bastet can get a sense of her surroundings. Anything within reach even if its behind her, or invisible is plain to all her senses.
System: Roll Perception + Primal-Urge (difficulty 6). Success grants the character total sensory perceptions within a 10 foot radius. This doesnt automatically reveal hidden or invisible objects, but it allows her to try a normal Perception roll to notice things that would normally be beyond her sight. The Gift lasts one scene.

Wind from the West (Level Two) Words can be as ephemeral as the Pacific fog; by making them dance and shimmer, a Qualmi can lead a less-clever opponent into a mental maze, then leave him there to puzzle his own way out. This takes the form of a series of high-speed riddles designed to tie folks minds into knots. Most Qualmi are especially pleased to find someone clever enough to avoid this mental snare.
System: As the Level Two Bubasti Gift: Mousemaze, except that the roll is Manipulation + Enigmas, and does not cost a Gnosis point. To counter the confusion effect, the target might try to figure out the puzzle (Wits + Enigmas) before it takes effect. Oddly enough, it pleases most Qualmi when a victim can think for himself; this often leads to a riddling contest, with the loser becoming confused by the magic. To simulate this exchange, see Gamecraft in Werewolf (page 223), and raise the difficulty by one after each turn. When it reaches 10, check the final result: if someone wins and another loses, the loser suffers magical confusion; if both lose, theyre both confused; if both win, neither is confused. Most Qualmi take defeat well under these circumstances, and can be very generous losers.

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Three Level Three)

Adaptation/Survival of the Bear (Level Three/Two (CB)) The Garou takes no damage from poison or disease, and he may exist in any environment, regardless of pressure, temperature or atmospheric condition. This Gift does not protect the Garou from hazardous situations (like falling), only hazardous environments. A bear-spirit teaches this Gift.
  System: The player spends one Gnosis point and rolls Stamina + Survival (difficulty 7). Each success extends the Gift's effects by one hour.

Adversity (Level Three) - A Munchmausen can survive extreme temperatures for a full day with this Gift. Arcadian Ratkin often tell ridiculous stories about having lived on the moon, the bottom of the ocean, or the caldera of an active volcano. Some of these stories are true.
System: Tava (RankThree Ratkin) are immune to extreme heat (up to boiling lava) or extreme cold (up to Antarctic conditions). At Rank Four, they gain the ability to live underwater or in a vacuum. A Rmrt (Rank Five) Ratkin can reproduce the Ratkin Gift: Survivor; Moon Mice find this ability essential. No roll is necessary; the Rat just spends Gnosis for each day he wants to survive. Extreme heat or cold requires one Gnosis. Underwater conditions or compete vacuums require two Gnosis; the Survivor Gift requires three. As a side note, this Gift will never grant immunity to silver, though it will reduce the damage from fire from aggravated to non-aggravated.

Alter Lilian (Level Three) -The Kumoti may alter her Lilian form at will, rearranging it to suit her whim.
System: The player makes a Willpower roll (difficulty 7). The effect lasts for one scene or until the werespider shifts to another form.

Armor of the Tortoise (Level Three) - This Gift enables the Mokol6 to form a hard shell around his skin while in Archid or Suchid form, protecting himself even further from harm. The Gift is taught by a Turtle or Tortoise-spirit.
System: The player rolls Stamina + Primal Urge, difficulty 6; the Mokol6 must spend a turn in deep concentration. The number of successes is the number of dice added to the dice pool for soak rolls. These dice are in addition to any armor already possessed, but the Gift can be activated only once per scene.

Assassin's Insistence (level Three) -

Assassin's Strike (Level Three)

Aura of Ananasa (Level Three) - There are none that can inspire fear like the Ananasi. By means of this Gift, the character can cause any affected character in the area to enter a state of extreme horror and fright. The victims do not automatically panic, unless something (which can be anything from a loud noise to a gentle scrape on the flesh) sets them off. Of course, once one of them gets started, they all tend to go nuts quickly.
System: The playfef makes a Manipulation + Primal Urge roll (difficulty 7), and expends one Gnosis point, creating tension and near-panic in anyone within a hundred- foot radius. Supernatural characters may resist with Willpower (difficulty 7) to avoid the effects.

Babels Cure/Travelers Tongues/The Many Tongues of Ptah (Level Three) By flexing Rahjahs powers, a Bastet can translate any human language in her vicinity. Invoking the Unmaker will turn everything into gibberish.
System: To render languages either clear or unintelligible, the player rolls her Manipulation + Linguistics (difficulty 6). This Gift works on spoken words, writing and even body language. Everyone within 50 feet will understand all communications for the duration. Cahlashs inversion of the Gift scrambles everything the same way. Either version lasts for one turn (or minute) per success, and each can cancel the other out.

Backbite (Level Three) - The wererat can disappear into the Umbra, instantly reappearing behind an opponent up to 50 feet away.
System: The player spends one Gnosis and one Rage; the victim must be within line-of-sight. The Ratkin can immediately attack in rhis same turn; the strike is rolled at a -2 difficulty (minimum difficulty of 4).

Banish Cahlashs Brood/Asuras Bane (Level Three/Four) By calling upon the Father of Dark Spirits, a Bubasti may command one of his brood to depart. Of course, powerful spirits or ones bound into fetishes wont be easily dismissed; doing so may demand great rituals or even a sacrifice. Small independent elementals or Banes, however, may be banished with slight effort. Calling upon Cahlash has a price: Each time the werecat performs this Gift, his fur grows a deeper shade of black and his actions become moreerratic. Garou or Bastet who Sense Wyrm on him will detect the Unmakers essence upon him until he purges himself somehow. The more spirits he banishes, the deeper the taint becomes. For the Kahn it turns the tigers pelt white instead of black. Unlike the shadowcats, tigers channel Rahjah to banish corruption
System: The cats player rolls Manipulation + Enigmas and spends a Willpower point to attempt to dismiss a spirit. The difficulty is the spirits Gnosis, or its Rage if the latter is higher. Each success removes 10 points of the spirits Power. Banishing a 30 Power spirit, then, requires at least three successes. Getting rid of a powerful spirit might require an extended roll or two; a spirit bound into a fetish, meanwhile, sets the difficulty at 6 plus the fetishs level (a level 4 fetish would be difficulty 10, as would a level 5). Sacrificing a bit of blood to Cahlash may add to the Gifts effectiveness; for every Health Level spent this way, the Bubasti lowers his difficulty by 1. The spirit isnt under any obligation to sit still during the process, and may attack the Bastet until either the werecat stops or the spirit disappears. Nala help the werecat who botches this Gift; the Wyrm taint fills him utterly, and he must make a Rage roll, difficulty 6, or frenzy. Atonement isnt impossible, but ridding ones self of the dark taint often requires a rigorous quest without Renown.

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Banish Totem (Level Three) By speaking words of forbiddance, the Uktena can bar pack or personal totems from giving their children aid. Doing so also disrupts the spiritual rapport between packmates, making it difficult for them to execute pack tactics or act in concert. An ancestor-spirit teaches this Gift.
  System: The Uktena must concentrate for a full turn, and he must know which totem his victims follow. The player spends one Gnosis point and one Willpower point, and he rolls Gnosis at a difficulty of the pack's combined Totem scores (maximum of 10). If successful, the pack members lose all Traits associated with their totem, and they cannot use pack tactics or act in concert for the remainder of the scene. If the Uktena is rendered unconscious or killed, the Gift is canceled.

Bark of the Mudpuppy (Level Three) - This Gift allows the Mokol6 to bark loudly at any one person or object, shattering glass, splintering light wood or even opening wounds on a living being. This Gift is taught by Mudpuppy.
System: The bark does one health level of aggravated damage, but automatically strikes its target. There is no actual cost.

Bayou Shambler (Level Three) Deserts and mountains arent the only places Pumonca roam. So-called swamp cats know the Southern wetlands well. By crooning to the spirits of the bayous and calling upon any favors owed, a Pumonca can call forth a swamp elemental, dripping with plants and ooze, to assist her. While the creature retains its own free will, a Shambler is disposed to be friendly to the cat and hostile toward anyone in her way.
System: The player spends two points each of Rage and Gnosis to animate the Shambler, and rolls Willpower against difficulty 7. The resulting creature is semi-intelligent at best, smells terrible, and lasts for three turns per success. Suggested Shambler Traits are:

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

Bends (Level Three) - Air-breathing creatures have, in recent years, been able to reach great depths. Some Rokea have noticed that if they surface too quickly, Sea becomes angry and causes them great pain and possibly death (humans know this phenomenon as "decompression sickness" or "the bends"). This Gift allows the Brightwater to inflict such agony on a target, whether or not she normally breathes air, or whether she is currently in the water. A servant of Sea teaches this Gift.
System: The player spends one Gnosis point and rolls Strength + Medicine (difficulty 7). Each success inflicts one level of lethal damage. On land, any target may attempt to soak this damage. Underwater, however, only water-breathers may do so. The wounds caused by this Gift are extremely painful; as such, all wound penalties are increased by one (for example, a character dropped to the Hurt level by this Gift subtracts 2 dice from all actions, not one).

Bestow Ursa's Blessing (Level Three)

Blessings of Kali (Level Three)

Blind (Level Three) -The Fox can make an enemy blind for one day. Stinging pain accompanies the blindness. The Gift is taught by a porcupine-spirit.
System: The player spends one Gnosis and rolls Manipulation + Medicine (difficulty 7). The target resists with Stamina (also difficulty 7).

Blood Pump (Level Three) - This Gift allows the Ananasi to metabolize ingested blood more quickly than normal.
System: The character spends one Gnosis point to activate this Gift; the effects last for one scene. While the Gift is in effect, the character may spend as many blood points per turn as she likes, whether to gain more actions, heal herself, use Gifts or whatever. Blood spent must be replenished in the usual way.

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Bloody Feast (Level Three) Great Wendigo, as a hungry cannibalistic spirit, can teach his favored children the ability to gain added strength from an enemy's flesh and blood. An avatar of Great Wendigo teaches this Gift.
  System: To activate this Gift, the Garou must first bite his opponent and be able to taste blood meaning he must inflict at least one health level of damage, and his victim must be something that bleeds. If his opponent has toxic blood or none at all, this Gift will not work. The player then rolls Gnosis at a difficulty of the opponent's Stamina + 3 (maximum of 10). The Wendigo gains one extra dot in Strength for every two health levels of damage inflicted by the bite (maximum of +5 to Strength). The extra Strength bonus lasts for one turn per success on the Gnosis roll. However, flesh and blood can be addictive. The Wendigo's player must make an immediate frenzy roll the turn after activating the Gift.

Bolt! (Level Three) - A Ratkin with this Gift can bolt out of any fight. Even if the wererat is totally surrounded, he will find a  way to escape from his foes. This works roughly the same way as the Backbite Gift: the wererat leaps a short distance through the Umbra to a safe place. A wererat who returns to battle after bolting will lose two points of Cunning Renown; a wererat who chooses the better part of valor will no doubt escape.
System: Spend one Gnosis; the Ratkin can appear up to 50 feet away, as long as his destination is within line of sight. Then spend a point of Rage; this allows the rat to use an extra turn of movement to run away from his enemies. Halt the Cowards Flight will not prevent the Ratkin from leaping through the Umbra, but will still slow running speed afterward by half.

Bug Lord (Level Three) - Ananasi using this gift can summon vast swarms of insects and arachnids to an area. The Ananasi can communicate with these insects, though the talk is likely to be very limited in concept. Nonetheless, the  summoned arthropods obey to the best of their abilities.
System: The player spends one Gnosis point and rolls Charisma + Animal Ken, difficulty 7. The number of successes determines the size of the swarm (limited, of course, by the Storyteller's discretion as to how many insects are available in the area). One success would summon enough insects to cover a person, while six or more successes can bring enough insects to blanket a small office complex. The insects follow simple commands, such as "Eat that person" or "Defend me." They are limited to their normal traveling speeds, and while they work in unison, the insects aren't really bright enough to follow complex commands.

Calcify (Level Three) - The Viskr may cause anyone area in the Great Web to become resistant to change of any sort. This is useful in protecting areas significant to the Ananasi or to the Mother-Queen.
System: The player rolls her Gnosis (difficulty 7) and gives the targeted location or object three extra soak dice per success. The area cannot be greater than one acre and the effect lasts for one scene. Targeted objects must be inanimate (which excludes undead!).

Call of the Dead (Level Three)  -

The Kitsune's attunement to Yin enables them to interfere with a being's vital energies. Exposure to the negative forces of the darker Umbra caulii; chills, injury, confusion, and even serious damage jffsliving creatures (among other things). Rare Water- and Cold-spirits teach this Gift; it is uncommon.
System: The player spends 1 Rage and 1 Gnosis point and rolls Stamina + Occult (difficulty 8). Animals (such as humans), halfway creatures (hengeyokai, changelings, etc.) and Yang-Realm spirits suffer damage as per the chatt below; the victim loses Health Levels to the given point, regardless of Stamina. Yin creatures and spirits take no harm from the Gift, and (at the Storyteller's discretion) may be strengthened or even healed by its effects. Kindred of Humanity 6 or higher and Kuei-jin aspected to Yang take damage; their darker-souled cousins do not.

Successes Effect
1 The victim is functional but in pain from headache, chills and aching joints. He may find it difficult to concentrate. (A Willpowet roll is necessary to continue any complex mental or intense physical activities successfully.)

2 The victim is Injured, experiencing fever, sprains and cramps.

3 The victim is Wounded. At this level, convulsions wrack his body and the damage is inflicted by his own muscles tearing him apart.

4 The victim is Crippled. Hypothermia and seizures set in, and humans will probably die by end-of-scene if left unaided. Sturdier victims are only Wounded, but the damage is aggravated.

5 The victim is Crippled with aggravated damage. Humans die instantly.

Call the Pride (Level Three) By moaning or crying out, the Bastet may summon the local cats (domestic, wild or big cats, depending on where she is) to her aid. Although the Gift isnt a life-or-death command, the summoned cats will help the Bastet if they can. Some Bastet can summon other creatures as their prides; Bubasti often keep jackals nearby, Qualmi summon birds, and Pumonca have been known to summon hawks, owls and alligators to their defense.
System: Roll Charisma + Animal Ken (difficulty 7). For each success, four normal cats or one large predator (if any are nearby) respond at their own speed. The Gift can reach up to a mile; cats more distant than that wont be much help, anyhow. The Pride remains until it has performed one service, then departs. Variant creatures must be approved by the Storyteller, and work just as  cats do (four small or one large per success).

Call the Tides (Level Three) -This Gift makes the Mokok able to bend the tides to his will. The Gift is taught by Tidekeeper.
System: The Mokole must be in sight of a tidal body of water (ocean, sea, river estuary). The player then makes a Gnosis roll, difficulty of 8. The number of successes determines the result:
1 The tides come in or go out twice as fast as usual.
2 Tides can be reversed, and will come in instead of go out or vice versa.
3 High tide or low tide can be brought in one scene.
4 Unusual tides (spring tide or neap tide) can bebrought in one scene
5 + Freakish tides (i.e. 30 tides in Florida) can occur in one scene.

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Call Water Spirit (Level Three)As the Uktena Gift: Call Fire Spirit, save that a Mater-spirit is called. The Mokole must have a water source. The water spirit will move water, dampen a foe, or short out a power system at the Mokoles command.

Caper (Level Three) By dancing around, a Bastet can charm bystanders into a semi-trance. This works in any form, so long as the werecat invokes the Gift and dances for at least a turn. Violence breaks the spell, but subtle actions like sneaking away remain unnoticed until the trance ends.
System: A roll of Manipulation + Expression (or Dancing) and a spent Gnosis point set the charm in motion. Anyone watching the werecat dance must roll his Willpower against difficulty 9 or be lulled into a genial daze. Storytellers may simply make a single roll against difficulty 7 to reflect a large group of normal humans. The trance lasts one turn per success, unless someone starts a fight or obviously steals something, in which case it ends immediately.

Castigate (Level Three) The Theurge calls upon the spirits to revoke their favor from another Garou; she must verbally state the targets offenses against the spirit worlds, and the target must be present; if successful, the target loses both Renown and spiritual Gifts. A hyena-spirit teaches this Gift.
System: The player spends a point of Gnosis and rolls Charisma + Intimidation against a difficulty equal to the targets [Gnosis + 3]. Each success causes the target to lose one point of temporary Renown for good. In addition, the target loses access to one Gift of the Theurge players choice for the remainder of the story, of a maximum level equal to the successes rolled.

Cat Fear (Level Three) Garou arent the only ones who command primal fear. By bristling and spitting, a werecat can scare holy hell out of everyone nearby. Unfortunates suffering from ailurophobia (fear of cats) often go catatonic with fear when confronted this way.
System: A successful Manipulation + Primal-Urge roll (difficulty 7) and a point of Gnosis can send everyone within 10 feet per success into a panic. Supernatural creatures can resist with their Willpower (difficulty 7), but humans and animals flee or fall into shock for one turn per success. Ailurophobes lapse into a coma for one day per success. This Gift cannot be used in Homid or Sokto forms.

Catch the Wind (Level Three) - This Gift gives the Ananasi the ability to ride on the winds, gliding from place to place with apparent ease. The character appears to be surrounded by an ethereal envelope, looking something like a ghost floating in the air.
System: The character spends one blood point and makes a Stamina roll to become enshrouded with remarkably fine, non-adhesive webbing. The character cannot hide this effect, as it is the means for the Gift to take hold. The Ananasi has only limited control over the direction and speed that she travels; her maximum speed is equal to the current wind speed, and her minimum is about half the current wind speed. The character can only rise fifty feet above her starting elevation. The duration of the Gift is five minutes per success. Traveling against the wind requires the character to tack into it much as a sailboat would, greatly slowing her progress.

Catfeet/Fluid Grace/Spider's Grace (Level Three) This Gift gives the werewolf the agility of a cat, making him immune to falls under 100 feet (he lands on his feet just right). He also has perfect balance even on the most slippery surfaces, and the difficulties of all combat actions involving body slams and grappling decrease by two. Cat-spirits teach this Gift.  Bastet also know this gift, and it is much easier for them.
  System: This ability becomes innate to those who learn the Gift.

Catgut (Level Three) - This is one of the fouler secrets possessed by Plague Lords. By carefully curing the skin or internal organs of other Changing Breeds, the Lord can weave a highly durable skein. With a bit of work, this can be crafted into form-fitting armor. Catgut armor, unfortunately, really pisses off other shapechangers. Bastet have been known to frenzy at the very sight of a Plague Lord wearing a leopard-skin fall to the ground laughing.)
System: Preparing catgut armor requires a dead shapechanger, an hour of work, and the expenditure of a point of Gnosis. Roll Intelligence + Repair; if the roll succeeds, the pelt thats skinned bestows three extra dice for soaking damage. Shapechangers of the same Changing Breed as the victim of this Gift must make frenzychecks the first time they see it, or whenever they enter battle against a Ratkin wearing it. This Gift cannot be used on Ratkin.

C'et's Mysteries (Level Three) - The betweener can call on land-dwelling Scuttlers to aid her in using human technology. The Rokea can make good use of such oddities as cars, guns, computers, and so forth, even if she has had no prior contact with them. This Gift is taught by a Pattern Spider.
System: The player spends one Gnosis point and rolls Intelligence + Science (difficulty 6). One success gives the Rokea passing familiarity with a form of technology (she'll know how to turn a computer on, for instance). Two successes grants one dot of an appropriate Ability. Extra successes bestow one dot of the ability for every two successes, rounding up (so five successes on the roll would grant 3 dots in an Ability). These effects last for only one scene.

Cheshire Prank/Nighttime Web (Level Three) Why should Lewis Carroll have all the fun? It took a while, but enterprising Bastet finally discovered the secret to disappearing from plain sight. Today, it remains a valuable but popular trick.
System: By putting on a wide grin, spending a Gnosis point, and rolling Charisma + Subterfuge (difficulty 7), a Bastet may fade from view. The Prank takes three turns to complete. This invisibility lasts for the scenes duration and foils even magical perceptions. The Gift wont dampen sounds, but any werecat who cant move silently by this rank is in big trouble, anyway. This Gift only works in Feline and Chatro forms, and changing forms ends the invisibility

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Clearwater Passage (Level Three) By turning herself into liquid, a Swara can pass through barriers without fully passing into the Umbra. Like water, she trickles through cracks, seeps around obstacles and soaks through materials. Once she reaches the other side, the cheetah reforms into a solid shape and continues on her way. Its said that Shia the Water Ghost taught this Gift to the Swara elder Nyolo in return for a kiss. He nearly drowned, but survived her embrace long enough to pass the Gift to his friends before joining his love beneath the waves.
System: The player spends a Gnosis point and rolls Stamina + Enigmas (difficulty 7) to turn her Bastet into water, and the cat remains in that state for two turns per success. While liquid, she cannot be harmed by any physical attack except fire (from which she takes the usual aggravated damage). She may reform at any time, but must use the Gift again to turn into liquid again. If shes been absorbed while in a watery state, the Swara bursts out of the material when she turns back into solid form.

Clear Mind (Level Three) - This Gift encourages clarity of thought, no matter what the distractions; it is taught by a crow-spirit.
System: The player spends one or more Willpower points, then chooses a Mental dice pool (such as Intelligence + Enigmas); each Willpower point spent adds one die to that dice pool for the remainder of the scene.

Cling (Level Three) - The use of this Gift allows the Ananasi to walk about on any solid surface, in any form, much the same as a small spider walks on walls. On the wall, the character can perform any action that would normally be possible for him. Due to the nature of this Gift, the character is not disoriented by walking on a wall or hanging upside down.
System: The Ananasi must spend one blood point to activate this Gift. The strength of the surface the character wishes to climb is not an issue; otherwise the paint would flake off walls if the character tried wall-crawling in any form other than Crawlerling. The character is able to use his full Strength, but the strength of the surface does become relevant if the Ananasi chooses to carry anything with him the Gift allows for only the Ananasi's weight. The effects last for a scene.

Cobras Dance (Level Three) Long ago, a panther named Tola entered into negotiations with King Snake. After weeks of discussion and debate, the two came to an understanding of sorts. No one knows what secrets Tola offered King Snake, but he learned this Gift as part of the exchange. The Dance allows a cat to freeze prey with a glance. Some old Bagheera claim to know other secrets of the serpent folk, but if any other Gifts have survived, theyre not well known.
System: To begin the Dance, a panther sways in place; the player rolls Manipulation + Expression and spends a  Gnosis point. This requires at least one turn spent dancing, and the effect lasts one turn per success. The rolls difficulty depends on the target: hypnotizing most animals is easy (5), while freezing a hostile vampire is anything but (10). To break the spell, the target must win a Willpower contest with the cat (difficulty 8). Otherwise, hes held stunned and helpless until the Gift wears off. Once the Dance takes hold, the cat can do whatever she likes such as leaving, talking or mauling the target.

Combat Healing (Level Three) -As the AhrounGift.  ((So far found there is no other gift with this name))

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Command the Prey (Level Three) By chittering slightly, a Bastet may, with this Gift, make her prey come to her. So long as she stands still and chants, the victim will wander slightly dazed until hes close enough to grab. Once the cat moves, the trance is broken. Naturally, this Gift can be used for all kinds of hunting.
System: The Bastet player rolls Manipulation + Primal-Urge (difficulty 7) to command her target to approach. Unless he can resist with a Willpower roll (difficulty 8), any human or animal will obey. Supernatural opponents with a mind-empowering supernatural ability (if active when the Gifts influence began) or more than five points of Rage resist at difficulty 6. Otherwise, theyre attracted as usual. This only works against victims who were unaware of the Bastets presence beforehand as far as they know, they want to wander over that way. Once the prey is close, the werecat can move in however she prefers; a leap, a distraction or an opening line all work equally well once the targets in place. This Gift does not work in combat.

Consume Taint (Level Three) - Marine garbage dumps often attract sharks looking for easy meals, but they also attract angry Rokea. With this Gift, the wereshark can eat refuse, be it waste oil, garbage, or even barrels full of chemicals, thus rendering them harmless to Sea. This Gift is taught by a tiger shark-spirit.
System: The player rolls Stamina + Survival (difficulty 7). Each success allows the wereshark to eat one pound of waste without harm. It is possible to consume nuclear waste or even Wyrm toxins with this Gift, but the difficulty is increased by two. A botch on this roll inflicts three levels of unsoakable aggravated damage.

Control Complex Machine (Level Three) Similar to Control Simple Machine, the Garou may now converse with and command the spirits of electronic devices such as computers, video games and cars. One learns (or steals) this Gift from a Net-Spider.
  System: The player spends one Willpower point and rolls Manipulation + Science (or Computer). The Storyteller sets the difficulty based on how complex the machine actually is (usually 8). The Garou's control lasts for one scene.

Corrupt (Level Three) - With this Gift, the Ananasi can make an object weaker. The Ananasi cannot destroy the object, only accentuate the natural flaws, bringing out the entropy of the item and causing it to become more unstable and more easily destroyed. This Gift is only effective against inanimate objects.
System: The Ananasi must make a Gnosis roll as if it were a damage roll. If he successfully "wounds" the object, the object loses one soak die or health level (Storyteller's option) for the scene.

Coup de Grace/Destroying Blow (Level Three) The Garou studies her foe, looking for the best place to strike. In doing so, she sets herself up to land this devastating attack. An owl-spirit teaches this Gift.
  System: The player spends one Willpower point and rolls Perception + Brawl (difficulty of the target's Stamina + Dodge). If successful, the player doubles her damage dice on the Garou's next successful attack.

Crush (Level Three)

Dance of Abandon (Level Three) - The Nuwisha can compel an opponent to forget everything but the need to celebrate. Where anger and hatred dwelled a moment earlier, suddenly the target of this power is filled with joy and a need to express that joy. This is used for defensive purposes primarily, as the Gift is too powerful to allow anything but celebration. There are some cases, however, where this Gift can backfire on the Nuwisha. Certain Garou, such as the Get of Fenris, tend to celebrate very violently. This Gift is taught by a Gaffling in service to Loki.
System: The player makes a Willpower roll against a difficulty equal to the opponents Willpower. Two or more successes are necessary to activate this Gift. Dance of Abandon may only be used against one opponent at a time. Gift of Laughter (Level Three) -The Nuwisha may end a frenzy with this Gift, or may simply use it to lighten the mood in tense situations. This Gift may also be used to end the pain of someone who is mortally injured, allowing him to use the last few moments of life in full control of his faculties. This Gift is taught by a spirit of Kishijoten.
System: The player rolls Charisma + Expression against a difficulty matching the targets Willpower. At least one success is required to use this Gift, and at least three successes are needed to end a frenzy.

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Dance of the Chaya (Level Three) One of the greatest favors a Bastet can offer a spirit is the chance to ride in his skin for a while. Although most cats would never consider such a loan, many Swara see voluntary possession as a service, not a chore. This Gift, which begins with a frenzied dance, allows a chaya to enter the werecat and take control for a while. The spirit gets a body to ride, and the werecat gets certain benefits. The Dance is seen more as an act of love or affection than of servitude a sentiment few Bastet would ever understand.
System: A smart cheetah performs a spirit calling before he starts the Gift, and scans the Umbra to see who responds before opening himself to the possession. More often than not, the cat will be familiar with the ghost or spirit before he offers it a ride. Once the Dance has begun, the player rolls Charisma + Enigmas, difficulty 7. The Gift lasts about two turns per success, and allows the Swara to do things that would usually be impossible wild contortions, great feats of strength, flight, etc. The exact effects of the Dance will depend on the spirit, the Bastet, their circumstances, and the relationship between the three, but should emphasize drama over game systems.

Dark Truths (Level Three) - This gift allows the corax to uncover a secret truth or character flaw of an observed subject.  As you might expect Corax love to use this Gift.  There's even a game related to Dark Truth's that some Corax play; One Corax uses the gift on a Mortal (say in a bar); the other contestants then have to try and wheedle that same secret out of the Mark without using Dark Truth's.  A fly Spirit teaches this gift. 
System: To utilize Dark Truths, the Corax spends a Gnosis point and rolls Perception + Enigmas (difficulty 7). With a success, the Corax acquires knowledge of one of his targets deep dark secrets. While this Gift doesnt turn loose the sort of secrets that are useful in combat, it does pry loose all sorts of interesting blackmail material.

Data Flow (Level Three) As the Glass Walkers Gift (in the Players Guide).

Dazzle (Level Three) The Garou can flood a target's mind with the glory and love of Gaia, rendering him harmless for a short while. A unicorn-spirit teaches this Gift.
  System: The player rolls Charisma + Empathy. The difficulty varies according to the target.

Target Difficulty
Normal human 4
Packmate 5
Gaian Garou (even frenzied) 6
Wyrm creature (including Black Spiral Dancers) 8
Alien or unemotional creatures (vampires) 9

  Dazzle rarely works to pacify spirits that don't feel emotion or that have a specific emotional focus (like hate-spirits). Success indicates that the target sits down and stays there, cantemplating Gaia's love quietly, for the rest of the scene. Attacking the target will disrupt the effects of this Gift. Dazzle can br used on a given target only once per scene.

Dead Talk (Level Three) - There are secrets you just cant get from a dead mans eyeball. There are times when you need more than just a stiffs last sight. At those difficult times, being able to hold a conversation with, or at least get a few straight answers out of, the spirit of the deceased increases the Corax information-gathering Possibilities exponentially. A Vulture-spirit teaches this Gift, though supposedly some wraiths can teach it as well.
System: The Corax, by spending a Gnosis point and rolling Perception + Occult (difficulty 8), can hear and speak to a recently dead body (no more than 24 hours dead). The corpses willingness to talk is determined by the number of successes, but no matter how many successes the Corn achieves, all hell get is the bodys mechanistic response to his questions. Odds are, the corpses ghost is long gone.

Deeper Lungs (Level Three) - The Mokole may reserve air within himself, allowing him to live for a period of time without breathing. This Gift is taught by Turtle-spirits.
System: In the material world, this Gift allows the MokolC to hold her breath for a number of hours equal to his Stamina. In the Umbra, the duration is the same number of days. In any event, when the duration expires, the Mokole must be able to breathe air for a full five minutes before invoking this Gift again.

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Direct the Storm/Scent of Blood (Level Three) Having a packmate who is prone to frenzy isn't safe for anyone. With this Gift, the Shadow Lord can direct the primal instincts of a frenzied Garou friend or foe causing him to attack targets of the Lord's choice. A Stormcrow teaches this Gift.
  System: The player spends a point of Gnosis and rolls Willpower (difficulty of the target's Rage). Success indicates that the Shadow Lord controls the target's frenzy and can set him on anyone she chooses. Using this Gift on a Garou in the Thrall of the Wyrm is possible, but doing so requires the player to roll Rage (difficulty 7) to check for frenzy for her own character.

Disquiet (Level Three) This Gift makes its target feel inexplicably depressed and withdrawn. The subject finds it difficult to draw on his full emotion or to maintain any type of concentration. An ancestor-spirit teaches this Gift.
  System: The player rolls Manipulation + Empathy against a difficulty equal to the target's Willpower. If successful, that opponent will not be able to recover Rage for the duration of the scene. Furthermore, all difficulties for extended actions increase by one.

Distant Whispers (Level Three) - Much like the Metis Gift; Mental Speech , but with a typically Fox twist: The shinju speaks his message into the wind, a stream, a fire, the bare ground or other element, and the target hears theKitsune's voice coming from a like source nearby. Storms arc particularly popular vehicles talking thunder satisfies the shinju sense of drama. This Gift is taught by any Elemental spirit.
System: The player rolls Charisma + Empathy (difficulty 8 ) . The Fox may communicate over a distance of 20 miles per success, provided the element she chose for a carrier is present at both ends. The conduit will not allow mind-reading and will not work with strangers (-wnless the Fox has a personal token of the target, such as fingernail clippings or a wedding ring), but permits Social Abilities to be used on the receiver, provided no visual cues are necessary.

Divided Heart (Level Three) The heart of the werewolf is filled with rage, and quite often, this internal fire can overcome a werewolfs strength of will. With this Gift, taught by any tree spirit, a Philodox can briefly allow another to hold back the fury inside, lest a poorly made decision cause irreparable damage.
System: The purpose of this Gift is to help alleviate the difficulties a werewolf encounters when his Rage exceeds his Willpower (Werewolf, p. 126). For every success on a Manipulation + Primal Urge roll by the Philodox player, one penalty die is negated for the target character. The effects last for five minutes per success a Philodox can temporarily alleviate the Curse, but never negate it.

Dragonfear (Level Three) - -This Gift invokes an aura of menace so terrible that the Mokolks Archid form is capable of inducing the night-fear in any creatures, supernatural or otherwise. This Gift is taught by Dragon.
System: The Mokolt! spends a Rage point to invoke the fear for one scene; all witnesses become subject to the Delirium. Note that the other creatures may roll Wits + Occult to move up on the Delirium Chart as usual. However, creatures created to be immune to the Delirium, such as fomori, can still experience the effects of the Delirium when this Gift is used.

Dragons Breath (Level Three) -The Mokole can spit fire; taught by Dragon himself.
System: The player spends one Rage and rolls Dexterity + Brawl (difficulty 8); the flame inflicts two health levels of aggravated damage. If the roll succeeds, the creature can spend additional Rage; each point spent inflicts two additional levels of aggravated damage.

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