Deep Pockets (Level Two) - Can’t carry enough stuff? This Gift allows you store lots of little goodies in your pockets, far more than normal. This Gift is taught by a Packrat-spirit.
System: Roll Wits + Enigmas and spend one Gnosis. Each success lets you hide an extra small item (no larger than your hand) inside a convenient pocket. If you’re ever searched, none of these extra items will turn up, but if you lose the pocket (or your clothes), you can’t retrieve the items inside. Each time you remove an item, you need to use the Gift to put it back again.If you need to recall an item instantly from your Deep Pockets, spend a point of Rage, and it’s there.
Devour the Dead (Level Two) - The user can call up a swarmofRat-spirits to devour a dead body and remove all physical evidence in the immediate vicinity. Rodens Knife-Skulkers often use this Gift to dispose of the bodies of their victims.
System: Spend one Gnosis; a swarm of Rat-spirits appears from nowhere and consumes the dead body, bones and all, within three turns. Unfortunately, all items currently on the body will be carried off into the Umbra, where they’ll be carefully hidden. Remember to loot the body first.
Distractions (Level Two) — The Garou can make annoying yips, yelps and howls to divert the attention of his target. A coyote-spirit teaches this Gift.
System: The player rolls Wits + Performance (difficulty of the victim's Willpower). Each success subtracts one die from the target's dice pool next turn.
Dolorus Countance (Level Two)
Domestic Seeming (Level Two) - Unicorn does not want humans to fear her children, even the lupus. Many lupus Children of Gaia learn this Gift in the interest of walking comfortably among humans. By using this Gift, a werewolf in Lupus form convinces observers that they see a dog, not a wolf. Ordinary humans look at the wolf and think “husky,” “malamute” or some other similar breed of dog. Even other supernatural beings (save spirits) can be fooled by the Gift, seeing what they expect to see rather than the truth. This Gift is taught by any spirit of peace.
System: The player spends a Willpower point and rolls Manipulation + Animal Ken; the usual Manipulation penalties for Lupus form do not apply for the purposes of this Gift. If the player fails the roll, any observer can tell they’re looking at a wolf with a successful Perception + Animal Ken roll. If the player gains any successes, human observers cannot penetrate the disguise; supernatural creatures may make a Perception + Animal Ken (difficulty 7) opposed by the player’s roll to penetrate the illusion. Spirits of the Middle Umbra are not affected by the Gift at all; they recognize the werewolf as one of Gaia’s warriors as usual. The Gift’s effects last for a scene, or until the werewolf changes form.
Dragon Drill (Level Two) - This Gift allows the Gathering to organize her clutch into a potent work force. She can take an ability known to one clutch member and share it with all. The Gift can empower Kin as well as Mokok. It is taught by Ant-spirits.
System: The Mokok speaks of the Skill or Knowledge to her clutchmates in a sort of “pep talk.” She then spends a Gnosis point and rolls Manipulation + the appropriate Skill or Knowledge. The base difficulty is 7, but the Storyteller can make it higher if the Ability is an unlikely one, such teaching lockpicking to suchids. The number of successes is the number of clutchmates who gain the Knowledge or Skill at the donor’s level for one scene. This Gift cannot transfer spirit Gifts, rites, or other such advantages.
Dreamspeak (Level Two) — The Galliard can enter another's dream and thereby affect the course of that dream. The werewolf does not have to be anywhere near the target, but she must know or have seen the dreamer. A Chimerling teaches this Gift.
System: The player rolls Wits + Empathy (difficulty 8). If the dreamer awakens while the Galliard is still within the dream, the werewolf is thrown out of the dream world, and he loses a Gnosis point.