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GIFTS (In English)

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Dragon's Tongue (Level Three) - -This enables the Mokolk to call lightning down on a target. This Gift is taught by a Lightning-Bringer.
System: The player spends a Willpower point and rolls Strength + Intimidation, difficulty 6. Each success inflicts one die of aggravated damage on the target. The difficulty may be increased at the Storyteller’s option if there is no storm, no clouds, the Mokok is inside, or other unfavorable conditions are present.

Dreams of the Buri-Jaan (Level Three)

Drop of Sea (Level Three) — Qualmi are renowned shapeshifters; this Gift, which allows them to take a variety of forms, demonstrates why.
System: This Gift combines the powers of the Level Four Homid Gift: Monkey’s Uncle and the Level Five Swara Gift: All the Beasts Under the Sun, with the following differences: The roll is Manipulation + Subterfuge (difficulty 7); the animal shapes run from hare-sized to bear-sized; and an observer who makes a Perception + Enigmas roll (difficulty 9) may see the werecat for what she is. If he wants to undo the magic, he may ask the transformed werecat a riddle (see “Gamecraft); if she can’t answer it, she changes back to her old form immediately.

Drown (Level Three) - The Rokea causes an airbreather to grow gills, so that she must breathe water to survive. More diplomatic Dimwaters might use this Gift to allow a visitor to come to Sea, but most of the time, the Gift is used to kill air-breathers or force them leap into the water..where the Dimwater’s slew awaits. Any fish-spirit can teach this Gift.
System: The player spends a Willpower point and rolls Willpower (difficulty of the victim’s Stamina + 4). Success forces the target to breathe water (fresh or salt) to survive, but offers no protection from other sea-borne hazards (pressure, temperature, sharks). The effects last for one hour.

Ease the Fevered Mind (Level Three)

Elemental Favor (Level Three) — By begging, threatening or cajoling an urban elemental, a Garou can convince the spirit to do her a favor by manipulating or even destroying her earthly shell. Thus, a glass sheet might explode at the Garou's foes; a door might refuse to open, even if unlocked, or a car's brakes might fail. An urban elemental teaches this Gift. For Red Talons that this version affects the four classic elements — fire, earth, water and air — and a natural elemental teaches it.
System: The player rolls Charisma + Subterfuge (difficulty of the spirit's Gnosis). The Storyteller determines the precise effects.

Evasion (Level Three) - Trapping a rat is difficult. Hitting one can be nigh-impossible. Anyone who’s chased a feral rat through an apartment late at night has experienced this first-hand. Tunnel Runners heighten this instinct to supernatural levels, especially when they travel through realms frequented by supernatural creatures.
System: During combat, spend one Rage and roll Dexterity + Dodge (difficulty 8). Add up the number of successes and remember it; each success can be spent for an automatic success on a Dexterity + Dodge roll that turn. These points can be spent before or after the roll is made; if you miss a Dodge roll by one or two successes, it may save your tail. The Tunnel Runner cannot attack while using Evasion, but he may take other actions. This Gift can’t be used at the same time as the rodens Gift: Scamper.

Evocation of Ceremony (Level Three) — Rituals are not used only to evoke supernatural effects; they also have an inherent value to Theurges in and of themselves. Using this Gift, the Garou evokes a sense of awe, reverence and holy mystery through ritualistic behavior — anything from a Garou rite to a Catholic sacrament. Along with any normal mystical effect, the ceremony produces a sense of reaffirmation and cosmological belonging in everybody who participates. While Theurges usually use this effect to strengthen sincere spiritual devotions or build community among Garou, it’s just as easily abused to keep participants in a rite in ignorant, dogmatic fear of the supernatural world — the Theurge’s intent, not the nature of the Gift, determines which is the case. An enigmatic spirit teaches this Gift.
System: Any being can attempt to inspire, unify or cow an audience through ritualism with a Charisma + Rituals, Occult, Performance or Subterfuge roll as appropriate to the exact situation. Possession of this Gift increases the Charisma of the Theurge by four dots, only for the purposes of such attempts (to a maximum of nine).

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Exorcism (Level Three) — This is the Gift of ejecting spirits from places or objects, whether they are there voluntarily or are bound there. Any Incarna avatar can teach this Gift.
  System: The Garou must concentrate uninterrupted for three turns. If a spirit does not wish to leave, the player must make a Manipulation + Intimidation roll (difficulty of the spirit's Willpower). If the spirit has been bound to its lodging place (or into a fetish), then the exorcist must make a Wits + Subterfuge roll (difficulty 8) and gain more successes than the binder did when tying the spirit to its location. This Gift can be used to "cure" fomori, although the host will surely die as the Bane is ejected unless a powerful healer manages to preserve her life during the exorcism.

Eyes of the Cat/Cat Sight/Eyes of the Wound (Level Three) — The werewolf may see clearly in pitch darkness. His eyes glow a lambent green while this power is in effect. Any cat-spirit can teach this Gift, although werewolves who make enemies of the Bastet will have trouble finding teachers. This is another gift that is easier for the Bastet to learn, than the Garou.  For the Rokea, this Gift also immediately compensates for sudden flare-ups of light. A shark-spirit teaches the Rokea this Gift.
  System: The character must state when the Gift is in effect, but it requires no roll or expenditure. The character suffers no difficulty or dice-pool penalties from darkness.

Eye of the Cobra/A Mother's Look (Level Three) — With but a look, the Garou can attract anyone to his side. A snake-spirit teaches this Gift.
  System: The player rolls Appearance + Enigmas (difficulty of the target's Willpower). The Garou needs three successes to bring the target to his side; fewer at least start the victim moving in the right direction. Once there, the target can do as he pleases, but he must try his best to get to the Galliard until then.

Eyes of the Eagle (Level Three) - One of the few Corax Gifts available in any form, Eyes of the Eagle allows the wereraven’s vision to pierce fog, smoke, cloud and darkness. When this Gift is called upon, the Corax can suddenly see through anything short of a solid object. Eaglespirits teach this Gift.
System: This Gift requires the expenditure of a single point ofGnosis, anda Perception + Alertness roll (difficulty 6). The effect of the Gift lasts for as many minutes as there are successes rolled. The expenditure of a Willpower point extends the effect fromi minutes to hours.

Faerie Kin (Level Three) — The Fianna can call upon ancient pacts between her people and the fae. By emitting a special howl, the Garou can call whatever fae are in the area to help. They will obey the Fianna, but not without question. A dream-spirit teaches this Gift, and the teaching normally involves a quest of some kind.
  System: The player spends at least one Gnosis point and rolls Manipulation + Occult (difficulty 8). Spending more Gnosis increases) the raw power of the faeries who respond, while more successes on the roll means that more faeries answer. Note that this Gift may summon changelings or dream-spirits called chimera, but it will call true fae only in strange Umbral reaches, and even then very rarely. Botching this roll is bad news; the faeries who respond are vicious and malevolent, and they will act to hinder the Garou.

Farsight/Smoking Mirror (Level Three/Level Two) — By concentrating on a reflective surface or summoning a spirit, the Bastet looks into distant places. It helps if he’s been there before, but it isn’t essential. Once he finds what he’s looking for, he may watch it for a while until, slowly, the Farsight fades.
System: Invoking this Gift requires a Gnosis point, a Perception + Occult roll, and time to concentrate. The roll’s difficulty depends on the werecat’s knowledge of his target. Although Farsight only spies on places, not people, anyone there can be observed as usual. The cat sees the place as if from a bird’s-eye perspective — high enough to see everything nearby, but close enough to discern objects. A Willpower roll (difficulty 6) allows him to “focus” on  certain things. The Gift lasts for one turn per success, and extends up to 30 miles distant.

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Location Difficulty
Intimately familiar (home, girlfriend’s place) 6
Somewhat familiar (buddy’s house, vacation spot) 7
Visited occasionally (old elementary school) 8
Been there once 9
Only described, or seen in photos 10

Fathom Sight (Level Three) - The vast expanse of the ocean taxes even the sensory powers of the Rokea. With this Gift, a Rokea can project all of her senses, not just sight, for great distances. This Gift works in any direction, including straight up (meaning that it is possible to see and hear events above the surface). Fathom Sight does not translate speech for the Rokea, however, so eavesdropping on a conversation on board a boat deck does no good unless the Rokea understands whatever language the humans are using. The spirit of any swift-moving fish teaches this Gift.
System: The player spends one Gnosis point and rolls Perception + Alertness (difficulty 7). The Rokea can send her senses out for 1 mile per success in water, and 100' per success on land (this difference is due to the far greater concentration of distractions on land). The Gift lasts for one scene.

Fist of Cahlash (Level Three) — By channeling in raw destructive power, an angry Bastet can destroy any material thing with a snarl. Although the Gift isn’t terribly effective against living (or undead) creatures, its potency can be avowed by a multitude of puzzled technicians and drivers in various rainforestclearing projects.
System: The werecat’s player spends a Rage point and rolls her  Rage against difficulty 6 (for inanimate objects) or 8 (for living or undead beings). Each success either destroys 10 pounds (or 10 cubic feet) of matter, or inflicts one aggravated Health Level. The  latter damage can only be soaked by a Gnosis or Glamour roll (difficulty 6), Spirit or Prime countermagick, or vampiric Fortitude. Affected targets literally burst or fly apart. The Fist cannot affect spirit-matter of any kind; even Materialized spirits or ghosts are immune. New attacks require new rolls and expenditures.

Flight of the Swift (Level Three) - Raven's aren't the fastest flyers out there.  They admit this, and don't have a problem with it under most circumstances.  However, on those rare occasions when a Corax finds himself chased by something both airborne, faster and nastier than he is, the Corax get's a little envious of his faster, smaller cousins.
That's where Flight of the Swift comes in.  In essence, it's a set of afterburners that a Corax can hide under her feathers giving her the wherewithal for an extremely speedy escape.  A Swift-spirit teaches this gift.
System: All this Gift does is allow a Corax to double his rate of speed.  Corax normally fly at up to 35 MPH, so a Corax calling upon Flight of the Sw3ift can reach up to 7- mph.  Using Flight of the Swift requires the scrafice of a point of Rage and a Dexterity + Flying roll (Difficulty 5).  Multiple successes can allow a Corax to go even faster than he is supposed to go by the Gift's parameters. 

Freyja’s Blessing (Level Three) — The old Norse goddess of fertility and love traveled in a chariot drawn by cats. Now she remembers the service by gifting certain cat-folk with a profound fertility, which they may bestow upon others if they wish. Although the Gift doesn’t insure that a given mating will sire a Bastet kitten, many within the Folk claim that without the Blessing, their kind might be virtually extinct.
System: By rolling Gnosis (difficulty 7) and calling upon Freyja, Gaia or Nala, the Bastet summons a Fertility-spirit into herself. By laying her hands on another’s belly, the werecat may pass the spirit into someone else who wants a child. A male may use the Gift at +1 difficulty to sire some offspring with his next mating. If the roll succeeds, a child of some kind will result. Whether that child carries the werecat gene depends on Nala’s (and the Storyteller’s) whim.

Friend In Need (Level Three) — It takes a lot for a pack to accept a Bone Gnawer as an equal, but once they do, the Bone Gnawer's loyalty is unshakable. This Gift allows a Bone Gnawer to risk all, even his own life, to aid a packmate or tribemate. A dog-spirit teaches this Gift.
  System: When a packmate or fellow Bone Gnawer is in danger, the Bone Gnawer may "lend" him what he needs, be it a Gift the Bone Gnawer knows, his Rage, his Willpower, or even his own life (in the form of health levels). The Bone Gnawer cannot lend a Gift of a higher rank than the recipient could know, nor can he lend Abilities or Attributes. The player must spend one Willpower point and roll Willpower (difficulty 7) and must succeed for the transfer to take place. If the roll botches, the Bone Gnawer loses the Traits in question but the recipient does not gain them. This Gift lasts until the end of the scene unless the recipient decides to terminate it early. If the recipient dies before the Traits are returned, the Bone Gnawer loses them permanently.

Gift of Laughter (Level Three)

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Gift of Rage (Level Three) — By tapping into her inner Beast, the werecat may summon a Berserk frenzy, lashing out at everyone within range until the Gift wears off. Sadly, this is usually a last-ditch tactic; most werecats use the Gift only once.
System: To invoke a frenzy, the cat’s player rolls her Rage (difficulty 6). This sends her into a killing state where tactics and mercy are impossible and all Health Level penalties are suspended. This rage lasts as long as there’s danger around, and in this state, anyone present seems dangerous. The Thrall of the Wyrm (Werewolf, page 201) applies to werecats, too.

Gift of Rage (Level Three) - While the Nuwisha do not, for the most part, envy their Garou cousins’ ability to Rage, they admit that is comes in handy. With this Gift, the werecoyote gains Rage for a short time, with all the benefits and drawbacks it carries. A spirit servant of Loki teaches this Gift.
System: The player rolls Willpower (difficulty 7). If successful, the character gains a Rage rating of 5 for the scene (though she  may cancel it at any time).  While this gift is in  effect, the character can take extra actions and shapeshift instantly, as Garou can - but is also subject to frenzy and vulnerable to silver.

Gift of the Ray (Level Three) -

Great Leap (Level Three) — The Strider with this Gift can jump truly astounding distances. A jackrabbit-spirit teaches this Gift.
  System: The player spends one Willpower point and rolls Strength + Athletics. Each success allows the character to jump 100 feet.

Gremlins/Ebisu's Fingers (Level Three) — The Ragabash can cause a technological device to malfunction, merely by touching it. This Gift actually disrupts the spirit energy within the device that aids its function. If the Garou can frighten the spirit sufficiently, it will flee the device, causing it to malfunction permanently. A Gremlin teaches this Gift. Ebisu is a Shinto luck god and the Patron of Honest Work. To the Kitsune way of thinking, machines take work away from honest laborers; this Gift puts it back.
  System: The player rolls Manipulation + Intimidation; the difficulty is determined by the complexity of the item. The more successes the Garou obtains, the more the device is damaged. Five successes disable the device permanently (the spirit has fled). Good roleplaying might certainly warrant one to three additional dice at the discretion of the Storyteller.

Device Difficulty
Computer 4
Phone 6
Automobile 8
Knife 10

Happy Thoughts (Level Three) - Shapeshifters with Rage are dangerous to be around. More than one Nuwisha has lost her life when an unappreciative werewolf has lost control after aprank. This Gift allows the Nuwisha to remove the threat of frenzy for a short time (hopefully long enough to get away). An avatar of Coyote teaches this Gift.
System: The player spends one Gnosis point. The character must touch the target. For the duration of the scene, the target loses access to his Rage. He cannot frenzy, take extra actions, or use Rage in any way. He can still change shape, however- the Rage is still present, the target just can’t make use of it.

Heart of Fury (Level Three/Level Two Bastet) — The Garou can steel himself against anger, suppressing his Rage and creating a mental dam against the explosive frenzies of his kind. This anger will catch up with him eventually, though, so he must vent it before it breaks free. A boar-spirit teaches this Gift.
  System: The player rolls Willpower (difficulty of the character's permanent Rage rating). Every two successes add one to the character's frenzy difficulties for the scene, making it harder to frenzy. When the scene ends, however, past slights and injuries come rushing back to haunt the Garou, refilling the Garou's heart and soul. He must spend one Willpower point or make a frenzy check immediately at the regular difficulty.

Hot Ichor (Level Three) - - This Gift makes the Mokok able to gain a pool of heat energy, increasing his prowess in hunting or battle. A Raptor-spirit teaches this Gift.
System: By spending Rage, the character gains a temporary “heat pool” of one point per Rage point spent. Beginning thenext turn, the Mokole can thenspend the points in the heat pool to add to Physical Attributes; the bonuses last for one turn. The pool maximum is the Mokolk’s Homid-form Stamina + 5.

Hummingbird Dart (Level Three) - This gift is most often utilized in conjunction with Razor Feathers, in which case it makes for a devastating weapon. Hummingbird Dart permits a Corax to pluck one of her own feathers and throw it like (as one might guess) a dart. The feather flies Straight and true, Un~~~Umbebrye adn ything SO petty as the laws of Physics and the strictures OfaerodYnamics. A Hummingbird-spirit teaches this Gift.
System: The Hummingbird Dart requires that the Corax Spend a Point of Rage and then roll Dexterity + Melee (difficulty 5). If a Corax chooses to use this Gift after calling for Razor Feathers, the results can be vicious. A Razored Hummingbird Dart is, in essence, a throwing shiv that does aggravated damage, and should be treated accordingly. The thrown feather does Dexterity +3 dice of damage.

Ignore Pain (Level Three) — By summoning up his inner reserves, the werecat can ignore the effects of his wounds.
System: A successful Stamina + Primal-Urge roll (difficulty 8) allows the character to ignore all Health Level penalties for the Gift’s duration, even those from aggravated damage. Each success lets the Gift last two turns. If the Bastet hasn’t healed by then, he’ll be in serious pain….

Impala’s Flight (Level Three/One) — An essential Gift on the open plains, the Flight doubles the werecat’s running speed. As the name implies, Bastet credit Impala with this wisdom.  This is much easier for the Swara to learn.
System: A successful Stamina + Athletics roll (difficulty 6) boosts the cat’s maximum speed to double. It does not confer additional actions in the same turn. The Gift lasts two turns per success, and works in any form.

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Improvisation (Level Three) - In your hands, anything can become a lethal weapon. All Ratkin are servitors of chaos; in combat, a warrior with this Gift is adeadly, unpredictable madman.
System: Spend a point of Gnosis and name a type of object that would be near your character in combat. You may then wield one of these objects as a weapon for the duration of one scene. Each time you use this Gift, however, you must name a different type of object. As always, your Storyteller can veto your choice if its too implausible. For instance, the first time you fight in a cafe, for instance, you may decide to fight with “plates,” while the next time, you may choose “kitchen knives,” “hot coffee” or “trash cans.” In addition, you must graphically describe each attack you make, and describe a different attack each time. Wielding it requires a roll of Dexterity + Melee; the difficulty starts at a 6 at the beginning of combat. Each attack you make must be different than all the attacks before it. If you chose “plates,” for instance, you could break a pIate over someone’s head the first round, roll a plate across the floor and trip someone into a plate glass window the second round, and break a plate into  jagged pieces before stabbing someone on the third  round. Each attack must be different. The Storyteller responds to each attack with a thumbs up or a thumbs down.  Depending on how ingenious your attack is, the difficulty of your next attack is either -1 or +1.  The damage roll starts out equal to your permanent Rage; this also goes up or down by 1, depending on your ingenuity.  If the storyteller is impressed and gives a thumbs up to your attack, the damage roll of the same subsequent  attack get's an extra die and the difficulty goes down by 1.  If the Storyteller is not amused and gives a thumbs down, the damage roll of your next attack loses one die and the difficulty goes up by 1.  Optionally, the Storyteller may ask everyone at the table (or watching the game) to give a thumbs up or down and use the crowd's judgement.  Believe me, if the player and Storyteller are ingenious, they will draw a crowd.

Impunity (Level Three) — One of the Ragabash’s jobs is to voice uncomfortable truths. Unfortunately, not all tolerate that role, and those who most need to hear the truth are often least willing to listen. No Moons must be quick on their feet to avoid a furious elder who’s been called on the carpet by a subordinate. With this Gift, the Garou may tell a respected leader he screwed up without becoming the dead messenger. The Gift is taught by a cat-spirit.
System: By succeeding in a Charisma + Subterfuge roll (difficulty 6), the Ragabash can avoid the worst repercussions of his statements. The target(s) must make a Willpower roll (difficulty 6 plus the No Moon’s successes) to punish or attack the speaker for the rest of the scene. Each attempted use of this Gift in the span of a lunar month adds an additional +1 to the No Moon’s difficulty. Note that whatever the Ragabash says must be clearly and completely true from the user’s point of view — no prevarication or double entendres are possible. For example, “Your nephew broke the Litany” would work if said Garou ate a policeman, but not if he failed to respect a Black Spiral’s territory. (Though a simple opinion, such as “You’re being an idiot,” is acceptable if heartfelt). The Storyteller is the final arbiter. If the Ragabash attempts to misuse this impressive Gift, not only will he not realize it didn’t work until after he speaks, but Cat will make her displeasure evident.

Indirect Strike (Level Three)

Invisibility (Level Three) — The Garou can vanish from sight. When this Gift is in use, the Garou must concentrate on staying invisible. He cannot move faster than half normal walking speed, and he cannot draw attention to himself. A spirit servant of Uktena teaches this Gift.
  System: The player spends one Gnosis point and rolls Intelligence + Occult (difficulty varies: 4 if already concealed, 6 if in open, 9 if in plain sight). Anyone looking for the Garou must score more successes on a Perception + Alertness roll (difficulty 8) than the player did on the initial roll.

Itchy (Level Three) - Years ago, a small pack of Rat-spirits accessed the Television Zone in the umbra. When they came back, the results weren’t pretty. Local cartoon mice had taught them things Rats Were Not Meant to how. The Itchy Gift allows a Ratkin in the Umbra to shapechange into a form that can employ many of the Cat-and-Mouse tactics used in classic cartoons.
System: “Taking Itchy form” is not subtle; all of the colors in the Ratkin’s fur become much brighter than reality can normally manage. The wererat even begins to move like a cartoon mouse, and any creature he decides to stalk will hear an macabre parody of cartoon music. Spend one Gnosis and roll Intelligence + Enigmas, difficulty 6. Itchy-form Ratkin have the statistics of Rodens form, but can take ridiculous amounts of damage and live; the number of extra successes on the initial roll become temporary health levels for the duration of one scene.   These extra levels only apply to non-aggravated damage; the claws and teeth of supernatural creatures remain just as deadly. By spending one Rage, you can also form a cartoon weapon for one scene; thenon-aggravated damage it inflicts is equal to your permanent Rage. You can only devise one cartoon weapon or trap at a time, which fizzles out at the end of the scene. For some reason, cartoon rats have unusually elastic bodies, which can distort into all the shapes you’d expect in animation. An Itchy form-rodens’ eyes can literally bug out, a heart pounding in your chest may swell several inches outside of your body, and so on. The Storytelkr has control over this; toon out at your own risk. Since this Gift can only be used in the Umbra, no one needs to worry about shredding the Veil.

Keening of Swarm Panic (Level Three)

Kitesnake (Level Three)

Kun's Warning (Level Three) - Some islander legends speak of a person born with a shark's mouth between his shoulder blades, who later became a shark and killed and ate other islanders. Likely as not, these tales are garbled stories of the Kun's Warning Gift. Used in modern times mainly by betweeners and their hunters, this Gift causes a shark's maw to appear on the Rokea's back. This allows some early warning for the Rokea, as well as an extra line of defense against multiple opponents. A shark-spirit teaches this Gift.
System: The player spends one Rage point and rolls Stamina + Primal-Urge (difficulty 7). This Gift is active for one day per success, unless the Rokea decides to cancel it earlier. The mouth appears between the Rokea's shoulder blades and protrudes only slightly; not enough to give the Rokea a "humped" look. While this Gift is active, the teeth will begin to gnash should anyone try to creep up behind the wereshark. If the stalker is using a supernatural power to remain hidden (such as the Gift: Blur of the Milky Eye), the Storyteller should roll the Rokea's Gnosis (difficulty 8). If the roll succeeds, the mouth "notices" the stalker and reacts accordingly. The jaws can be used to inflict normal bite damage, provided the Rokea can position herself in such a way as to allow this.

Lance of the Summer Sun (Level Three)

Larder of the Shrike (Level Three) - Shrikes are notorious for killing more than they need, then storing the corpses for later use. Shrike-spirits can share the knowledge of  the benefits that can accrue from such behavior. Essentially, this Gift allows the to Store food - and anything eke, like, Say, acorpse- in Perfect condition for up toayear, solong as the stored item is allowed to hang free in the “larder.”
System: By spending a Gnosis and succeeding on a Willpower roll (difficulty 61, a Corax can use this Gift on a hunk of meat (or vegetables, though few Corax have deigned to do so) to preserve it nearly ad infinitum for future use. For as long as the Gift’s effect lasts, neither rot nor bloat affects the stored items - including dead bodies. Living items cannot be placed into a state of suspended animation by this Gift, which only affects dead things. Vampires and Risen don’t fall under Larder of the Shrike’s purview either, unfortunately.

Lesions (Level Three) - Like the Garou Gift: Halt theCoward’s Flight. Ifyou can bite or claw your victim, lesions and sores will break out on his legs and feet, making rapid movement impossible. His running speed is effectively halved.
System: Spend one tum focusing your diseases within you, and then bite or claw your victim. You must unleash this illness before the end of the scene. If you succeed, roll Charisma + Intimidation; the difficulty is the victim’s Willpower. If this roll succeeds, the victim moves at half normal speed for the remainder of the scene. This is an Epidemic, and can be spread to more than one victim with the Gift: Epidemic Contagion.

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(Level Three) -

Long Running (Level Three) - Reduce the travel time of a journey, whether on foot or in a vehicle.
System: The player spends one Gnosis and rolls Dexterity + Athletics (or I’kive, if driving) against the difficulty of the local Gauntlet, each success reduces travel time by 5%. The effects last for one day.

Long Strike (Level Three)

Lover’s Touch (Level Three) - The Garou can restore what another lacks: not only wounds healed, but also strength of will and even spiritual essence. Any spirit of love or avatar of Unicorn may teach this Gift.
System: The Garou touches the afflicted person kindly; the system is the same as for Mother’s Touch.  The two need not be lovers but the contact must convey affection and warmth; the two may embrace, one may caress the other or wrestle with him, or there may be further intimacy. The Garou spends a Gnosis point and rolls Intelligence + Medicine as usual; each success may restore one health level of damage, one point of Willpower, or one point of Essence (if the target is a spirit). The difficulty is the Rage or Willpower of the other person (whichever is higher). The player may choose to divide the successes among multiple pools; he need not choose to heal only wounds or Willpower. In all other respects, this Gift functions as Grandmother’s Touch, save that it can be used on spirits (but, yet again, not undead).

Lure (Level Three) - The Dimwater creates an illusory replica of herself, which can act somewhat autonomously. It can perform simple, repetitive actions (swimming or walking, commonly). The illusion looks, sounds, and smells exactly like the Rokea. It has no tactile component, but by the time an attacker realizes this, she has already revealed herself to the lurking wereshark. Angler fish-spirits teach this Gift.
System: The player spends one Gnosis point. The duplicate can appear anywhere within the Rokea's line of sight and lasts until the Rokea breaks concentration or wills the duplicate to vanish. The duplicate may take any action the Rokea wishes, but as it has no physical form, it cannot pick up objects or attack.

Mental Speech/Touch the Mind/Send the Dream (Level Three/Level Two(B)) — This Gift grants mental communication, even over vast distances. The user must either know the target personally (although he does not have to be friends with that person) or have something that belongs to that person, such as a lock of his hair. Bird spirits and ; spirits of intellect teach this Gift. Owl is a particularly sought-after teacher, and those who learn from him claim to have enhanced abilities at night.
  System: The player rolls Charisma + Empathy (difficulty 8) and expends a Willpower point; the effects last for a scene. His character may hold a mental conversation with a target at a maximum distance of 10 miles per success. It does not allow mind reading, but the werewolf may use social Abilities, such as Intimidation.

Might of the Mountain (Level Three)

Might of Thor/Might of the Kings/Strength of the Crashing Waves (Level Three) — The Garou can increase his strength tremendously, the better to slay his foes. A wolf-spirit teaches this Gift.
  System: The player spends one Gnosis and one Rage, then rolls Willpower (difficulty 8). The Garou's Strength doubles for one turn per success. After the Gift wears off, the Get is weakened considerably (Physical Attributes are considered 1, and Willpower is halved) until he can rest for at least one hour.

Mind Sight (Level Three)

Mind to Mind (Level Three)

Mynah’s Touch (Level Three) - This Gift allows a Corax to know the details of any Garou Gift of a lower level than the Corax herself. This knowledge flees the instant that the Corax actually uses the “borrowed” Gift, but in the meantime an impressive body of knowledge is there for the taking. This Gift is only taught by mynah-spirits.
System: The use of this Gift demands two points of Gnosis, as well as a Wits + Alertness roll (difficulty 6). If there are any successes, the Corax using the Gift can now pick and choose knowledge of a single Gift from the entire list of Garou Gifts lower in level than he is. The stolen Gift can be used once.

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Name the Spirit (Level Three) — A werewolf with this Gift becomes familiar with the ways of the Umbra. He can sense the type and approximate Trait levels (Rage, Gnosis, Willpower) of spirits. A spirit servant of the Uktena totem teaches this Gift.
  System: The player spends one Willpower point and rolls Perception + Occult (difficulty 8).

No Blood (Level Three) - Most sharks use vibrations and electrical pulses as well as smell to track food. The Darkwater using this Gift renders herself completely invisible to these senses. Even if she bleeds, she still emits no smell at all. Also, her coloration changes so that any attempts to see her coming are stifled as well. In short, as long as the wereshark remains silent, she likely remains undetected. A stingray spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Wits + Stealth (difficulty 6). Success indicates that the Rokea is completely undetectable by scent, vibration, or electric pulse, and any attempts to detect by sight are at +3 difficulty. While this Gift is most useful underwater, it does thwart Gifts like Scent of Sight as well. The Gift's effects last for one hour per success, though attacking or otherwise drawing attention to oneself cancels them.

Of Rat and Man (Level Three) - With a bit of practice, homid breed Ratkin can learn to assume a form between Homid and Crinos, rather like a Garou’s Glabro form. Though the critter still appears very human, his “ratlike” features become exaggerated enough that anyone can notice them. Beady eyes, a sharp nose, gnarled hands and a stoop are the most commonly displayed traits. Humans find this unnerving; rats find it charming. While in this form, many of the aspects of misleading and betraying humans become much easier.
System: Spend one Rage and spend one turn shifting. The following Attribute modifiers apply while in “near man” form: Dexterity +2, Charisma +1 (to rats), Charisma -1 (to humans), and Perception +2. Best of all, while in this cunning form, your Subterfuge and Stealth rolls’ difficulties are reduced by 2.

Open Moon Bridge/Open Sun Bridge (Level Three) — The Garou has the ability to open a moon bridge, with or without the permission of the totem of that caern. A Lune teaches this Gift.
  System: The player spends one Gnosis point. See the Rite of the Opened Bridge for more information on opening moon bridges. The maximum distance that can thereby be covered is 1,000 miles.

Paralyzing Stare (Level Three) — The Shadow Lord directs a terrifying glare at a target, causing her to freeze in terror. A Stormcrow teaches this Gift.
  System: The Garou concentrates for one turn. The player spends one Gnosis point, and rolls Charisma + Intimidation (difficulty of the target's Willpower). Each success freezes the target in place for one turn. The target must be able to see the Garou.

Part Webs (Level Three) - The Damhan using this gift can walk through any webbing, even the Great Web, without actually disturbing the webs where they lay. This is very useful for moving through abandoned houses, and right past the traps set by others of their kind.
System: The character rolls Wits + Alertness, difficulty 6, and spends one Gnosis point. One success is enough to activate this Gift and it lasts for one scene.

Paws of the Raging Spirit Tiger (Level Three) — By channeling his chi energy through this Gift, a Khan may wreath his paws or hands in crackling spirit power. Thus fortified, the tiger can rip through enemies in the spirit world without stepping sideways to do it, so long as he can see them. Obviously, no spirit will teach a Bastet such a damaging Gift; he’ll have to learn it from another Khan (and considering this Gift’s nature, the learning can be very dangerous!).
System: The Khan spends a Gnosis point and concentrates. The next turn, his paws or hands begin to smolder in blue-white light. This light burns from blue to green to yellow to red. When it attains a pinkish hue, the Gift dissipates. This takes roughly six turns.

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Phantasm/Veil of Maya (Level Three/Level Four Garou) — Twisting the fibers of illusion, the Ceilican create majestic nonsense to baffle and entertain their companions — or horrors to torment their enemies. This secret obviously comes from forbidden faerie lore, and can be quite powerful in the hands of a cat with an active imagination. The Garou creates an unmoving illusion that contains visual, auditory, olfactory and even tactile elements. A grain-spirit — the so-called "spirit of spirits" — teaches this Gift.
System: To cast a Phantasm, the player rolls Manipulation +Subterfuge and spends a Willpower point. The resulting illusion lasts for one scene unless the cat chooses to dismiss it, and can extend through an area roughly 10 feet square. Simple illusions are easy; the more complex the trick, the harder it is to perform. Although the illusions have no solid form, a casual witness might be fooled into believing that a Phantasm was real. FOR GAROU:The player spends one Gnosis for each 10-foot area to be covered by the illusion and then rolls Intelligence + Expression. Anyone who doubts the illusion must roll Perception + Alertness and exceed the Garou's successes in order to see through it.

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

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

Pierce Illusion (Level Three)

Pin The Eagle's Wing (Level Three) — Known as Lleu's Spear by the Welsh Fianna (who claim to have discovered it), a Fianna with this Gift can throw a spear as far as an arrow and sink it deep into its target. Spirited Fianna can even pierce heavy doors or strike a foe on a high rooftop — or pierce a Leech's putrid heart. Ancestor-spirits teach this Gift.
System: The Fianna must concentrate on the weapon for one full turn and make a Willpower roll (difficulty 8). She then spends a variable number of Gnosis points. Each Gnosis grants two additional dice, which can be split between the attack roll and damage roll. Dice may also be used to increase the spear's flight distance (20 yards per die allocated). The Gift doesn't work with any other weapon, even a thrust spear - only a thrown spear.

Prevent Adharma (Level Three)

Pull of the Chosen Land (Level Three)

Pulse of the Invisible (Level Three) — Spirits fill the world around the Garou, and none knows this fact better than the Theurge. This Gift grants constant awareness of the spirit world. Even in the physical world, the Theurge with this Gift can interact with spirits in the Penumbra at will. While most spirit activity is barely worth watching, the Theurge will be aware of any dramatic changes. Any spirit can teach this Gift.
  System: If the Garou's permanent Gnosis equals or exceeds the Gauntlet, he can see into the Umbra automatically. Otherwise, the player must roll Gnosis to pierce the Gauntlet (difficulty of the Gauntlet rating). Only one success is required. The effect lasts for an entire scene or until the character enters an area with a higher Gauntlet.

Puppeteer’s Secret (Level Three) - All Kitsune pick up a few illusions, and a few fox tricks. Not being noticed is the most important of both. This Gift won't turn the Nine-Tails invisible; even better, it makes him one of the crowd. If a Fox using Puppeteer's Secret is standing around the police station, everyone just knows he's part of the squad. At the Party meeting, everyone assumes he's a faithful, if dull, member. Wherever he goes, he's been there for years—he's the familiar face; the friend of a friend; the loyal, nameless supporter; the small-timer trustworthy because he hasn't an angle to call his own. Deer and other well-camouflaged spirits (whose mortal representatives blend into the scenery or die) teach this Gift.
System: Forstarters, the player rolls Charisma + Subterfuge (difficulty 7). The Kitsune should be wearing at least a rough approximation of what everyone else is—a suit won't encourage the confidence of dock-workers — and keep up fairly appropriate behavior (as a janitor he can sweep the same patch of floor forever, but safecracking will draw too much attention). This need not be a maj or effort—Puppeteer's Secret will cover all the things a disguise can't except ignorance — but as a rule, the less the N ine-Tails says and does, the better. If the Fox begins to step outside his assumed character, the Storyteller may ask for additional skill rolls: Wits, Charisma or Manipulation plus Streetwise, Etiquette, etc., to allay suspicion.

Pure Venom (Level Three)

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Purity of Spirit (Level Three) — Many Galliards relate stories describing the werewolves’ weakness to silver as a kind of chiminage — the price Luna extracts from her children for the gift of Rage. Using this Gift, the werewolf can, at great cost, briefly shield himself against silver’s damaging power with his own spiritual energies. A Lune teaches this Gift.
System: The Garou spends a number of Gnosis points, and immediately receives this many automatic successes to soak damage from silver, even if she has no dice to roll. The effect lasts for a number of turns equal to the Gnosis spent, not including the remainder of the turn in which it was activated. The Gift does not take an action to activate, and indeed can be activated immediately if the Garou has been struck by surprise with a silver bullet or blade to help ameliorate the damage… as long as the user hasn’t spent any Rage that turn, of course. This Gift cannot be active at the same time as Luna’s Armor; whichever is activated last cancels the prior Gift.

Purr (Level Three) — The ultimate tool of feline seduction: by softly purring near some person or animal, the Bastet instills her with a desire to cuddle, pet and spoil him. So long as he treats his paramour well, she’ll want nothing more than to shower him with affection for days at a time. Purr works in any form.
System: To set this charm in motion, the Bastet must purr audibly for at least a minute. The player spends a Willpower point and rolls Charisma + Empathy (difficulty of the target’s Willpower). This Gift works on anyone, and unless she has some reason to suspect a trick, the subject will believe her affections are genuine (soon, they may be). Violence or unreasonable demands (“Go kill that vampire for me, sweetheart”) wreck the charm beyond repair — it’ll never work on her again. The infatuation lingers for one day per success; the results may last a lifetime.

Push (Level Three) -The Nuwisha can force another being into the Umbra with this Gift. This is taught by a Coyote-spirit.
System: The player must make a Gnosis roll (difficulty of the target’s Willpower) and expend one Gnosis point. The target of this Gift appears in the Penumbra.

Pyrotechnics (Level Three) -

Fire walks with you. While cowards cloak objects in darkness, you’re a soldier of the Apocalypse; you’ll cloak them in flames. The size of the object in question depends on your anger and your ability. Anyone using this Gift must have some sort of prop to cover up the supernatural activity. Use gasoline, mix chemicals, or just wire something to blow. Even if it shouldn’t physically work, your race’s undying hatred will give it the kick it needs to jump-start the Apocalypse.
System: Start off by focusing your anger. You can spend as f much Rage as you like; each point gives you an automatic success on the Intelligence + Occult roll that follows. The size of the object and its composition both affect the number of successes you need to set it ablaze. Every success allows you to torch a 10- by-10 foot area. Yes, this can be used on living things. Optionally, mechanically- inclined Storytellers may choose to split the number of successes on the initial roll between these two tables to further define the conflagration. For more details,check out the Fire! section of the main rulebook.

Successes Severity of the Fire difficulty to soak damage
One heat ofa candle (firstaesree bums) 3
Two heat of a torch (secondaegree bums) 5
Three heat of a Bunsen burner (thirddegree) 7
Four heat of a chemical fire 9
Five molten metal 10

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

Rapture of the Deep (Level Three)

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Rat Thing (Level Three) - With a bit of practice, metis Ratkin can learn to take on a form between Crinos and Rodens, rather like the well-known Garou Hispo form. The result is a giant, lumbering Rat Thing: a long, furry quadrapedal rodent about the size of a large dog.
System: Roll Stamina + Primal-Urge, difficulty 7. Shifting from Rodens or Crinos requires one success; shifting from Homid form requires three successes. As usual, spending apoint of Rage will automatically shift the character into this form. The Rat Thing’s Physical Attributes are Strength +4, Dexterity +1, Stamina +l; the brute is far stronger than it is agile, but it can lumber along at three times normal running speed. If the rest of the pack is in Rodens form, they can easily ride on the back of this beast of burden. With absolute obedience, it will carry them through hell and high-water on its furry back. Unfortunately, size is traded off for intelligence. A wererat in Rat Thing form has an effective Intelligence of 1, and can only follow the simplest orders. It cannot speak, save for vague grumbling noises. Its Manipulation score is also effectively 0. Though it is too dense to be affected by any kind of supernatural mind control, it has the attention span of a two-year-old human child. Pity the stupid, stupid Rat Thing.

Reshape Object/Craft of the Maker/Potter’s Clay/Maker’s Charm/Shape Matter (Level Three/Level Four) — The werewolf can shape once-living material (but not undead!) into a variety of objects instantly. Trees may become shelter, buck antlers become spears, animal hides become armor, and flowers become perfumes. The item will resemble the object from which it was shaped (e.g., the aforementioned spear is made of antler, not wood). A Pattern Spider — one of the Weaver's spirits — teaches this Gift.   System: The player rolls Manipulation + Crafts against a variable difficulty (5 to turn a broken tree limb into a spear, 8 to turn a plank into a floatable raft) and spends a Gnosis point. The created object is not necessarily permanent; it will last a length of time according to the following chart. Expending an additional Gnosis point allows a created weapon to inflict aggravated damage for the scene's duration or until the object returns to its original form. This effect can be made permanent with the sacrifice of a permanent point of Gnosis if the object itself is changed permanently.

Successes Duration
One 5 minutes
Two 10 minutes
Three One scene
Four One story
Five Permanent

Righteous Gaze (Level Three) — By staring into the heart of a liar, the werecat can break through his deception, shaming him badly. Bagheera and Simba excel at this Gift.
System: The werecat must stare into her target’s eyes for at least a turn and accuse him of lying. On a successful Perception + Subterfuge or Primal-Urge roll (difficulty of the target’s Willpower), the target not only confesses any lies he may have told, but also loses one point of temporary Willpower per success and falls to his knees in tears. If the accused is honest, the Gift merely makes him uneasy.

Safe Passage (Level Three)

Sanctify (Level Three) - This Gift is used in conjunction with the Rite of the Pain-Dagger; if you know this Gift, you may also learn that rite from a Warrior (without spending the experience for it). Normally, you can bind a spirit to a blade of religious significance to form a Pain-Dagger, the Ratkin’s equivalent of a Garou klaive. The Sanctify Gift allows you to temporarily bind one of the spirits used in the rite to unyehing with a jagged or pointed edge: butcher knives, chain saws, broken bottles, meat hooks and bone saws are all obvious examples. This Gift is blissfully bestowed by a Pain-spirit, but only if you can give it what it wants first. This often involves sacrificing another creature’s pain.
System: Find a weapon to dedicate as your new Pain Dagger. Spend one Rage and whisper the greatest crime you intend to commit with it into the blade. You can then perform the Rite of the Pain Dagger upon it to summon a Pain-spirit and bind it inside. If the weapon normally inflicts non-aggravated damage (like a broken bottle or a meat hook), the new weapon can mete out Strength + 2 aggravated damage. If the weapon normally inflicts aggravated damage (like a chainsaw), the new weapon metes out Strength + 4 damage. In addition, the Twitcher can spend a point of Gnosis to force the spirit to use the Charm: Agony (seep. 48). When the blade is dedicated, roll Gnosis; for each success, the spirit remains bound for one week. As usual, a Twitcher cannot don’t worry about losing Obligation Renown for performing irreverent or obscene acts with them. Unfortunately, the spirit inside a Sanctified Pain Daggers may whisper to the Twitcher who carries it; only the owner can hear these disturbing messages. Once a day, if the owner fails a Willpower roll (difficulty 9), a drawn spirit blade will force its owner to attack a victim of its choice. Some Ratkin believe it’s a small price to pay.

Sang Froid (Level Three)

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Scent of Vengeance (Level Three) - Nuwisha using this Gift can make another shapechanger recognize the scent of an old foe. Usually this scent emanates from somewhere in the distance, but the Nuwisha can also place the scent on another target, creating all sorts of havoc between innocent strangers or even close friends. When used in the latter fashion, this Gift completely masks the natural odor of the target. This Gift is taught by a Skunk-spirit.
System: The player rolls Wits + Subterfuge, difficulty 5, when producing the scent of an old foe. If the character decides to use this Gift on a target, he must successfully touch the person and spend one Gnosis point in addition to making a Wits + Subterfuge roll at a difficulty of 7.

Scale of Ma’at (Level Three) - The Halls of Ma’at are where the dead go to be judged; the liars, cheaters and murders are denied eternal life. The Silent Striders can invoke the judgment of Ma’at on the living, seeing through lies to find the ugly truth beneath. This Gift is taught by an ibis-spirit, the symbol of Thoth.
System: The player rolls Intelligence + Empathy (difficulty of the subject’s Manipulation + Subterfuge). Success indicates that the character knows which of the subject’s statements are true, and which are false. If the character chooses to delve more deeply into any statement, true or false, the player must first succeed at a Perception + Empathy roll against the same difficulty. Success unveils the complete truth to the Garou; a botch ends this use of the Gift, and closes this topic to the Strider forever - at least when questioning this individual.

School's Fear (Level Three) - The Brightwater can cause a group of beings — be it a school of fish, a crowd of people, or even a pack of Garou—to be seized with the fear that something is coming to eat them. Those gripped with the fear will panic and run (or swim) for their lives. This Gift is taught by the spirit of any small, schooling fish.
System: The targets need not actually see the Rokea for the Gift to work. The player simply rolls Charisma + Intimidation. The difficulty depends on the targets. Used against a school of normal fish or a group of humans, the difficulty is 6. Against active predators —a school of sharks or a pack of wolves, or even a group of soldiers or policemen — the difficulty rises to 8. Used against any group that includes supernatural beings, the difficulty is 9. If the roll succeeds, the group panics and runs for one turn per success (humans and fish usually keep fleeing until they reach safety).

Scorpion Tail (Level Three) - This Gift, usable only in Lilian or Pithus form, creates a fully functional scorpion tail.
System: The player spends three blood points to form the tail, which has a Strength equal to the werespider’s and does Strength +2 aggravated damage. The neurotoxin rarely affects Ovidbut damagesothercreaturessusceptible toit.TheAnanasi may use other known Gifts to amplify or change the toxin. The tail lasts for the scene, or until the Ananasi changes form.

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Sea’s Wisdom (Level Three) - The Dimwater swims in frenzied circles, creating a small whirlpool. In the swiftly moving water, she can hear the voice of her spiritual mother, Sea, and ask her advice. This Gift is taught by a spirit-servant of Sea.
System: The player rolls Intelligence + Rituals (difficulty 7). The more successes the player achieves, the more useful and direct the advice Sea grants will be. Seahasnot, as ofyet, given an opinion on betweeners to any Dimwater using this Gift.

Seek (Level Three) -The Gift opens communication with local spirits so the Kitsune may ask for a single individual’s location. Spirits answer correctly if they can; should the individual be beyond their territory, they admit such. The spirits of prtdatory animals teach this Gift. System: The Gift requires the expenditure of a Gnosis point to reach the spiri t required. This sacrifice is waived if the Kitsune is currenth in that spirit’s presence or shrine. The player rolls Wits +- Occult, difficulty 6.

Second Sight (Level Three) - High-ranking Tunnel Runners tend to settle down to a few select colonies, or decide to spend a lifetime acting as the Scout for one tribe. Staying in one place for too long can be intolerable - unless, of course, the maverick learns to use this Gift. By staring into the eyes of a younger Runner, the wererat can learn to use this second rat as his eyes and ears outside the Nest. This second Ratkin must voluntarily agree to this communion. This explains a commonly used tactic: aTunne1 Runner may agree to be captured by a nest’s enemies to help his colony find out more information.
System: Spend one Gnosis and roll Perception + Empathy; the difficulty is equal to (5 + the second Ratkin’s Rank). If you succeed, you can close your eyes and see through the eyes of this temporary ally. This effect lasts one day for each success. Once you advance beyond Rank Three, you can do this with more than one Tunnel Runner; for each level of Rank you have above 3, you can commune with an additional scout.

Sense Motion (Level Three) - The Kumoti may sense motion around her, regardless of illumination, size of the moving object or person or invisibility to normal vision.
System: The Ananasi spends one Gnosis point to detect even the slightest motion with a successful Perception +  Alertness roll. The Gift lasts for one scene.

Sense Need (Level Three)

Shadow the Moon’s Light (Level Three) — There is a time for everything, even for stealth. As nocturnal hunters, the catkings have perfected a secret which allows them to dim the light as they approach. While it can’t actually extinguish the moon, this Gift stifles natural, magical and technological lights equally well.
System: To dim the local lights, the werecat’s player rolls Manipulation + Stealth. The dimness lasts for one turn per success.

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

Shadow Walk (Level Three) - The Nuwisha employing this Gift may visit any aspect of the Umbra, even those normally forbidden to the Changing Breeds. This includes the Dark Umbra of the dead (which most Nuwisha avoid as both too depressing and too dangerous) and many Horizon Realms of the magi. This Gift is taught by a Gaffling of the Trickster.
System: The player must make a successful Gnosis roll, difficulty 7. Of course, the Nuwisha must still know where to go.

Shadow Wings (Level Three) -This Gift allows a Mokole to fly through the “nothing”of the Umbra, ignoring the various paths and tracks in favor of a more direct route from Realm to Realm. This Gift is taught by a Sky-spirit.
System: The MokolC must have the Gift: Walking Between Worlds to enter the Umbra, and must move to a place where “flying” between the Realms is possible. She may be using Dream the Matre’s Mind. Should she be able to reach an Anchorhead, she may fly through the Deep Umbra as well. No roll is necessary: the Mokok simply wills her wings to unfold.

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Shark’s Bones (Level Three) - Rokea in human form are often annoyed by how hard and brittle their bones become. This Gift allows the Rokea to change her Homid form bones into the pliable cartilage she is used to, if briefly. This allows her to squeeze into small openings (as tiny as eight square inches) and resist blunt damage. A shark-spirit teaches this Gift.
System: The player spends one Gnosis point, and the  Gift lasts for one scene. During that time, halve the damage of any bashing attack made on the character before soak is rolled. This Gift can only be used in Homid or Glabrus forms.

Shelter of the Earth (Level Three)

Shield of the Dragon (Level Three)

Sidewind (Level Three) - The vasuki can move With an amazing burst of sinuous agility-
System: The player spends one Gnosis, then rolls Stamina + Athletics (difficulty 7); for up to eight hours, the Nagah can move up to six times its normal land speed. (Multiply the creature’s land speed by the number ofsuccesses Plus one.) The Nagah must move continuously at this speed; if it slows down, the Gift’s effects end.

Silence (Level Three) - The Kitsune can completely silence an area so that no sound can be heap whatsoever. Lake- and Mountain-spirits teach this Gift.
System: The player spends two Gnosis points and rolls Manipulation+Stealth (difficulty 8); theareaof effect is five yards in radius per success. Any Gifts or other actions which require sound to work will cause the two users to make a resisted Gnosis (Chi or another appropriate Trait if not Bete) roll (difficulty 6) The winner's action takes precedence over the loser's, but the Silence will continue except for that interruption. The effect lasts one scene, or until the Bard is rendered unconscious.

Slick Webs (Level Three) - This gift allows the Ananasi to create an almost completely frictionless web. These webs are often used to line the tunnels of their own webs or web traps, allowing them to keep a target from escaping them easily.
System: The Ananasi spends one blood point and one Gnosis point to create this webbing; the web lasts until burnt or otherwise destroyed.

Silver Claws/Wolf’s Terror (Level Three/Level Four Bastet) — The Ahroun can establish her battlefield primacy against other werebeasts by transforming her own claws into silver. A Lune teaches this Gift.
  System: The player rolls Gnosis (difficulty 7) to activate the Gift. The transformation lasts for the scene or until the Ahroun decides to end the Gift. Silver claws still do aggravated damage to all targets, and they are naturally unsoakable to Garou and most other werebeasts. While the Ahroun manifests the claws, she suffers searing agonies. Each turn, she gains an automatic Rage point. Furthermore, all non-combat difficulties increase by one because of the distraction. When her Rage points exceed her Willpower, she must check for frenzy.

Sliver Tooth (Level Three) -The Ratkin’s incisors can leave nasty splinters behind when used in a successful bite attack.
System: After a successful bite attack, the player spends one Rage. Any damage inflictedcannot be healeduntil all the splintersareremovedT. he victimmusts coreat least 5 successes on a Dexterity + Medicine roll to remove them; this takes a number of turns equal to (10 minus the number of successes).

Smothering Question (Level Three)

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Song of Fear (Level Three) - The Eji has such disciplined control of her fear that she may release her fox frenzy on other beings. Caveat vulpes: Garou and similar professional berserkers will not be happy with the Kitsune who uses Song of Fear on them. Enemies react with undying vengeance. Allies (even should the Fox have saved their life by forcing them to run) often seek retribution or sever contact. This Gift is taught by a Hare-spirit.
System: The player rolls Manipulation + Intimidation (difficulty of the target's Willpower). Each success sends the target running in terror for one turn.

Song of Rage (Level Three) — This Gift unleashes the Beast in others, forcing werewolves, vampires and other such creatures into frenzy and turning humans into berserkers. A wolverine-spirit teaches this Gift.
  System: The Garou rolls Manipulation + Leadership (difficulty of the target's Willpower). The victim flies into a violent rage (or frenzy, if naturally prone) for one turn per success.

Soothe the Savage Beast (Level Three) - By being the catalyst for any sort of soothing music (singing, turning on a radio, playing a CD, etc.) the Garou makes it more difficult to Rage. When Garou must fight one another, the Children of Gaia sometimes use this to their advantage, as many are more experienced at holding back their Rage. A nightingale-spirit teaches this Gift.
System: The player rolls Gnosis, difficulty 7. Each success increases the difficulty of Rage rolls by 1 for all those in earshot (to a maximum difficulty of 10). The effects last for as long as the Child of Gaia is able to continue providing music.

Spinnerets (Level Three) - All Ananasi can generate webs in their Crawlerling and Pithus forms, but this Gift allows them to generate webs in any shape. The sheer volume of webbing created by a Damhan in anything other than Crawlerling form all but guarantees the capture of a target foolish enough to touch the stuff.
System: The Ananasi must spend one blood point to make a substantial amount of webbing, and at the discretion of the Storyteller might have to spend more. While it's possible to cover a skyscraper in webs, it would require 20 or more blood points to do so. The webbing created by this Gift is strong enough to stop a private jet in its tracks, provided it's properly anchored in advance and there's enough of it.

Spirit Friend (Level Three) — A Child of Gaia's presence is generally more beatific than that of most werewolves, and although humans can't sense this aura of peace, spirits can. The Garou can use this Gift to aid in interactions with spirits. A unicorn-spirit teaches this Gift.
  System: The player rolls Charisma + Empathy (difficulty 7). Each success adds one die to any rolls involving interactions with spirits for the duration of the scene.

Squeeze (Level Three) - A rat can collapse part of his skeleton to fit through narrow openings. A typical Rattus norvegicus can fit through an opening as small as a quarter. A Ratkin with this Gift is far more impressive, especially when he uses his spiritual talents to pass through seemingly solid objects. By briefly passing through the Umbra, the Ratkin can squeeze through solid walls, doors or other obstacles. This Gift is taught by a Rat-spirit, who often leads his prot6g6 on a chase through an infested building while teaching it.
System: The player spends one Willpower and rolls Dexterity + Enigmas (difficulty 6); “squeezing” through a solid object increases the difficulty to 8. Three or more successes allow the wererat to pull another person through with him.

Strength of the crashing Waves (Level Three)

Summon Electricity (Level Three) - Far more effective than a general Rite of Binding, this Gift summons an electricity elemental and binds it to an electrical devices for a short period of time. Even broken devices will e able to operate with a little judicious jury-rigging.
System: Roll Gnosis versus the difficulty of the local Gauntlet. You must be near a source of electricity, which isn’t very hard in any human caity.  With four successes you've summoned the spirit.  Binding it into a battery or an electrical  device requires a Gnosis roll against the spirit’s Gnosis; if you succeed, it is bound, and will continue to supply power for one week per success. Five successes binds it for a year; after that, the spiritual warranty will expire.

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Summon Scuttlers (Level Three) - Darkwaters are intrigued by different kinds of foes, and find it useful to study their enemies for information and new ideas. This is hard to do, however, when one's enemy has been consumed. This Gift allows the Rokea to summon scores of tiny Scuttlers — spirit minions of C'et — who swarm over the Rokea's foe, paralyzing him. In the Realm, there is no visible effect, although the victim feels the tiny legs on him. In the Umbra, the crab-like spirits are visible to any observer. This Gift can be used on land, but Darkwaters have found this risky — on land, it summons tiny spiderlike spirits who don't always release the target when asked. This Gift is taught by a Scuttler.
System: The player spends one Gnosis point and rolls Charisma + Enigmas (difficulty 8, 6 on land). The target is held immobile for one turn per success. The pattern spiders who answer the call on land may or may not choose to release the target (Storyteller's discretion).

Summon the Accused (Level Three)

Sun's Guard (Level Three) - Givens to his children by Raven after the great misadventure with Helios, this Gift serves to protect Corax from excessive heat.  After all, the ravens got away with being burned to a crisp on the outside the first time;next time, the Corax might not be so lucky.........To no one's surprise, an Avatar of Raven teaches this gift.
System: Raven’s Guard costs two points of Rage, and also demands a Stamina + Primal Urge roll (difficulty 6). Each success is a turn during which the Corax is immune to flames literally up to and including those of the surface of the sun. This includes regular flames, magickally conjured fire, and even balefire.

Swarm of Servants (Level Three) - This is one of a Doshi's most bizarre powers; from the fur of his tails he may summon armies of tiny vermin to do his bidding (mice, lice, beetles, frogs, grasshoppers, whatever the caster wishes). The spirits of such creatures teach this Gift, if the Kitsune will only stop scratching long enough.
System: The player spends one Willpower and rolls Stamina + Occult (difficulty 8). Each success summons 25 of the beasts; they are under the mental control of the Doshi. Though the swarm must stay within 20 feet of the Kitsune, they can harass foes (-1 to the victim's Dice Pool per 25 creepers) and perform simple tasks (at Strength 1 per 10).

Swim through the School (Level Three) - In the ocean, Darkwaters keep to themselves, swimming the lightless depths, rarely encountering others. On land, however, this is often impossible, as so many humans occupy such small spaces. This Gift allows the Darkwater to move through crowds with ease, as well as to avoid the worst effects of the Curse. This Gift is taught by an eel-spirit.
System: The player spends one Gnosis point to activate the Gift. For the remainder of the scene, the Rokea may move through a crowd as fast as she can normally walk or run; people simply move out of her way without noticing it. Also, her Rage is considered to be half its actual rating for purposes of the Curse.

Taste of Madness (Level Three) - Share my delusion! The Munchmausen can construct a brief variant of reality for his victim to experience. This must be summarized in one sentence of no more than ten words.
System: Spend a point ofGnosis and roll Manipulation + Subterfuge (the difficulty is equal to the subject’s Willpower). If the roll succeeds, the victim believes the delusion as truth. The effects last one hour per success.

The Cleaving Hoof (Level Three) -Unicorn’s powerful hoof blows often killed the humans that hunted him. This gift allows the Garou to focus inner strength into a single blow, ending a fight before further harm can take place. A Unicorn-spirit teaches this Gift.
System: The player spends a Gnosis point before rolling to hit. If he successfully strikes his opponent, the dice gained from Strength in his damage pool count as automatic successes rather than dice. Dice in the damage pool gained from weapons, claw damage or extra successes on the attack roll must be rolled as usual. For example, a werewolf with Strength 5 uses this Gift before successfully clawing an opponent; his damage pool works out to be 9 dice (5 for Strength, +1 for the claw maneuver, +3 for three additional successes on the attack roll). The player rolls four damage dice, adding any successes (or subtracting in the case or rolling ones) to the five automatic successes on the damage roll. The defender may soak as usual.

The Usual Suspects (Level Three) — The wary Ragabash often wants to keep tabs on others, whether to know the location of a wandering cub or trail a suspicious government agent. The Usual Suspects allows the user to know the general whereabouts of several subjects at any time. Owl-spirits or urban spirits of Wisdom teach this Gift.
System: The Ragabash can keep tabs on a number of individuals equal to her Gnosis rating. To choose a target, the New Moon must either have an unobstructed view or have a strong scent trail of the target and make a Gnosis roll (difficulty 7). Thereafter, by spending a Gnosis point and concentrating for three turns (the player rolls Perception + Enigmas, difficulty 8 for physical beings or Gnosis rating for spirits) the Ragabash can sense the general location of the target. Successes increase accuracy; one success would give “Southwest, a mile or two away,” while five would allow “Southsouthwest, 1.3 miles, on the porch of his house.” If the Garou already has a maximum number of targets saved, she must “lose” one before acquiring another.

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Thunderbolt (Level Three) — A pact with the spirits of the storm allows some Pumonca to call down a thunderbolt. So long as at least one cloud hangs in the air, the cougar can call down lightning. Most cougars learn this mighty spell from Thunderbird himself.
System: The cougar’s player spends a point of Rage to summon a bolt of lightning, and rolls Dexterity + Survival to hit the target. Under normal conditions (partly cloudy skies, human-sized target), the roll’s difficulty is 8; large targets or stormy skies can decrease it to 7 or 6, while dry conditions or unusually small targets can raise the difficulty to 9 or even 10. The bolt inflicts two Health Levels worth of fire damage for every point of the werecat’s Gnosis. Even if the Thunderbolt misses its victim, it’s still a terrifying experience to be on the receiving end of a lightning strike. Would-be victims to roll their Willpower against difficulty 8 to avoid running in fear.

Tick Body (Level Three) - The Ananasi using this Gift can concentrate blood within her form, much as elder vampires do, thus allowing her to store more nourishment within the same volume.
System: There is no roll for this Gift; the character's blood pool simply becomes 5 blood points per rank. A thirdrank Ananasi would thus have a blood pool of 15, while a fifth-rank elder would be able to hold 25 blood points altogether. Note that this Gift does not change the fact that an Ananasi can only spend 1 blood point per turn (without the aid of the Gift: Blood Pump, of course).

Tongues (Level Three) - The Fox may read and write any human language she encounters, including language and script. A wind-spirit teaches the Gift.
System: The player rolls Intelligence + Linguistics and spends one Willpower point, difficulty depending on the age of the language. This ability lasts until the next sunrise.

Touch of Blood (Level Three) - This Gift allows the Hatar to use either of the Gifts: Blood of Pain or Blood of Illusion through contact rather than ingestion. By simply having the character's ichor touch the target, the Ananasi can affect her victim as if he had ingested her blood.
System: The system for determining the effects remains consistent with the respective Gifts, except that the ichor need only touch exposed flesh on the target. Touch of Blood costs nothing to use, but does not change the cost of the other Gifts.

Touch of the Tree-Frog (Level Three) — By touching a victim with her paw, teeth or even spittle, a Balam can paralyze him for minutes on end. Some jaguars take this opportunity to get away, or to deliver a warning; others make more sadistic use of that time. This Gift stems from the Tree-frog-spirits, whose fluids coat the arrows of the ancient folk.
System: The jaguar spends a Gnosis point to activate the Gift; once done, it lingers in her skin until she brushes against someone. Unless the target makes a Stamina + Awareness or Primal- Urge roll (difficulty 8), he is frozen for one turn per point of the Balam’s current Gnosis (the score she had before she cast the Gift). He may, if he’s lucky, break the paralysis with a Willpower roll (difficulty 9); if not, he remains helpless for the duration.

Trackless Waste/Wandering Forest/Strange Waters (Level Three) — Humans have no sense of direction, the Talons assert. With this Gift, the Garou can make certain that they don't. The Talon employing Trackless Waste must have some familiarity with the terrain in question. Upon using the Gift, humans become hopelessly lost. Compasses malfunction, maps are misleading, and landmarks seem to be out of place. A spirit of the wilderness teaches this Gift. Strange Waters affects the target's sense of direction at sea or under water.
  System: The player spends one Gnosis point and rolls Intelligence + Primal-Urge. Each success "scrambles" a two-mile radius. This Gift functions on other werewolves, but they can resist with a Perception + Primal-Urge roll, and they must score more successes than the Talon to remain unaffected. This Gift lasts for four hours.

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Trap Door (Level Three) - This Gift allows the Ananasi to craft an Umbral "pocket" much like a trapdoor spider's lair. Such lairs can be placed anywhere, whether deep wilderness or the sides of a skyscraper. The Nuwisha borrowed this Gift some time ago, a fact which irks the Ananasi to this day.
System: Once the Ananasi has chosen a location, she must sacrifice one permanent Gnosis to create the Umbral pocket, then roll Wits + Subterfuge (difficulty 7) to properly camouflage the "door."

Underbelly (Level Three) — By sizing up a foe or obstacle, a feral Bastet can get a feeling for its weakest point. Once that’s spotted, he can rip through most things with a good swipe.
System: By rolling Perception + Primal-Urge, the Bastet can find a weak spot on living (or once-living) beings. Picking a weakness on a technological object requires Perception + Repair, while noticing a flaw in a natural one takes Perception + Survival. Either way, the difficulty depends on the target’s toughness:
Subject Difficulty
Typical (man, computer, wall) 6
Sturdy (athlete, car, desk) 7
Powerful (vampire, heavy machine, boulder) 8
Reinforced (man in armor, combat vehicle, bank vault) 9
Each success adds one to the Bastet’s damage Dice Pool against that target for the scene. Spotting a weakness in a magical object or mystical protection requires a Gnosis point in addition to the roll. This Gift doesn’t work against spirits of any kind.

Uzume Sings (Level Three) - Kataribe voices are particularly Beautiful; with this Gift they become paralyzingly so. A skillelWbard may hold an enemy at a standstill purely with the power of song, or entice him forward to his doom. Nightingale- and Snake-spirits teach this Gift.
System: The player spends one Gnosis and rolls Charisma + Performance (difficulty of the target's Willpower). For every success rolled, the victim remains in the Kitsune's power one turn—she must roll again when the first successes run out, but need not spend more Gnosis. The victim may be held completely motionless, or (if the singer desires) slowly follow the sound. If the Kitsune leaves or stops singing, the spell ends after the current duration runs out.

Venom Bite (Level Three) - The character can use her fangs to inject a mutated venom into a target. This powerful neurotoxin paralyzes the victim, leaving only the autonomic systems — heartbeat, breathing — unaffected. Unlike regular spider venom, this toxin is immediate in effect, and capable of dropping even a raging Garou.
System: The character must first successfully bite the target, then spend a Gnosis point and make a Gnosis roll, difficulty of the target's Stamina +4 (never above 9) for the venom to take effect. One dose of the poison is enough to paralyze the victim. Two doses (administered separately, of course) can stop even the autonomic systems of the victim, leading to death by asphyxiation or heart attack. This Gift is costly, and most Ananasi use it only when they are outnumbered by their opponents. Certain supernaturals, such as vampires, can expel their own blood, which allows them to remove the toxins. Ovid and other regenerating creatures can also heal themselves, but to cure themselves of the venom requires enough time to regenerate four health levels of non-aggravated damage. This Gift affects anyone making a successful bite attack against the Rokea.

Venom Blood/Poisoned Flesh (Level Three) — The Garou may change her blood into a black, acidic bile that poisons anyone unlucky enough to come into contact with it. A snake- or spider-spirit teaches this Gift.
  System: The player spends one Rage point and rolls Stamina + Medicine (difficulty 7). Anyone coming into contact with the Garou's blood for the duration of the scene takes one die of aggravated damage per success on the first roll.

View the Battlefield (Level Three) — Moon Dancers are renowned for their ability to be everywhere at once during a fight. Some onlookers say that Galliards have a sort of innate sense of where they need to be during a fight, either to witness a blood feud consummated or simply to help an overwhelmed packmate. This Gift is part of the reason for these tales, and allows the Galliard to see the entire battlefield in her mind’s eye. A hawkspirit teaches this Gift.
System: The player spends one Gnosis point and rolls Wits + Alertness. The difficulty varies based on the size of the battlefield. One large room would be difficulty 5, while
a football field would be difficulty 7 and an entire forest would be difficulty 9. If the roll succeeds, the character can see the entire battlefield as if from above (and can look through ceilings and the like to view the combatants below). This makes ambushing the character nearly impossible, and allows her to know if any of her allies are in immediate danger. Even if the character’s sight is somehow blocked (through use of the Gift: Shroud, for example) she still instinctively knows the exact location of her packmates. This Gift lasts for one turn per success on the initial roll.

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Visceral Agony (Level Three) — The werewolf's claws change to barbed, wicked talons dripping with black venom. While wounds caused by these claws cause no extra damage, the pain alone they inflict is crippling. A pain-spirit teaches this Gift.
  System: The player spends a Rage point before the character attacks. Any wound penalties the target suffers as a result of this attack are doubled (i.e., a foe at Wounded would lose four dice). If the target is in frenzy or otherwise resistant to pain, he still suffers normal wound penalties.

Waken (Level Three)

Ways of the Tapestry (Level Three)

Weak Arm/Discern Weakness (Level Three) — Philodox are masters of judgment, and this trait extends even into the field of battle. By watching an opponent's fighting style, the werewolf can evaluate his strengths and weaknesses. Snake- and wind-spirits teach this Gift.
  System: The player rolls Perception + Brawl (difficulty 8). Each success gives her one bonus die to add to her attack or damage rolls against this opponent. For instance, a Philodox who gets four successes on this roll could add two dice to her attack rolls and two to her damage pool. This Gift can be used against a given foe only once per scene, and the benefits are lost at the end of the scene. The Garou must concentrate for a full turn to use this Gift.

Web Snare (Level Three) - The Wyrsta using this gift spins a web trap, which will trigger under the right set of circumstances, capturing an opponent. sfi'
System: The character spins a series of webs that are invisible to the naked eye, placing them in a certain location; this costs one blood point. The snare can be used to trap a target, or to haul a target into the air or into a more lethal trap. In order to properly hide a Web Snare, the character must roll Wits + Subterfuge, difficulty 7. Only one success is needed.

Wisdom of the Ancient Ways (Level Three) — All werewolves have an innate connection to their ancestors, a form of racial unconscious accessible through intense meditation. The Philodox can tap into these deep memories to remember ancient facts and lore. An ancestor-spirit teaches this Gift.
  System: The character must meditate for a short time, concentrating on the past. The player then rolls Gnosis (difficulty 9, -1 for each point of Ancestors the Garou possesses). The number of successes determines how detailed and exact the answer he receives will be.

Wriggling Teeth (Level Three) - Sharks have many rows of teeth, and commonly lose several in a single bite. A Brightwater blessed with this Gift, how ever, can cause his teeth to burrow into his victim's flesh even after he releases the bite. The teeth continue to drive themselves deeper until removed, at which point they become inert. A shark-spirit teaches this Gift.
System: The Rokea must first successfully bite a target. Then, the player spends a Willpower point and rolls Strength (difficulty 8). One tooth detaches for each success and continues driving itself into the victim's body. This has several effects. First, the victim adds a die to wound penalties for every two teeth (a Wounded victim with two teeth stuck in him would lose 3 dice from his dice pools, not two). Second, the wounds from the bite cannot be healed, naturally or magically, until the teeth are removed (a bloody process which will likely inflict further wounds). Finally, the teeth continue to injure the target. One tooth will inflict an unsoakable aggravated health level of damage every five turns. Two teeth inflict the same damage once every four turns, and so on, to a maximum of one health level per turn (with five or more teeth).

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Words of the Alpha (Level Three) - The Children have often sought leadership in human societies as well as among Garou. This Gift allows a leader to seek the best course of action for a particular goal. Eagle teaches this Gift.
System: The Garou meditates on the chosen goal, spends a Gnosis point, and rolls Intelligence + Leadership (difficulty 8). For each success, she gains one fragment of insight, be it a word of advice or hint at secret knowledge, into the right way to lead this group toward her chosen end. Note that Eagle does not show the most popular way, or the easiest way. His flight is high, and he flies alone.

Wrath of Gaia/Wrath of Dragon (Level Three) — The Garou shows himself in full, terrible, glory as Gaia's chosen warrior. His splendor overwhelms minions of the Wyrm, driving them before him in terror unless they can master their instinctive fear of this predator. An avatar of Gaia herself teaches this Gift.
  System: The player spends a Gnosis point and rolls Charisma + Intimidation. Any minions of the Wyrm who look upon the Garou for the next scene must roll Willpower (difficulty 7) and equal or exceed the player's successes. Otherwise, they flee in terror.

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(Four Level Four)

Airt Sense (Level Four) - This is the same as the spirit Charm, and can be taught by any type of spirit possessing that particular Charm.
System: Corax using Airt Sense must spend one Gnosis point and roll Perception + Occult (difficulty 7) to utilize it. The understanding of the ways of the Umbra granted by this Gift halves travel time through the spirit world.

Attunement (Level Four) — The Garou may commune with the spirits of a city or town and gain information about the area from them, including rough population, enclaves of Garou or other beings and secret tunnels. This Gift does not function in the wilderness, since the Bone Gnawers have lost the knack for conversing with such spirits easily. A rat-spirit teaches this Gift. When the Silent Strider learns the Gift, she must choose if it functions in the city or the wilderness. The "city" version is identical to the Bone Gnawer Gift. The "wilderness" version is similar, but the roll required is Perception + Survival
  System: The player spends one Gnosis and rolls Perception + Streetwise. The amount and accuracy of the information depend on the number of successes rolled. On a botch, playful spirits lie (which can be fatal, depending on the nature of misinformation).

Attunement (Bastet Level Four) — Bastet who’ve set up Den-Realms use this secret to view their holdings from where they stand. By going into a light trance, the werecat in question communes with the spirits in her territory and learns what’s going on throughout the Den-Realm. Visitors, intruders or crises can be discovered long before they get too close to the cat herself.
System: The player spends a Gnosis point and rolls Perception + Survival (difficulty 6). The more successes she wins, the more she learns. On a botch, the spirits lie.

Balor's Gaze/Raptors Gaze (Level Four) — This Gift emulates the power of one of the Fianna's legendary enemies. One of the Garou's eyes glows a livid red color, and all enemies caught in his gaze are stricken with pain. A pain-spirit teaches this Gift.
  System: The player spends one Rage point and one Gnosis. She must then roll Perception + Occult (difficulty 8). For the rest of the scene, any foe at whom the Garou glances must roll Willpower (difficulty 8) and equal or exceed the player's successes or double over in pain. Any beings thus affected take wound penalties as though they were at Crippled (-5 dice to all actions), regardless of their current health. Any characters already at Crippled are considered Incapacitated.

Battery (Level Four) - A Ratkin Engineer can use this Gift to energize himself or other wererats. This can temporarily increase physical abilities, though often at the risk of inflicting temporary damage as well. Some dangerous wererats use direct electricity to affect this, while more sedate ones simply mix up noxious concoctions of battery acid and other foul fluids. Convenience stores now sell many odd “energy beverages” that are commonly adapted for this purpose.   
System: Spend one or more points of Gnosis and roll Wits + Repair. Every two successes on the roll can increase a Physical Attribute by one for the duration of a scene, as long as the Engineer has spent an equal number of points of Gnosis. No Trait can be raised higher than 6 in this way (not countingnon- Homid Attribute bonuses).

.Beast Life/Forest Lord (Level Four) — The werewolf with this Gift can communicate with other wild animals and attract (or even command) them. Domesticated animals will speak with the werewolf, but they have given themselves to the ways of humans and must be persuaded to obey the Garou. Any animal spirit may teach this Gift, although Lion and Bear are most often sought as teachers. Children of Gaia who use this Gift never do so if the animals attracted would come to harm, unless the very heart of a caern is threatened.
  System: The player spends one Gnosis point and rolls Charisma + Animal Ken (difficulty 7). The character gains the ability to communicate with all animals automatically. One success can attract specific types of animals within a 10-mile radius, and those that can reach the werewolf in a reasonable amount of time will do so. Each additional success adds 10 miles (two successes indicate a 20-mile radius). All wild animals become friendly to the character. They follow any reasonable request the character makes, and many unreasonable ones as well. A character who uses this Gift to force an animal to sacrifice itself had best pay homage to its spirit or risk angering Gaia. The effect lasts for one scene, but the time may be extended by spending one Gnosis point per extra scene desired.

Being One (Level Four)

Belly Ride (Level Four) -While in Vasuki form, the Nagahcanenter anunconscioushuman’s stomachby wriggling down her throat. The human will be oblivious to the creature’s presence, even using rationalization to deny its presence. System: The player spends one Gnosis, then rolls Dexterity + Stealth. The serpent can remain in the victim’s stomach for one day per success; after that, he is vomited out. At any time, the Nagah can trigger this vomit reflex or escape from the sleeping victim through her throat.  The Nagah is unaffected by anything unpleasant or harmful  created by the victim’s stomach, and he cannot harm the victim while inside her belly.

Best Policy (Level Four) -  "Honesty is the best policy," or so the human proverb goes. Rokea are not known for duplicity, but even Brightwater betweeners, who lead double lives of sorts, are not well suited to lies of any kind. With this Gift, an honest comment, no matter how inflammatory, is taken in stride and accepted. This Gift is taught by a remora-spirit.
System: The player rolls Charisma + Expression (difficulty 6). The Gift lasts for one scene. Listeners take anything the Rokea says at face value, as long as it is true. Also, if the truth requires the Rokea to reveal herself to a human being, the Veil covers her words later. For example, the Brightwater might explain to a security guard at a Pentex facility that she and her slew need to get by the gate to stop a load of toxic chemicals from being dumped into the Sea, because they live there and don't wish to be poisoned. The security guard agrees (he wouldn't want his living space poisoned, either) and lets them pass. Later, he might remember that someone came through the gates, and even what they looked like, but he'll be certain they had the proper clearance.

Blades of the Mantis (Level Four) - The character using this Gift grows longer arms, with long, wickedly sharp blades, much like those of a praying mantis.
System: The player spends one blood point; the«, character's first set of arms grows by roughly two feet, developing scythelike blades which do Strength + 5 aggravated damage. The length and sharpness of these blades makes them particularly easy to use (difficulty 5 to attack).

Blood Hunt (Level Four) - The Myrmidon may locate any single creature encountered within the last 24 hours or any individual she has ever fed from.
System: The Ananasi rolls Wits + Primal-Urge (difficulty 7) and spends one point of Gnosis for every scene of pursuit. The Gift lasts until the werespider locates her target or calls off the search.

Body Wrack (Level Four) — The Fury causes a target immense, crippling pain. The Fury needs only point to the target for this Gift to be effective. A pain-spirit teaches this Gift.
  System: The player spends a Gnosis point and rolls Strength + Medicine (difficulty of the opponent's Stamina + 3). Each success causes the victim to lose one die from all dice pools as pain wracks her body. The effects last for one scene.

Book of Years (Level Four) — The Galliard taps into a floodgate of knowledge from her ancestors. While the amount of information thus received is overwhelming, the Garou, if she keeps her head about her, can find information on nearly any topic. An ancestor-spirit teaches this Gift, although certain reptilian spirits have been known to impart it as well.
System: The player rolls Wits + Enigmas or Ancestors (whichever is higher; the Garou need not have the Ancestors Background to learn this Gift) at a difficulty of the local Gauntlet. The character falls into a trance and is immediately immersed in a deluge of memories stretching back to the dawn of time. This flood continues until the character terminates the Gift, and the memories get older the longer she remains in the trance. For every hour the character remains under the Gift’s influence, the memories stretch back roughly five centuries. For each hour that the character remains in the trance, however, the player must roll Willpower (difficulty 7) to keep the character grounded in her own time. If the roll fails, the character must either immediately terminate the trance or lose a point of temporary Willpower as the memories threaten to consume her. If the roll botches, her body disappears and reappears somewhere in the Umbra; the Legendary Realm and the Battleground are both popular choices.

While the character cannot hope to remember all or even most of the information she sees, she can attempt to search for specific moments in history. The result is a sort of vision quest; the Storyteller may choose to simply describe what the character sees or might lead the character on a quest through the memories of the Garou until she finds the information she needs.

Brethren call (Level Four) - The Ananasi is able to call others to her aid in a time of crijis. The cljaracter has the choice of contacting the two closest Ananafi, or a massive quantity of nearby spiders. The Ananasi do not magically appear, but are suddenly informed of the character's difficulty and location. If the character chooses to summon the local spiders, they converge on the area en masse, with the single mindset of aiding the Ananasi in trouble. The spiders do not gain magical intelligence, but within those limits do alt; can to help the Ananasi who summoned them.
System: The player must spend one blood point aim roll Willpower. The difficulty in contacting other Ananasi, is equal to the distance (in miles) that the character is from" their Sylie, divided by 10 (minimum of 3). The difficulty in summoning the local spiders is 7, with every success summoning twenty spiders to the Ananasi's aid.

Bridge Walker (Level Four) — The Galliard has the ability to create minor moon bridges through which she alone can travel. The Garou travels between the ends of this moon bridge in one percent of the time it would take to travel that distance normally, allowing her to disappear from in front of a foe and reappear behind it instantly. Note that these moon bridges are not protected by Lunes, and they attract the interest of spirit creatures occasionally. These beings have even been known to follow the Garou into the physical world. A Lune teaches this Gift.
  System: The player spends one Gnosis point to create the bridge. The moon bridge lasts for only one passage, unless the player spends a permanent Gnosis point during its creation, in which case it lasts until the next full moon. The maximum distance that can be traversed by the bridge is the Garou's Gnosis in miles.

By the Light of the Moon (Level Four) - The Kitsune can see any hidden creature by moonlight, including obfuscated, invisible, spirits in the Penumbra, mages, hengeyokai, changelings and anything else attempting to hide. Owl and bat-spirits teach the Gift.
System: The player spends one Gnosis point and rolls perception alertness, the storyteller sets the difficulty based on distance, physical barriers, crowds, etc. that could block the view. The effect lasts until moon set, but the Fox must roll each time she wants to find another hidden creature.

Call Elemental/Command Water Spirit (Level Four) — The Garou is able to call one of the four classic elementals to his aid (earth, air, fire or water). An elemental teaches this Gift.  For the Nagah who use this gift, they can only call upon water Spirits.
  System: The player spends one Gnosis point and rolls Gnosis (difficulty of the area's Gauntlet). She must then roll Manipulation + Occult (difficulty 7) to make the elemental look favorably upon the Garou. The elemental vanishes at the end of the scene.

Call the Cannibal Spirit (Level Four) — By dancing under the night sky, the werewolf can summon an avatar of Great Wendigo to hunt down a target of the Garou's choice. The Garou must possess a piece of his target whose heart the Wendigo devours.
  System: The Garou must dance for three full turns. The player spends one Rage point and one Gnosis point, then rolls Charisma + Occult (difficulty 8). If the roll botches, or if the Wendigo is somehow prevented from killing its target, it will return to kill the summoner.

Carrion Clothes (Level Four) - Wild foxes sometimes catch birds by pretending to be dead; wild Foxes catch larger prey in like manner. This Gift cloaks the Kitsune completely in the trappings of death — no aura, no breath,  no pulse, no telltale movement; the faint smell of first rot emanates from a roko thus disguised, and a conviction :that the body is dead creeps into the mindsof those affected. Even those with magically sharpened senses may be mistaken — possibly for the last time. This Gift is taught by the spirits of flies, flesh- jgsubs and other insects in the recycling trade.
System: The player spends a Gnosis point and makes a Stamina + Stealth roll (difficulty 7). The Gift will hide small motions only; visible attacks, creeping corpses and Gifts that involve gestures or speech will break the spell. Mortals and inexperienced shen may be slow to realize what they're dealing with, however — the first thought may be that the body is undead, rather than living. Shen with special senses may roll Perception + Occult (difficulty9) to realize the spirit remains.

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Chill of Early Frost (Level Four) — The werewolf calls down a mystical chill from Great Wendigo himself, freezing the surrounding lands and anyone in it. A spirit servant of Great Wendigo teaches this Gift.
  System: The player spends one Gnosis point and rolls Intelligence + Occult (difficulty varies: 4 if it is already winter, 6 for spring, 9 for summer). Success drops the temperature to a bit below freezing in a five-mile radius, or even further below zero if it was already winter. All creatures without a natural coat of fur lose two dice from all pools. This Gift wreaks pure havoc in urban environments, as pipes burst and roads freeze. This Gift lasts for one hour per success.

Clawstorm (Level Four) — Any cat is at his most terrifying when cornered. This Gift allows him to become the proverbial shredding machine. Anyone within reach had better be at peace with their gods!
System: By spending one point each of Rage and Gnosis, the werecat gains three extra attacks that turn (to a maximum of four, total — he cannot spend Rage for extra actions while using Clawstorm). Only slashing attacks apply — he can’t perform elaborate maneuvers, shoot guns or travel more than 10 feet, although he could use edged melee weapons. A Bastet may use Clawstorm as many times in a single combat as he has dots in Stamina.

Clenched Jaw (Level Four) — The werewolf with this Gift can bite down with such power that her grip won't loosen until she chooses to do so; even in death, her jaws bite down. A wolf- or hyena-spirit teaches this Gift.
  System: After making a successful bite attack, the player may invoke this. Gift by spending a Rage point. For each successive turn she opts to maintain her grip, she makes a bite attack roll (difficulty 3). While foes can make a resisted Strength roll to break the grip (suffering an additional health level of damage in the process of tearing free), the Garou may add half her Willpower to her dice pool.

Cocoon (Level Four) — The werewolf can wrap himself in a thick, opaque sarcophagus-like epidermis, making him immobile but near-impervious to harm. This cocoon grants him immunity to fire, starvation, gas, high pressure, cold and similar environmental hazards. An insect- or Weaver-spirit teaches this Gift.
  System: The Garou spends one Gnosis point. While in the cocoon, the werewolf ignores any attacks which fail to do damage at least equal to her Stamina + Rituals, but attacks that pierce the cocoon destroy it. The cocoon lasts for one scene, after which it dissolves rapidly and evaporates. The player may extend the duration of the Gift spending more Gnosis points. Spending days in the cocoon is entirely possible, but the maximum duration is up to the Storyteller.

Command Metis (Level Four) - Ratkin metis act as lackeys to the rodens who dominate colony politics. Should one become disobedient, a high-ranking Ratkin can force him to obey his will.
System: Spend one Gnosis and roll Charisma + Leadership . (the difficulty is the metis’ Willpower); the number of words in your command must equal the number of successes. Your command must be a complete sentence (including imperatives); one success means your command is one verb. By the way, this ability cannot be used on a Ratkin metis who is of a higher rank than you are, or on a metis in frenzy! The effects last for one scene; if the action strongly goes against the metis’ character, the Storyteller may allow a Willpower roll (difficulty9) to modify the command. This cannot, however, override the metis’ survival instincts.

Dam the Heartflood (Level Four) -No other tribe among the Garou has as much hatred for vampires, for as just a cause, as the Silent Striders. It is no surprise then that the Striders sought out this Gift, searching long through the spirit world and the physical world for the secret to incapacitating a vampire. They found an answer from the spirit children of Cobra, who taught them a spirit-poison usable against the vampires who defiled Cobra’s name.
System: This Gift can only be used on supernatural creatures that use a blood pool to power their abilities (vampires, ghouls and the spider shapechanger Ananasi). The player spends a Gnosis point and rolls Manipulation + Medicine (difficulty of the target’s Willpower). Each success renders the target unable to tap the power of her blood for one turn - she may not use any bloodrelated powers or spend blood points to heal wounds, activate Disciplines or Gifts, or for any other reason. A Garou may only use this Gift once per scene per target, but multiple werewolves can envenom the same target.

Darting Fangs (Level Four)

Delay the Death Bear's Coming (Level Four)

Denial of Wellbeing (Level Four) -

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Disappearing Act (Level Four) - The Nuwisha using this Gift seemingly disappears from sight. Enemies looking for the werecoyote can touch the Nuwisha or even run into him, and never notice that he is there. All senses are affected, and even other Gifts or supernatural powers used for detection (Auspex and so on) cannot locate the Nuwisha as long as he remembers not to move. This Gift is normally used to avoid being killed by large mobs of enemies who desperately want the Nuwisha dead. This Gift is taught by a Cat-spirit.
System: The player expends one Willpower and one Gnosis point. The Gift lasts for as long as the character does not willingly move. The Gift stays in effect even if the character is knocked over, but the character cannot get back up without dispelling the Gift’s effects.

Discarded Dreams (Level Four) - Humans throw their dreams away and never realize what they’ve lost. This Gift allows a Ratkin to salvage these dreams from any trash pile. By chanting an incantation and offering the refuse to someone as a gift, the recipient will be caught up in an elaborate dream; this is based on a memory someone has lost. The dreamer may even think she has the skills to carry out this aspiration. A stem old woman with a broken doll might think she’s a ballerina; a lonely man with a moth-eaten coat might think he’s the height offashion, and so on. This Gift is taught by a Trash Gaffling or any servant of the Great Trash Heap, a powerful Bone Gnawer Totem.
System: Spend one Gnosis and roll Perception + Enigmas; the difficulty depends on the relative obscurity of the item you’re looking for. You may find an item that’s only vaguely what you want; if you get at least three successes, you’ve found exactly what you needed. Now find a creature who’s in need of a lost dream. Roll Manipulation + Expression (difficulty of the recipient’s temporary Willpower) to explain what the lost object signifies. If the recipient really wants to live the dream, you only need one success; if he resists, you need at least three. For the duration of one scene, your target will live out the fantasy you give him; if you score at least five successes, he will even gain some of the skills or talents he needs to carry out this delusion. A great singing voice, mastery of the arts of dance, the stealth of a secret agent - all these treasures can be found in the trash, if only you look hard enough. As one would expect, you cannot perform this Gift during the stress of combat.

Doppelganger/Moon-Fan-Face-Shadow  (Level Four) — The Garou may take the exact likeness of any other human, wolf or Garou. A chameleon-spirit teaches this Gift.
  System: The player spends one Gnosis point and rolls Charisma + Performance (difficulty 8). Traits aren't duplicated, but everything else, including voice, posture and scent, is identical. The effects last for one day per success.

Dragonroar/Fire roar (Level Four/Three) — Bellowing like a thunderclap, the Khan vomits a ball of fire on his foes. This burning exhalation continues to blaze until either it or its target is consumed.
System: This Gift costs one Gnosis point to perform and blasts out a fireball worth one Health Level for each point of the Khan’s current (not permanent) Gnosis. A successful Dexterity + Brawl roll puts the fireball where the tiger wants it. Anyone within 10 feet of the blast is burned unless he makes a Dexterity + Dodge roll (difficulty 8). If the target has already acted this turn, the Dragonroar inflicts its full damage. Next turn, it will burn for half that damage, igniting anything flammable in its range. On the third turn, the Gift’s fire burns for one additional Health Level, then dies. A fire begun by the Gift will burn like any normal blaze (see Werewolf, page 197).

Element-Folk Favor (Level Four) — Old Stone Face made many allies among the elemental spirits, and performed many favors for their kind before passing on. The ageless spirits remember his good deeds by aiding those who invoke their ancient ancestor. A Pumonca who performs this Gift can call up an elemental spirit (see Werewolf, pages 266-267) for help. Once it arrives, the spirit will do what it can to assist the cat; after it finishes one task, the spirit departs.
System: The player rolls Manipulation + Enigmas and spends a  Gnosis point to summon the elemental. The roll’s difficulty is that of the local Gauntlet. The spirit, if it appears, will be friendly toward the cat, so long as she reminds him of her blood-link to Old Stone Face. No other tribe warrants the same kindness; in fact, Bubasti who have tried to swipe this Gift have been destroyed by the angry elemental spirits they called up. When the first service named has been finished, or when one hour has elapsed, the elemental departs peacefully.

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Elemental Meld (Level Four) -This Gift allows the Eji to transform into any physical element (earth, water, fire or air), allowing her to merge with and move through that element. It can serve as a vehicle for scouting or escape. On attaining rank five, the Kitsune can change into secondary elements (mist, electricity, moonlight, etc.). Elemental spirits teach the Gift.
System: The Kitsune spends a point of Gnosis and rolls Manipulation + Gnosis (difficulty 8). He must be in contact with the desired element to change and changes on contact so he takes no harm from ones such as fire or lightning. He reverts to his natural form on leaving the element. When taking the new form, the Kitsune gains its immunities (water is bullet proof, air can escape from anything except hermetically sealed containment) and limitation (water can he frozen, fire needs oxygen). His body remains the same size and in one piece hut can distort  (flattening, stretching, etc.) to avoid obstacles. Movement is at the Kitsune’s normal rate. Silver, radioactivity and toxic waste harm him as normal and will bar his progress. Kitsune may not become one with radioactivity or toxic waste without joining the Wyrm. While merged, the Nine-tails is hard to detect. Observers need enhanced senses and a successful Perception + Alertness roll (difficulty 9) to spot him.

Entropic Bite (Level Four) - the character using this Gift inj ects a very powerful toxin into a target though their bite. This necrotic poison is much like that of the Brown recluse spider, but is far faster in its effects. The flesh simply dies wherever the bite occurs, and the toxins are strong enough to kill a full-grown human in fifteen seconds. Moreover, the poison spreads, taking more healthy flesh each round.
System: The character must successfully bite a target first; then he spends two Gnosis points and makes a Gnosis roll against a difficulty equal to the target's Stamina + 5 (never higher than 9). Once the necrotic venom enters the target's system, the target immediately feels the agonizing burn of the venom in action. The target takes one unsoakable health level of aggravated damage each turn; the poison stays in effect for one turn per success. The poison travels through the bloodstream, killing red blood cells and all soft tissues as it goes. The remains of the victim who dies from this Gift are soft enough for the werespider to "drink," and can be used to heal any wounds the werespider has suffered as if the Damhan were drinking blood. While this poison even works on vampires, they can expel their own blood — five blood points minimum — to remove the toxins from their body. During this time, the vampire can take no other actions. Most younger vampires can only "spend" one blood point per turn, leaving them completely vulnerable for at least five turns. Other Ananasi are unaffected by this Gift.

Favor of Ursa Minor (Level Four)

Fog of War (Level Four) — No matter how disciplined the army and ordered the plan, a battlefield is chaos. Smoke, noise, hidden enemies and fear can all lead to disorganization. Even in the modern age, mistaken identity leads to "friendly fire" casualties. This Gift exacerbates this problem to often devastating effect. A commander might not see ad vane ing foes, or see toes that aren't there; a team may fire upon allies, or mistake a command to "advance" for a call to "retreat." This Gift is taught by a raven- or other trickster-spirit.
System: The Garou sings, howls or plays an eerie song (bagpipes are popular), spends a Gnosis point and rolls Manipulation + Performance (difficulty 8). If successful, foes in hearing range must make a standard Perception roll every turn to be fully aware of what's happening around them. They lose one success on this roll for every success rolled by the player; if the end result is negative successes, it counts as a botch. Zero successes on perception indicates confusion, while on a botch the character critically misinterprets what she sees. The Gift lasts as long as the song or howl continues, but the singer must concentrate on the song (and thus cannot engage in combat or other strenuous activity).

Feast of the Dead (Level Four) - It’s said that some primitive tribes devour parts of their enemies to gain their strength. By devouring the heart or brainof avictim, the Ratkin temporarily gains three of its Gifts randomly.
System: Kill it. Hack it open. Eat it. Randomly roll for three of the victim’s Gifts, and they’re yours for the rest of the day (although they must be Level Three or less). This Gift offers no protection against redundancy; you can gain a Gift you already know. In addition, this can’t be used in conjunction with the Elegy Gift or the Rodens Gift: Devour the Dead; nor can the Gift be used more than once on a given corpse, even if you do eat the brain and save the heart for your girlfriend.

Fool’s Luck (Level Four) - This Gift grants a temporary immunity to "Bad Luck".
System: The player spends one Gnosis, and rolls Gnosis (difficulty 8). For the rest of the scene, each success allows the creature to convert a botched roll into a failed roll.

Fooling the Tiger (Level Four) — As the Theurge Gift: Ultimate Argument of Logic

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Forgetfulness (Level Four) -Kitsune with this Gift can erase information or memories of an event from the target's mind. This tactic is sometimes the only way the Veilless ones can keep their secrets. Forgetfulness is taught by Fog- or Mist-spirits.
System: The player spends one Gnosis and one Willpower point, then rolls Manipulation + Subterfuge (difficulty 6). The target can resist with a Willpower roll, difficulty of the Kitsune's number of tails +3.

Form of Sea (Level Four) - The betweener can change her body into liquid, and flow through pipes, under doors, or into any other space that will admit water. She may retain cohesion in this form, and "walk" as a humanoid shape made of water. She can even drown an opponent by forcing herself down his throat. A freshwater-spirit teaches this Gift.
System: The player spends two Gnosis points. The character can stay in liquid form for one hour for each dot of permanent Gnosis she possesses. The Rokea's liquid body will not evaporate, nor will it freeze unless the temperature drops to Arctic levels. If the character's body is split into two or more parts, she cannot assume solid form until the parts are combined. The character cannot bite or claw, but can drown airbreathing opponents by making a successful grapple attack and holding the opponent until he runs out of breath. If the liquid body is immersed in salt water, the Gift is immediately cancelled.

Fortuna (Level Four) — Cats love their friends, and they’re famous for their luck. This Gift al lows them to share some of that good fortune with others, or even to use a bit of it themselves.
System: For every point of Gnosis spent, the Bastet (or her friend) can call for one re-roll of the dice. If she spends three Gnosis, she may re-roll the dice three times. Only one re-roll is allowed per task, and only if the first roll was a failure or a botch. This Gift may only be used once per scene, but it lasts until all rerolling has occurred. This luck works for whomever the werecat cares to give it to. Only one person at a time can receive this Fortuna — it can’t be given to a number of people before an adventure begins.

Gauntlet Runner (Level Four) - With all the time the Corax spend popping in and out of the Umbra, it’s no surprise that they’ve acquired a trick for lowering the Gauntlet and making the trip back and forth immeasurably easier. After all, when YOU need to get into the Umbra fast, lowering the Gauntlet before you start makes life a lot easier. Any Wyld-spirit can teach this Gift.
System: A roll of Wits + Enigmas (difficulty 8) reduces the Gauntlet by 1 for every two successes. The area affected can be UP to 20 feet on a side, but no matter how successful the Corax is on her roll, she must still use a reflective surface to enter the Umbra.

Gaze of the Serpent (Level Four)

Ghosts at Play (Level Four) — By spraying around an area, the werecat can expose all nearby spirits. Although the Gauntlet remains intact, any active spirit becomes visible, as if everyone in the vicinity had used the Level One Common Gift: Spirits’ Sight.
System: The Bastet’s player rolls Manipulation + Enigmas against a difficulty of the Gauntlet. Success reveals all spirits in the area. The range of the Gift extends 10 feet for every success the player rolls; the vision itself lasts for one turn per success.

Ghost Caress (Level Four) — This secret, called the “Ghost Care s” because most people blame ghosts for its effects, recalls the time when all things were still one. By tapping the spirits that bond objects together, the Swara can send sensations across a distance. To use the Gift, a cheetah must hold something that contains the essence of the person she wants to affect; locks of hair, prized possessions, or items of clothing are good examples. Focusing her intentions on the item, she does whatever she wants done to the item, not the target. A sympathetic pulse passes between the two objects and, if the cat has been successful, transfers a feeling from the item to the target. Although the magic can’t physically harm someone, it can drive him nearly crazy as phantom pains or pleasures wash over him without noticeable cause.
System: To reach across space, the Swara’s player spends a Willpower point and rolls Gnosis. The difficulty depends on the distance between the Bastet and her target. Whatever she does to her focus from that point passes the sensation on to the person on the receiving end. Each success gives her one action to perform. When those actions are done, the spell ends. This Gift passes sensations only, not damage; it can send the feeling of being slapped, but it will not do harm. Likewise, it cannot move the target at all; a Swara who simply lifts a handkerchief cannot lift the person who owned it.
Distance Difficulty
Nearby (one mile) 7
A ways off (two to five miles) 8
Distant (six to 10 miles) 9
Really distant (10 to 50 miles) 10

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Gift of the Porcupine/Teeth of the Skin (Level Four) — When using this Gift, the werewolf undergoes a startling transformation. Her fur becomes elongated, bristly and sharp like the quills of a porcupine. This change makes her an even more fearsome killing machine. A werewolf must be in Crinos, Hispo or Lupus form to use this Gift. Porcupine teaches this Gift, and he has a great fondness for metis. This Gift comes easily to Rokea, as their skin normally inflicts damage similar to the Garou Gift. The Gift may be used in any form except Homid or Glabrus.
  System: The character spends a Gnosis point to sharpen his fur. Anyone whom the metis tackles, grapples or immobilizes takes aggravated damage from his newfound quills (Strength +1). Furthermore, anyone who strikes him with bare flesh (and scoring fewer than five successes on the attack roll) takes damage based on the attacker's own Strength, although the metis still takes normal damage. This Gift lasts for one scene or until the werewolf wills his fur to return to normal.

Gnaw (Level Four) — The werewolf's jaws strengthen to the point that she can chew through just about anything, given enough time. In addition, her jaws do more damage in combat, and only death will break her grip if she clamps her teeth into an opponent. Wolf-spirits teach this Gift.
  System: The player spends one Willpower point and rolls Stamina + 4 against a variable difficulty (3 for wood, 6 for steel handcuffs, 9 for a train car coupling). The length of time it takes to gnaw through something depends on the number of successes. In addition, this Gift gives a character's bite two extra dice of damage for the duration of the scene.

Gorge (Level Four) — Natural wolves will eat as much as possible when food is available, for they never know when their next meal will arrive. With this Gift, a Red Talon can do much the same thing with Rage, Gnosis or Willpower, storing such energy against the day when she will need it. A wolf-spirit teaches this Gift.
  System: Upon learning this Gift, the player chooses which Trait (Rage, Gnosis or Willpower) her character can store. Thereafter, the character can hold three more points in the appropriate Trait than her permanent rating. These extra points must be regained as usual, and they do not add extra dice to rolls involving these Traits. To amplify more than one Trait the character must learn the Gift (i.e., pay the experience cost) a second time

Grasp the Beyond (Level Four) — The Garou may take things to and from the Umbra without having to dedicate them to herself (see the Rite of Talisman Dedication). This Gift affects humans and animals, both willing and unwilling. Garou often use this power to take loyal Kinfolk with them on Umbral quests or to heal injured Kinfolk — both body and soul — in mystic Glens.
  System: The Garou must grasp the object or person he wishes to take to the spirit world. He must then spend a number of Willpower points: one for small items (a pocket-watch or knife), two for larger items (a backpack or bow) and three for huge items (including people). The player makes the usual Gnosis roll to pierce the Gauntlet and step sideways; if successful, both he and the desired object or person pass into the Umbra. An unwilling target may resist with a Willpower roll; each success subtracts one from the Garou's successes. A Garou attempting to abduct an unwilling victim must achieve at least three successes on his Gnosis roll.
  Unless she has the ability to step sideways, any person taken to the Umbra must rely on the Garou to escape, or she must find an area with a very thin Gauntlet, such as a caern. The Gauntlet rating must be 3 or lower for a victim to exit of his own accord. If he does exit, he may not reenter the Umbra, regardless of the Gauntlet rating. If left in the Umbra too long, a living creature eventually turns to spirit matter entirely.

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Hand of the Earth Lords (Level Four) — By drawing on the land's energies, the Uktena can move any one object weighing up to 1000 pounds telekinetically. An air elemental and an earth elemental must teach this Gift in concert.
  System: The player spends one Gnosis point and rolls Dexterity + Occult (difficulty 7). The Uktena must maintain concentration in order to move the object, which travels at roughly 20 mph. The effect lasts for one turn per success.

Hand of Will (Level Four) — By willing things to move, the Bastet can lift objects or open barriers merely by staring at them. A strong-willed Bastet can move even trucks and construction vehicles with her mind alone! King-of-Beasts and Hatti favor this Gift, especially given the devastation brought about by human traffic.
System: Invoking the power of the will requires a Gnosis point and a Willpower roll (difficulty 7). Each success gives the Bastet three points worth of Strength at range (see “Feats of Strength,” Werewolf, page 212). This power can only move things, not punch or crush them, and the cat’s degree of control is limited. A typewriter can be shoved aside, but not used. It’s possible to employ a bit of fine manipulation by raising the difficulty to 9, but this requires total concentration. For each extra turn the object remains in motion, the werecat has to spend a point of Willpower to keep it going. Once she sets it aside, the Gift ends.

Heave-Ho (Level Four) - The Nuwisha using this Gift can throw an opponent incredible distances. The Nuwisha must still be able to lift her target, either by sheer strength or in combination with a combat maneuver. Some werecoyotes claim they have thrown opponents for several city blocks. They were not exaggerating. This Gift is taught by an Ancestor-spirit.
System: The player must roll Dexterity + Athletics and expend one Gnosis point. For each success, the character triples the normal distance he is able to throw a target (10 feet per dot of Strength is the rule of thumb). This Gift is cumulative based on the number of successes. For example, a Nuwisha with a Strength 5 could normally throw a target 50 feet. But with one success, the Nuwisha could throw the target 150 feet, and with two successes could throw the target 450 feet. With three successes the same character could throw a target 1350 feet, and so on.

Helios' Child (Level Four) - Occasionally the Sun designs to lend a bit of himself to a Corax in need.  This present takes the form of a ball of lambent flame that materializes in the Corax' hand.  The fire doesn't burn the Corax, but will ignite anything it touches (effective temperature 1000 degrees Fahrenheit; doing damage akin to that of a chemical fire.).  One of Helios' spirit-servents teaches this gift. 
System: To summon Helios' Child the Corax first asks Helios for help.  The gift can be called upon at any time, day or night, but the request must me made of Helios before anything else happens.  Of course, various Corax have various definations of what constitutes a "request" and Corax theologians point to the continued workings of this Gift as proof that Helios does in fact have a sense of humor.  Beyond the request, the Corax must burn two points of Gnosis and close his eyes for a brief second (and roll Manipulation +Subterfuge, difficulty 7).  When the Corax opens his eyes, if the Gift has functioned properly, a little piece of the sun will be resting in his palm ready for use

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Hero's Stand (Level Four) — The Garou channels the strength of Gaia herself, becoming one with the earth upon which he stands. While he may not retreat or even move from that spot for the duratiorr of the Gift, he gains many powers through Gaia's might. An earth elemental teaches this Gift.
  System: The player rolls Willpower (difficulty 8). Each success grants one extra die to all Physical dice pools. Also, the Garou may not be surprised, and all attacks are considered frontal. The Garou may not move until all foes have been defeated or have fled.

Hydraulic Strength/Might of Ananasa (Level Four) - The Ananasi with this Gift can metabolize the blood she drinks to dramatically increase her strength.
System: The player rolls Strength + Medicine and the character spends a variable number of blood points to activate this Gift. Her Strength increases by 1 for each blood point she spent while invoking the Gift; this excess  Strength lasts for one scene.

Ill Wind (Level Four) - The Hatar weakens the barrier between worlds, allowing Banes to materialize in a certain location more cxiily than normal.
System: The werespider cuts her arm and spends three bloodpoints, spreading them over the target area; the player rolls Intelligence + Occtilt. Each success reduces the Gauntlet by 1 for one hour ptsr success. Still Blood (Level Four) -The Ananasi’s blood can paralyze a victim through contact.
System: A victim splashed by the werespider’s fresh blood loses one point of Strength for each point of the Ananasi’s Gnosis. She may offset this loss by a Stamina roll to reduce the number of points. Lost Strength comes back at the rate of one point per hour.

Infest (Level Four) — The Garou can summon a horde of vermin to invade a structure (no bigger than a large building). The Gift summons any kind of vermin common to the area, which usually includes a lively variety of insects, slugs and rodents, and it may also include carrion birds and snakes. These creatures will not attack humans mindlessly. They will act according to their natures, which often means fleeing to dark places and hiding out. Any vermin spirit can teach this Gift.
  System: The player spends one Gnosis and rolls Manipulation + Animal Ken (difficulty 7). One success stirs up some shrieks and a call to an exterminator, while five swamps the structure in vermin completely, making it uninhabitable for quite some time.

Inflict Pain (Level Four) -  Your ability to transmit disease has become so impressive that you can adjust the pain your victims feel. This Gift is taught by a Pain-spirit.
System: You must successfully bite or claw your victim to transmit this Gift. Spend a point of Rage and roll Intelligence + Medicine; the difficulty is your victim’s permanent Gnosis (or four, for those without Gnosis). The number of successes determine the dice pool penalties your victim receives for the duration of the scene; these work just like the penalties for wound levels. One or two successes inflict a -1; three or four successes inflict a #2; five or more successes grant a -3. The effects can be completely nullified with the Gift: Resist Pain. This is an Epidemic Gift, and can be spread to more than one victim with the Gift: Epidemic Contagion.

Inundate (Level Four) - As the Level Four Red Talon Gift: Avalanche, but Inundate concentrates moisture from the air to surround a target. This Gift is taught by an air-spirit and is usable only on land.
System: As Avalanche. The difficulty is determined by the amount of moisture in the air; i.e., this Gift is much easier to use near the ocean (difficulty 4) than in a parking lot on a sunny day (difficulty 9).

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Iron Web (Level Four) -The werespider may spin a transparent and durable web with this Gift, useful in creating permanent lairs or Sylies.
System: The player spends a Gnosis point and succeeds in a Gnosis roll (difficulty 7) to activate the Gift. She must spend blood points as usual to produce the webbing. The web lasts indefinitely as long as it is properly maintained. It can absorb damage from fire and other sources, soaking damage as if it possessed the Ananasi’s Stamina in homidform. Each cubic foot can take five health levels of damage after soak before breaking.

Jungle’s Vengeance (Level Four) — By tapping into her ties with the land, a Balam urges the jungle to turn against any invaders. The assault begins innocently enough, with vines that trip and swarms of hungry bugs; if the outsiders don’t get the hint and leave, however, the Vengeance turns nastier. Pools of quicksand, poisonous plants and insects and clouds of noxious gas spring into existence right in the invaders’ path. Ultimately, the Gift whittles a determined force of trespassers down into a handful of desperate survivors — easy pickings for an angry werejaguar and her friends….
System: The player puts a point of Rage and two points of Gnosis into the Gift, which then swells into a series of scattered but purposeful events. Although the Storyteller has the final say about exactly what happens where and to whom, the land and its pests begin a subtle campaign to drive invaders out. These events escalate from annoyances to fatalities as the Storyteller desires. Although they won’t be  powerful enough to destroy a band of supernatural foes, most mortals will be driven to near-madness before the Gift runs its course.

Keening of Swarm Panic (Level Four) - This Gift is essentially the same as the Nezumi Gift from Hengeyokai: Shapeshifters of the East. It is only possible in the midst of a crowd of at least fifty or sixty humans. The Twitcher keens a  high, wailing sound just beyond the fringe of human hearing. After a few minutes: the humans become uneasy and soon begin to push and shove each other. The human swarm can become extremely dangerous if it senses the need to bolt.
System: Expend one point of Gnosis and roll Charisma + Rituals (difficulty 7). If the Ratkin obtains at least three successes, the crowd will begin to force its way towards a chosen exit. With four successes, the crowd will panic, surging so violently that any non-humans in their way are swept into the crowd. Each of these victims suffers one level of damage (difficulty 8 to soak). With five success, the crowd bolts. Anyone caught in the way of the crowd should roll Dexterity + Athletics or Dexterity + Dodge; otherwise, that victim is trampled under a wave of human flesh. The victim takes one level of damage each turn until he gets to his feet (until then, he can attempt to soak the damage at difficulty 9). The most insidious part of this Gift is its duration: ten minutes for each success on the initial roll.

Kuei Dance (Level Four) - This G if t calls on the dead to bear witness, usually to the manner of their death, occasionally to the events of their lives. This magic compels truth, not cooperation —but as most Restless ones are frantically eager to have their lives remembered, deaths avenged, graves tended and true stories known, few refuse. The Dance may take any form—the Kataribe may begin a story and have the ghost step forward to continue the tale, act out the events of the story in mime or dance and let the ghost appear in its part, or (and this is the best for convincing others the tale is true) begin a song or narration that readies the audience for the experience, then let them see the ghost's very memories around them. This Gift is taught by Ancestor-spirits.
System: The player spends a Willpower point and rolls Gnosis + Empathy (difficulty 8) for the Nine-Tails to establish contact with the spirit. To communicate the deceased's memories to the audience, she rolls Manipulation + Performance (difficulty 6). The more successes, the better the testimony comes across to the audience. This Gift will work only on the dead who have retained some semblance of themselves in the next life. This includes hengeyokai ancestors, wraiths, Spectres and all manner of hungry ghosts. Kuei Dance cannot call up the living. Souls that have been reincarnated since death will not appear. The Gift may even work on Kin-j in and Kueij in if the Kataribe is powerful enough (Rank Five and up); the ir bodies do not travel with them, and they return unharmed (though likely very angry) at the end of the scene.

Living Sea (Level Four) - The Rokea causes the sea (or any body of water) to come to life around a target. The water becomes semi-solid, and can hold a target in place, propel the Rokea along at great speeds, or even strangle a victim. If the Rokea is on land, she may cause a nearby body of water (a fountain, for example) to extend a tendril of living water to accomplish the same effects. A spirit-servant of Sea teaches this Gift.
System: The player spends one Willpower point and rolls Manipulation + Occult (difficulty 6). The Rokea may command a body of water equal to 5 cubic feet per success. If the Rokea wishes the water to inflict damage on a living target (by strangling a water breather or drowning an air-breather), the water inflicts the Rokea's Gnosis in lethal damage dice each turn.

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Locked Door (Level Four, Umbral Danse) - The Nuwisha can bar others from entering the Umbra with this Gift. This powerful Gift is used only to prevent the Wyrm from escaping, or to avoid capture. On rare occasions Locked Door is employed to force Technocracy mages out of the Umbra. This Gift is taught by a Weaver-spirit.
System: The player rolls Willpower against a difficulty of 7 and spends three Gnosis points. This Gift lasts for one scene per success rolled. Umbral Gateway (Level Five, Umbral Danse) - The Nuwisha can open a portal into the Umbra. The Umbral Gateway is a direct opening in the Gauntlet between the worlds, and is open to anyone or anything the Nuwisha chooses to take with him. This Gift is connected to the Nuwisha, and no other creatures may use the opening without the Nuwisha’s consent. Any entity attempting topass through the portal must effectively have the Nuwisha’s permission to do so. This Gift is taught by a spirit of the Trickster.
System: The player rolls Wits + Occult, difficulty 8, and expends four Gnosis points. The Umbral Gateway remains open for as long as the Nuwisha desires, but no longer than one scene.

Luna's Blessing (Level Four) — When the moon is visible in the night sky, silver refuses to cause the Garou aggravated wounds. Indeed, if the moon waxes full, silver weapons may well turn on those who would wield them against the character. A Lune teaches this Gift.
  System: For each strike against the Garou, the wielder of the weapon must roll three extra dice on the attack; these dice are read only to check for botches. The Garou can soak and regenerate silver as if it were bashing or lethal damage (depending on whether the silver is part of an edged weapon or not), but only when the moon is in a visible phase above the horizon. Therefore, the Garou is still vulnerable during a new moon.

Madness Season (Level Four) — A fine line often exists between madcap humor and the precipice of insanity. The New Moon’s understanding of this boundary enables her to send enemies teetering off the brink into lunacy. While this Gift does no lasting harm to the victim, it can make him an object of ridicule and scorn… and grant a measure of respect to the Ragabash who uses it. Any spirit of Luna can teach this Gift.
System: The player expends one Gnosis point and makes a resisted Manipulation + Subterfuge roll against the target’s Willpower. One success causes the victim to become gibbering and helpless in a fit of madness for a number of turns equal to the Ragabash’s Gnosis rating; three successes causes the madness to last the remainder of the scene. With Storyteller’s discretion, four or more successes may render the victim incoherent for a longer period of time.

Masking the Hunted (Level Four)

Mastery (Level Four) — With the power of this Gift, the Fang can command other Garou, including Black Spiral Dancers, to do her bidding. A falcon-spirit teaches this Gift.
  System: The player rolls Charisma + Leadership (difficulty of the target's Wits +3). If the roll succeeds, the Garou can give the target one non-suicidal command, which he must obey for one turn per success. This Gift works only against Garou.

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Mindblock (Level Four) — Upon learning this Gift, the Garou's mental defenses are strengthened to the utmost. A falcon-spirit teaches this Gift.
  System: The difficulties of any direct mental attacks or attempts to control the Garou's mind, as well as more insidious psychic assaults (mind-reading, mentally implanting illusions or possession) are raised to 10. The effects of this Gift are permanent, but they do not apply to powers that sway emotion.

Mind of the Swarm (Level Four) - The wererat with this Gift is able to command a horde of ordinary, mundane rats through sheer will.
System: The player spends one Gnosis and rolls Manipulation + Animal Ken; the effects last a number of hours equal to the Ratkin’s Willpower. Each success allows the Ratkin to command up to ten ordinary, mundane rats. (For detailed rules about swam, consult a copy of the Ratkin book.)

Mind of the Tunnels (Level Four) - Blood calls to blood. Using this Gift, a Ratkin can establish a mental link with any other wererat she knows. The mind sharing is complete: emotional, intellectual and spiritual understanding can be exchanged. The Ratkin has to have actually met her subject in the flesh at least once;“remembering‘‘ him through Blood Memory isn’t good enough.
System: Spend one Willpower and roll Intelligence + Empathy (difficulty 7). One success allows you to commune completely with the chosen Ratkin. For each additional success, you can bring one more wererat into this “psychic friends network.” You remain the nexus of all information flowing through the network, and you can limit what sensations each Ratkin receives from the others. Wererats in the “tunnel mind” mode cannot obtain information from the other Ratkin by force.

Monkey’s Uncle (Level Four) — With this Gift, a werecat can assume any human form in seconds. Changes can include physical prowess, attractiveness, racial features, gender and age. Legends credit this Gift to Coyote, although the Bubasti claim to have discovered it first.
System: The player rolls Manipulation + Subterfuge (difficulty 5). Really extreme changes, like changing from Dr. Ruth into Arnold Schwarzenegger, raise the difficulty by one. For each success, the player can add one dot to her character’s Physical or Social Traits for the Gift’s duration. Monkey’s Uncle lasts for one hour per success, applies only to the Bastet herself, and may be detected with a resisted roll (Perception verses Gnosis, difficulty 8) by someone with magical senses.

Moon’s Gateway/Dancing on Air (Level Four) — By calling upon a Lune for help, the Bastet opens a Moon Bridge between caerns or Den-Realms. Such travel only occurs at night. The Gateway forms as a glowing fog, which slowly swirls into the shape of the werecat’s intended destination. Anyone who wants to use the Bridge must enter before the summoner. When she passes through, the Gateway disperses.
System: The player spends one Gnosis point per 100 miles and rolls Intelligence + Alertness(Intelligence + Enigmas for the Qualmi). The Gateway’s difficulty depends on the werecat’s familiarity with her destination, from 5 for her own Den-Realm to 10 for an unknown location or an Otherworldly Realm. The two travel points must involve either a Den-Realm or some other mystical location (a caern, a Node or Chantry, a Horizon Realm, etc.). A botch lands the traveler(s) in some strange or dangerous place. Traveling out of material reality is always tricky; those lost on such trips are often lost forever….

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