Madness (Level Five) — The metis struggles his whole life to find a place, a purpose and a sense of stability in his horrifying existence. With this Gift, he can force others to face their inner demons, inducing insanity and madness. The nature of the derangement varies among individuals, but it will always be severe, making it impossible for the victim to function normally. Lunes, along with spirits of trickery and madness teach this Gift.
System: The player spends a Gnosis point and rolls Manipulation + Intimidation (difficulty of the victim's Willpower). The insanity lasts a number of days equal to the successes rolled on the attempt. During this time, the metis can increase or decrease the effects of the madness, granting the victim lucidity and then driving him into psychosis. Even after the Gift has ended, the repercussions from the bout with madness often haunt the target for the rest of his life.
Mahanaga (Level Five)
Malleable Spirit (Level Five) — The Garou can change a spirit's form or purpose. A Chimerling teaches this Gift.
System: The Garou's player must best the spirit in a resisted Gnosis roll. The difficulty is based on what the Garou tries to accomplish, while the spirit's difficulty is the Garou's Gnosis.
Change Difficulty
Characteristics (Willpower, Rage, Gnosis;
one point changed per success) 6
Disposition (Friendly, Neutral, Hostile) 8
Type (Naturae, Elemental, Bane, etc.) 10
Marionette (Level Five) - The Kitsune can make her target do anything she wants by mimicking the desired action. Snake-spirits teach this Gift.
System: The player spends a Willpower point and rolls Manipulation + Subterfuge (difficulty 7). The victim may resist with a Willpower roll (difficulty 7); if he fails, the Kitsune controls him for one turn per success.
Mass Confusion (Level Five) - This powerful Gift changes the perception of the individuals in the Kumoti's immediate area. The Ananasi is able to confuse the participants, causing them lose track of where they are, who surrounds them, and which direction they were facing. Friends can appear to be foes, physical objects can appear meters away from their actual locations, and none of the senses can be trusted.
System: The Ananasi must expend two Gnosis points. For the duration of the scene, any individuals in the area — whether they be Damhan, Ovid, vampire, or other — must then make a Wits roll (difficulty 8) to take an action against any selected target. If they make their roll, the action occurs as intended. If they miss their roll, the Storyteller must randomly determine another target in the same area — excluding the Kumoti using the Gift — to which the action is redirected. This Gift fouls attacks, speeches, Gift use, even dodges — all actions that focus on a specific target. The Ananasi that uses this Gift is immune to its effects, but cannot take any other actions for the duration of the Gift; if he takes any action, the effects of the Gift are canceled
Mindless Fight (Level Five) - A brutal frenzy is often an asset in a fight, but the eldest of the Rokea have honed their frenzies until they reap all of the benefits and few of the drawbacks. The Rokea can channel her Rage into not only speed, but endurance and power as well. This Gift is taught by a shark-spirit.
System: Once the Rokea learns this Gift, her use of Rage becomes diversified. First of all, the limits on how much Rage may be spent in a turn are lifted. The player may spend as much of the character's Rage for extra actions as she wishes. Second, in any turn in which Rage is spent, the character ignores wound penalties. Finally, the player receives two extra dice to soak in any turn in which she spends Rage.
Moon Sense (Level Five) — By meditating upon a pool of moonlit water, a Bastet may see anything that transpires beneath Seline’s glow. Although it’s difficult to see distant or hidden locations, a rigorous search can see anywhere on Earth.
System: The player rolls Perception + Enigmas and spends a Gnosis point. The Bastet must be staring into outside water. Any place touched by moonlight (even near windows, indoors, and within the Penumbra) may be sensed with all six senses, as if the Bastet were standing in the moonlight itself. The water’s surface must be calm; raging waves will reveal nothing. The search’s difficulty depends upon the distance scanned and the Bastet’s familiarity with it. If she observes for more than a minute (or requires more than three rolls), another Gnosis point must be spent. A person with mystical senses might realize he’s being spied upon with a successful Perception + Occult or Enigmas roll (difficulty 6). He would, if he discovered this, see a giant moonlit cat slowly fading away. Naturally, discovery terminates the Gift.