Werewolf The Forsaken Gift Summary
Crescent Moon (Ithaeur only) Gifts (Pg. 104)
Two-World Eyes (1) (- / Instant / Wits + Occult + Wisdom) Uratha sees events in both physical and spirit realms. Lasts 1 round per success. ES: Smell or hearing applies as well.
Read Spirit (2) (1E / Instant / Int + Occult + Cunning) Reveals name, type, and rank of a spirit, as well as one additional fact per success after first (Power, Finesse, Resistance, Willpower, Essence, Speed, Numina, etc.). 1 round of prior interaction with spirit required. No Ghosts.
Gauntlet Cloak (3) (1E / Instant / Dex + Occult + Purity) -2 penalty to spot character in both worlds. -1 penalty to recognize character if spotted. -2 concealment modifier vs. ranged attacks. Lasts 1 turn per additional success. Crossing Gauntlet negates. DF: Tear in Gauntlet, spirits may cross. ES: -3 concealment modifier, +1 Defense.
Between the Weave (4) (1E / Ref / – ) Uratha crossed Gauntlet as reflexive action. Ambush targets use Two World Eyes or Wits + Composure -4 to detect.
Crash the Gates (5) (1E +1E per packmate / Instant / -) Extends Between the Weave to packmates. Packmates must be willing. Packmates cross on same Initiative as user. Double XP cost to learn if Between the Weave is not known.
Death Gifts (Pg. 106)
Death Sight (1) (- / Instant / -) Uratha can see ghosts. Int + Occult roll to detect stains of death as instant action (phantom bloodstains mark deaths of creatures within last month, size varies according to size of creature and emotional discharge at death, darker stain = more recent). Applies only while in the physical world.
Ghost Knife (2) (1E / Instant / -) Uratha enables held object to injure ghosts for one scene. +1 bonus versus ghosts, Uratha picks lethal or bashing damage. In case of ranged weapons, applies only to ammunition loaded at time of infusion. Gift user can imbue his own natural weapons.
Corpse Witness (3) (1E / Instant / Man + Occult + Purity) Corpse gives up the secrets of all it has ‘seen’ since its death. Only head is necessary, some flesh required. Uratha must breathe into corpse’s mouth. DF: Corpse babbles blasphemies, Uratha loses 1WP. S: Corpse gives details of its observations the Uratha would consider important. ES: Corpse can answer specific questions (1 per additional success).
Word of Quiet (4) (1WP / Instant / Pres + Occult + Honor – Target’s Stamina) All living creatures who hear Uratha within (10 x Presence) yards suffer one bashing. Undead suffer 1 lethal per success. Highest stamina for a group of creatures is used.
Vengeance of the Slain (5) (1E / Instant / Stamina + Occult + Wisdom) Uratha returns soul to an acceptably intact body dead no more than one day. Wounds corpse died from remain on body (cosmetic). Corpse can use any supernatural abilities once possessed, can speak, regains full Health, suffers no wound penalties. Lasts one hour per success or until corpse is killed again. Works on a given corpse only once.
Dominance Gifts (Pg. 109)
Cannot be used on Uratha with more dots in user’s primary tribal Renown. Work only on Uratha, Wolf-Blooded, and humans. Dramatic failure = No Dominance Gifts from that user will work on target again for one scene (* to ), or any target for one scene (* to **).
Warning Growl (1) (1WP / Contested / Pres + Intimidation + Glory vs. Composure + Primal Urge) Gift user gains +2 Defense bonus vs. target for one scene.
Luna’s Dictum (2) (1WP / Contested / Pres + Intimidation + Glory vs. Composure + Primal urge) Single target obeys a command of a few words. Does not work if target is distracted by threats like combat. Target does not harm himself or others, or do anything seriously against his nature. Task lasts no longer than one minute. ES: Target rationalizes his obedience.
Voice of Command (3) (1E / Contested / Man + Intimidation + Honor vs. Resolve + Primal Urge) Affects up to three targets who contest separately. -1 to activation roll for each target after the first. Order can have two or three specific directions, same restrictions as Luna’s Dictum. Lasts 5 minutes per success. Harm as a result of obeying the commands ends the effect. Gift can only be used on a given target once per day. Targets twist spirit of command if possible, unless ES is rolled.
Break the Defiant (4) (1E / Instant / Pres + Intimid + Purity – Target’s Resolve) Target loses 1 WP for each success. Works on a target once per day.
Tug the Soul’s Strings (5) (1E / Contested / Man + Pers + Cunning vs. Resolve + Primal Urge) Uratha forces target to perform deeds that violate his identity. No direct harm to self, although target will place himself in danger (+3 to resistance roll). Second roll gained with this bonus if danger is not immediately apparent. Lasts 10 minutes per success. Once per subject per day. ES: Target does not gain second resistance roll if danger manifests.
Elemental Gifts (Pg. 111)
Call Water (1) (- / Instant / Stam + Survival + Purity) 1 cup of water created for every success. Can be invoked once per hour. Excess overflows hands into container, or onto the ground.
Manipulate Earth (2) (1E / Instant / Dex + Crafts + Cunning) Shapes area of earth 100 ft2 or 40 ft3. Does not work on stone, concrete, metal, etc. Changes are permanent. DF: Earth spirits become hostile (-2 penalty to social rolls or Gift activation involving these spirits). ES: Stone can be sculpted as well.
Command Fire (3) (1E / Instant / Str + Survival + Glory) Uses existing flame to damage line fo sight target within 20 yards of source. 1 point of fire damage per success, Defense, concealment, and armor apply, lasts for one attack. Can also be used to spread flame (x2 spread rate) or stop it from spreading. Lasts as long as Uratha concentrates, -2 to activation roll.
Invoke the Wind’s Wrath (4) (2E / Instant / Str + Empathy + Honor) Forms whirlwind within 50 yards of user. Radius of effect = 3 yards, lasts 2 turns. User directs at his own base Speed. People or object caught in effect suffer one lethal per success achieved on activation roll, and suffer -4 penalty on all die rolls. Targets weighing less than 150 pounds may be lifted and thrown in a random direction. Target may attempt to evade during Gift-user’s Initiative even if his turn is normally after – Dex + Athletics at -4 penalty, uses up target’s action for that turn. Modifiers: Blustery day (-1), Windy day (-3), Calm day (-5). DF: Uncontrolled weather feature. ES: Lasts 3 turns.
Lament of the River (5) (3E / Extended (50 successes) / Stamina + Intimidation + Wisdom) Waters within one square mile of Gift user swell and flood the region.
Evasion Gifts (Pg. 113)
Loose Tongue (1) (- / Contested / Man + Socialize + Wisdom vs. Composure + Primal Urge) Affects a number of targets equal to successes rolled. Targets suffer -2 penalty to Empathy and Subterfuge rolls against the Gift user for one scene. Targets must be engaged in conversation for at least 30 seconds before activation. ES: Targets suffer -2 penalty to Composure rolls as well.
Sand in the Eyes (2) (- / Contested / Man + Sub + Honor vs. Composure + Primal Urge) Target suffers -5 penalty to Int + Composure rolls to remember details of the target during the scene in which the Gift is activated. Effects end if Gift user attacks. Memories are clouded, not erased. Once per scene per target. ES: Int + Composure roll at -5 to remember character was there at all.
Playing Possum (3) (1 WP / Ref / Wits + Sub + Cunning) Uratha appears biologically dead. Regeneration ceases. Contested Int + Medicine rolls for a persistent investigator. User can revive as instant action, remains aware, cannot move without ending Gift. ES: User can regenerate while ‘dead’ without showing external signs of healing.
Double Back (4) (1 WP / Ref / Int + Invest + Glory) Uratha becomes aware of all attempts at physical deception in the area for one scene (Concealed evidence, hidden trails, disguise, etc.). Does not reveal what the actual disguise, hidden object, etc. is. ES: Mystical (illusions, etc.) deceptions detected as well.
Fog of War (5) (1E / Contested / Man + Exp + Honor vs. Resolve + Primal Urge) Uratha howls, drums, etc. throwing confusion over targets within extreme hearing range. Listeners suffer -3 penalties to all actions as long as user maintains effect. User can designate subjects as immune, but must do so specifically at activation and be able to see said subjects. Multiple users force multiple resistance rolls, but effects do not stack. ES: Affects any target who hears howl on first turn of activation for remainder of scene.
Father Wolf’s Gifts (Pg. 114)
Wolf-Blood’s Lure (1) (- / Ref / -) User projects his wolf nature, making mundane wolves and dogs see him as one of their own. User can communicate with and gains +1 die on social rolls with these creatures. Lasts from moonrise to moonset, or vice-versa.
Father Wolf’s Speed (2) (1E / Ref / -) User’s gains double Speed and +2 to Defense vs. firearms for one scene. Cannot be used in Hishu or Dalu.
Primal Howl (3) (1E / Contested / Pres + Exp + Purity vs. Composure) Howl is heard for miles but affects targets with 10 yards per dot of user’s Primal Urge. No indirect effect (phones, etc.). Subjects are affected by Lunacy (WtF pg. 175). Listeners may still act normally if Composure is equal to or greater than rolled successes. Shapeshifters and spirits are immune. Other Supernaturals get Composure + other appropriate resistance Trait (Blood Potency). Wolf-Blooded and Ghouls gain no bonus.
Savage Rending (4) (1E / Ref / -) Uratha’s claw and bite attacks inflict aggravated damage for one scene, or until user ends Gift. Use on Uratha is a sin against Harmony 4 (3 dice).
Spirit Pack (5) (1E / Instant / Man + Animal Ken + Glory) User howls battle cry, summons one Wolf-Brother spirit (stats WtF pg. 244) per success. Spirits act as a pack and return to Shadow when no enemies remain. If Gift user is slain, pack fights until slayer is dead or entire pack is defeated.
Full Moon (Rahu only) Gifts (Pg. 116)
Clarity (1) (1E / Ref / -) User’s Initiative increases by 5. May be used retroactively like a Vampire’s Celerity Discipline.
Attunement (2) (1 WP / Ref / Wits + Brawl + Wisdom – Target’s Resolve) After one full turn of combat with foe, user can ignore number of target’s Defense dots equal to user’s Primal Urge. Can apply to weapon or firearms attacks even though Brawl is part of activation. Can only be applied to one opponent at a time. DF: User loses Defense against target for one turn. ES: Add one to user’s Primal Urge.
Death Maul (3) (1E / Ref / Str + Brawl + Glory) The teeth of the Uratha extend to get even more of a devastating bite. Though the Gift remains active for a scene, the Uratha must spend 1E to extend his bite for more devastation (+3 dam). This Gift will only successfully activate in Gauru, Urshul, Urhan, or in combination with Partial Transformation if the Uratha’s jaw is transformed into that of a wolf. DF: Case of lockjaw, cannot bite for the scene, as well as, cannot activate till next Full Moon. ES: Spend no extra Essence for follow up Death Maul attacks in the scene. (May only activate once per scene)
Rage Armor (4) (1E / Instant / Stam + Surv + Honor) User gains 1 Armor point per 2 successes (remainders ignored). Does not apply to silver attacks. Last for number of turns equal to user’s Primal urge. DF: User is careless, loses Defense for first turn of combat.
Luna’s Fury (5) (1E / Instant / Dex + Emp + Cunning) User gains benefit of dodge (Defense doubles) and all-out attack (+2 attack dice), and can still attack normally. Effects last for a number of turns equal to successes, but Essence must be spent each turn. No other Gifts may be used while active. DF: User loses Defense for next turn of combat. ES: Doubled Defense also applies vs. firearms for duration of Gift.
Gibbous Moon (Cahalith only) Gifts (Pg. 117)
Pack Awareness (1) (- / Ref / Wits + Empathy + Wisdom) Cahalith gains general sense of packmates’ position relative to him, as well as their state of being and general activity. Wound penalties and unconsciousness due to wounds are also conveyed. Packmates must be within a number of miles equal to the Cahalith’s Primal Urge. Lasts one scene. DF: Awareness is overwhelming, -1 penalty for one turn per packmate. ES: One packmate of Cahalith’s choice gains a point of Willpower.
Resist Pain (2) (1 WP / Instant / Stamina + Survival + Honor) Cahalith ignores wound penalties for one scene. DF: Wound penalties increase by one for one turn. ES: Cahalith gains +1 bonus on next attack roll.
Rallying Cry (3) (1 WP / Instant / Man + Expression + Glory) Cahalith channels Cahalunim through howl / song etc. Each packmate regains one spent Willpower point. Cannot be used on same people more than once per day. DF: Each packmate loses one WP instead. ES: Cahalith regains activating WP point, as well as one additional.
Unspoken Communication (4) (1E / Instant / Int + Socialize + Purity) Packmates visible to the Cahalith during activation are joined in mental communication, either one to one or with all packmates simultaneously. Connected packmates gain +3 to Initiative, and +1 bonus to attacks and Gift use vs. enemies. A new packmate can be included by spending an additional Essence point. Does not cross Gauntlet. Lasts one scene. DF: Cahalith is overwhelmed and suffers -1 penalty per packmate for one turn. ES: Each connected packmate regains one point of spent WP. Only one WP can be gained per day by a packmate through these means.
Call of Glory (5) (1 WP / Instant / Pres + Expression + Glory) The Cahalunim directly inspire the Cahalith’s packmates. Each success achieved heals one point of damage (regardless of type, right to left) for each packmate (excluding the Cahalith). Packmates must hear Cahalith directly, must follow same pack totem. Works once per packmate per day. DF: Summoned Lunes are offended. -2 penalty to all rolls for Cahalith and packmates for one turn. ES: Lunes include the Cahalith in the healing.
Half Moon (Elodoth only) Gifts (Pg. 120)
Scent Beneath the Surface (1) (1 WP / Contested / Wits + Empathy + Purity) Elodoth studies target for one turn. Success senses truth or lack of deception in the subject’s actions and words, and subject’s general emotional state. DF: Elodoth is convinced subject is telling the truth. ES: Subject’s behavior reveals a clue about what he is hiding.
Snarl of Command (2) (1 WP / Contested / Pres + Intimidation + Cunning vs. Subject’s Composure + Primal Urge) Elodoth forces target to reveal the simple truth behind a subject of contention. Can mean answering of a single question, removal of a disguise, revealing of a true form, etc. Subject will not follow arbitrary commands. Usable only face-to-face once per subject per day. DF: Elodoth cannot use this gift on anyone for rest of day. ES: Subject elaborates on details about the truth.
Aura of Truce (3) (1E / Instant / Man + Persuasion + Honor) Elodoth is backlit by a half-moon halo and suffuses the area with calm for one scene. Affected beings must expend 1 WP to be free of the effects. May only be used before violence begins, and ends immediately if the Elodoth attacks. Failure in using this Gift does not necessarily make those affected hostile, but the Elodoth has only his wits and charm to rely on. DF: Elodoth offends all parties, cannot use Gift on same subjects again until next moonrise. ES: Subjects expend 1 WP for each turn they perform hostile acts.
Fuel Rage (4) (1E / Instant / Stamina + Occult + Purity) Must be used in the turn immediately prior to the Elodoth shifting to Gauru, or in the same turn as a reflexive shift to Gauru. Successes add to number of turns war form can be maintained. No effect in the Shadow, user can still leave Gauru voluntarily, usable only once per scene. DF: User cannot shift into Gauru for remainder of scene unless Death Rage is invoked. ES: One extra turn added.
Bind or Sunder (5) (1E / Instant / Stamina + Occult + Purity (extend) or Manip + Occult + Cunning (reduce)) Successes add or subtract one turn from a target Uratha’s time spent in Gauru. Multiple Elodoth can affect a single comrade at the same time. No Elodoth can have more than one version (extend/reduce) of this Gift active simultaneously. Has no effect on duration of Death Rage, target must be in line of sight, Elodoth cannot use it on himself. DF: Target remains in Gauru one additional turn / shifts immediately to Hishu (Opposite of desired effect). ES: Extra turn added or subtracted, as desired.
Insight Gifts (Pg. 122)
Sense Malice (1) (- / Contested / Int + Empathy + Wisdom) User can detect the scent of powerful negative emotions like anger, hatred, or envy. Wrath or Envy vice gives +1 bonus. Spirits of negative emotion automatically detected. Person possessed by a spirit of such emotion gives +3 bonus. Does not require an actual scent, and only works on currently active emotions. DF: Misleading information. ES: User intuitively understands source of emotion, and some degree of the cause.
Scent of Taint (2) (- / Instant or Contested / Wits + Occult + Purity) User can detect the presence of supernatural beings by scent in an area within 10 yards per dot of Wits. Does not work on Uratha, Wolf-Blooded, or places/objects. Gives +2 bonus to track a supernatural being. One roll per turn is given to determine if the creature has left/remained in the vicinity. Does not determine type of creature, or pick them out of a crowd. Roll is contested if creature uses power to cloak itself. Works only in material world, does not detect disembodied spirits or ghosts.
• Individual encountered before: +1
• Outdoors; calm weather -1
• Outdoors; windy or drizzling -2
• Outdoors; snowing or raining -3
• Multiple supernatural beings in area -3
• Crowded area -4
Echo Dream (3) (1E / Instant / Wits + Investigation + Honor) User can sense psychic impressions upon an area or place via touch. Information comes in the form of symbolic visions about the most significant event involving the target, perhaps requiring Int + Occult for interpretation. Use does not apply to sentient creatures, impressions fade according to intensity and age (Usually no more than a few years). Cannot be used successfully more than once on a target. ES: Additional unexpected information is revealed.
Soul Read (4) (1E / Contested / Int + Empathy + Purity vs. Subject’s Resolve + Primal Urge) Knowledge of one of tagret’s weaknesses, fears, or secrets is gained for each success. Secrets already known do not count, but guesses can be confirmed. DF: User is overwhelmed by target’s being and loses 1 WP. ES: Target realizes that Gift user knows, -1 penalty to all social rolls to influence or resist user for rest of scene.
Omen Gazing (5) (1E / Extended (15 successes / 1 min of trance per roll) / Resolve + Occult + Glory) User enters meditative trance and receives a vision of the future. Viewing lasts one turn. No vision is guaranteed to come true, and they usually involve negative events rather than positive ones. Cannot be attempted more than once in 24 hours. DF: Vision fails automatically. ES: Vision lasts for up to a minute.
Inspiration Gifts (Pg. 125)
The Right Words (1) (- / Ref / -) User gains +2 bonus to all Social rolls made to encourage or mollify. Threats / intimidation not affected. Lasts one scene.
Camaraderie (2) (- / Ref / Manip + Persuasion + Wisdom) User speaks to comrades about the need for unity and cooperation. Success gives +1 bonus to Resolve + Composure rolls to resist Kuruth. If any of those affected assist each other (WoD pg. 134), contributors gain +1 bonus to attempts to help.
True Leader (3) (1E / Instant / Manip + Express + Glory) Werewolf must lead followers into a dangerous situation to activate, taking equal share of risk. Each success grants 1 WP to each of user’s allies within 100 feet (even in excess of normal permanent WP). Works once per day per subject, any unspent extra WP is lost at the end of the scene.
Spirit Skin (4) (1E / Instant / -) User manifests his spiritual power into the physical world, exuding authority and power. He gains his highest Renown dots as a bonus to Social rolls made to impress, persuade, inspire, or intimidate for the scene. Does not stack with Social modifiers normally gained from Renown (WtF pg. 78). Opponents must succeed at Composure + PU roll at a penalty equal to the user’s highest Renown to attack the user (self-defense negates). Lasts one scene. ES: human onlooker’s WP considered 3 lower to determine Lunacy effects.
Victor’s Song (5) (1E / Instant / Pres + Express + Honor) User howls, chants, or sings when facing hopeless odds. Success grants 1E and a +1 bonus to dice-pools to all allied werewolves within earshot, except for the user. Automatically fails in less than dire circumstances. Usable once per day per subject, lasts one scene.
Knowledge Gifts (Pg. 126)
Know Name (1) (- / Instant or Ref / Int + Invest + Cunning vs. Resolve + PU) User learns the target’s name as the target defines it. Contested if the target has a reason to keep his name secret. Target is not aware that his name is known. DF: Inappropriate name learned. ES: User learns all names to which the target answers.
Traveler’s Blessing (2) (1 WP per scene / Ref / Wits + Streetwise + Wisdom) Successful use grants knowledge of local customs (+1 bonus to Social rolls to influence locals) and the most common local language not already known to the user. DF: Misinformation; -1 penalty to Social rolls to influence locals. ES: +2 bonus to Social rolls to influence locals.
Sagacity (3) (1E / Instant / Wits + Occult + Purity) User gains dots in a chosen skill equal to successes rolled. No skill can be raised above 5 dots. Lasts one minute per success rolled. Only standard dots for a skill in question are used to fuel Gifts.
Know the Path (4) (1E / Instant or Contested / Wits + Survival + Glory vs. Resolve + PU) Success determined the closest and most efficient route to a desired location, in the form of precise references to landmarks. Does not reveal the location of hazards, unless they are also landmarks. If location is a secret, user must be in the presence of a user of the secret lair, and roll is contested. Failure means no further use for 24 hours. Cannot locate a path to a place that is magically veiled or on another plane of existence. Lasts for one scene – If location is not reached, Int + Composure allows memory of directions. DF: User perceives an improper or dangerous path. ES: Character also learns the safest route, and can choose either.
Communion with the Land (5) (1E / Instant / Int + Streetwise + Cunning) User attunes himself to an area of 1 acre per success, learning potential exits and entrances, and number of creatures larger than a rat. Gains +2 bonus to Defense and Initiative while in the attuned area. Lasts for one scene. DF: Conflicting messages. -1 penalty to Initiative for one scene / exit of area. ES: Bonus to Defense and Initiative is +3.
Mother Luna’s Gifts (Pg. 128)
Partial Change (1) (- / Instant or Ref / Stamina + Survival + PU) Allows user to transform only part of himself into another form, and use an ability normally restricted to a different form, such as nose for tracking by scent or eyes for color vision. Requires one success to use as Instant action, or 1E can be spent to make it Reflexive with no roll. ST decides modifiers, abilities, and Lunacy effects (victim’s WP at +1). Adding or subtracting features requires another use. DF: Unintended feature is assumed. Provokes Lunacy at WP +2. ES: Change is a Reflexive action without spending 1E.
Anybeast (2) (1E / Instant / -) User assumes the shape of a non-wolf carnivorous beast that is equal in mass to either Urhan or Urshul form. Traits and attack modifiers do not change. Shifting into Dalu or Gauru creates a hybrid of human and the new beast. Lasts one scene, or until user end effects.
Silver Jaws (3) (1E / Instant / -) User’s teeth and claws change to pure silver, inflicting aggravated damage against werewolves. Does not function in Hishu w/o use of Partial Change. Adds +1 bonus to intimidate beings affected by silver. Provokes a Harmony degeneration roll, and lasts one scene.
Skin-Stealing (4) (1E / Instant / -) User can disguise himself with the skin of any human whose blood he has tasted. User’s body shifts to match the dimensions of the imitated individual. Does not cover eyes or orifices. Can be used to imitate a werewolf, applying to all five forms, at a total cost of 2E. +4 bonus to disguise rolls (WoD pg. 87), also mimics scent, and masks user’s own scent. Skin tears apart and sheds if user leaves Hishu (unless a werewolf is being mimicked). Lasts one scene, or until user discards skin. Skin quickly breaks down into dust.
Primal Form (5) (1E / Instant / Stamina + Survival + PU) User shifts into a larger version of Urshul (shift cannot be made reflexive by spending 1E) 6-8’ at shoulder. Str +4, Dex +2, Sta +4, Manip -3, Size +3, Health +7, Initiative +2, Speed +9, 2/1 Armor. Treated like Urshul in other respects. Lunacy as Gauru, heals 1L at the beginning of each turn (spending 1E heals an additional point of Lethal). All Resolve + Composure rolls to resist Kuruth at -3. This same roll must be made to end the effects prematurely. Lasts for one turn per success. DF: User may not shift forms at all for 5 turns. ES: User gains benefits of rage without losing control, also gains 1WP.
Nature Gifts (Pg. 130)
Speak with Beasts (1) (- / Ref / Manip + Animal Ken + Purity) User can communicate with animals through both voice and body language. Animal may still be fearful, and may not listen or agree.
• Animal is a wolf, +2
• Animal is another predator, +0
• Animal is a ‘prey animal’ that fears wolves, -1
• Animal is an insect or fish, -3
Plant Growth (2) (1WP / Instant / Wits + Survival + Honor) The size of a plant or group of plant can be increased by one cubic yard per success, at the rate of one minute per cubic yard. Vegetation grows in whatever shape is desired, and effects are permanent.
Forest Communion (3) (1E / Instant / Manip + Survival + Cunning) Success gives user basic information (presence of intruders, threats like fires) in a range of 500 yards + 100 yards per additional success. Successes also increase detail of information (3 successes = species and gender of intruders). Information is given in terms of scents, fleeting sights through the eyes of forest animals, etc. Lasts as long as user maintains the trance, and user is unaware of his surroundings and unable to convey information during this time. Does not work in urban areas. DF: User is overwhelmed, -1 penalty to Wits rolls for rest of scene.
Beast Ride (4) (1E / Instant / Wits + Animal Ken + Wisdom – animal’s Resolve) User can become a ‘passenger’ of a mundane bird or mammal’s senses, sharing its experiences. Animal must be visible to user at time of activation. User may gain full control of animal if Gift is activated at a -2 penalty. User’s body is comatose, and shares any injuries that the animal sustains. If the animal is killed, user is instantly returned to his body. If the user’s body is killed, his spirit is subsumed and lost into the ridden animal. Lasts one hour per success rolled.
• Animal is a wolf, +2
• Animal is a ‘prey animal’ that fears wolves, -1
• User attempts to control animal’s actions, -2
Nature’s Vengeance (5) (1E / Instant / Int + Survival + Glory) Each success animates 25 square yards of vegetation that user is either amidst or in sight of. Each victim suffers -2 to speed and -1 penalty to other rolls while affected. Each victim is also the subject of one attack by vegetation per turn as it trips, grabs, or squeezes with appropriate Strength (Ivy patch = 2, old oak = 10, etc). Damage ignores armor and Defense. DF: Forest animates, but also attacks the user and his pack. ES: Plants are vigorous and impose one extra penalty point, +1 bonus to attacks.
New Moon (Irraka only) Gifts (Pg. 132)
Sense Weakness (1) (- / Instant / Int + Empathy + Wisdom) Success allows user to learn one specific weakness of his target after studying him for one turn. Weakness applies to either Vice, derangements, or physical liabilities / flaws. Already known weaknesses or those common to a type of creature do not count. Can be used successfully on a subject only once per day. DF: User gains false information about target’s weaknesses. ES: User learns two weaknesses with a single use.
Slip Away (2) (1 WP / Ref / -) User escapes any mundane bond or grapple automatically. Bonds remain sound, unbroken, and locked.
Distractions (3) (1E / Instant / Manip + Subter + Glory) User spits out whispering yips and hisses, causing visions of the Irralunim to flit in and out of a target’s vision. Victim suffers -2 penalty to all rolls for each turn affected. User must see target directly, and can move normally although attcking or running in the same turn will end the effect. User’s defense still applies as normal. Only one use of this Gift can be in effect at a time, and only one subject is affected by visions. DF: Further uses of this Gift are useless against the target until the enxt moonrise. ES: Victim also loses Defense against melee attacks in the turn after activation.
Blend In (4) (1E / Instant and Contested / Wits + Subter + Cunning) User blends into the environment. He is not invisible or chameleonic, but simply does not attract attention. Effects end if user does anything notable like attacking or kicking in doors, otherwise lasting for a scene. Talking does not end the effect, and security measures like retina scanners are not fooled. Gift does not work if there is a lack of bystanders to blend with. User must be in Hishu. Supernatural forms of perception can defeat this Gift, either automatically (detection ability is higher power), or with a contested roll (detection ability is equal in power). DF: User draws immediate attention to himself and cannot use this Gift for the rest of the scene. ES: Witnesses have trouble remembering that user was ever present at all (-1 penalty to related rolls).
Ghost Step (5) (1E / Instant / Wits + Survival + Purity) Success allows user to become ephemeral. User is unaffected by physical attacks, cannot affect the physical world, and is only vaguely perceptible in the physical world (inaudible, -5 penalty to detect). User can only use Gifts that affect himself personally in this state. Dedicated items make the transition. Ephemeral spirits and ghosts can see and attack the user. Gift lasts for a number of turns equal to user’s Harmony before imposing a -1 penalty to all rolls for each additional turn. Gift ends when user wishes, or if he is rendered unconscious.
Rage Gifts (Pg. 134)
Mask of Rage (1) (1E / Instant / -) User intensifies the effects of Lunacy: Dalu / Urshul at WP +0, Hishu at WP +4, Urhan at WP +2. Cannot be used in Gauru form. Lasts one scene, or until user either chooses to end effect or changes forms.
Hone Rage (2) (1E / Ref / Stam + Survival + Glory) Each success allows user to exchange one turn in Gauru form for a temporary dot in either Strength or Dexterity (Max based on PU does not apply). Lasts as long as Gauru form is held, ends immediately if user enters Kuruth. DF: One turn is lost from Gauru duration with no benefit. ES: Stamina may also gain dots.
Leach Rage (3) (1E / Instant / Presence + Empathy + Cunning – subject’s Composure) Must be used on a victim currently in Gauru. If successful, the user reflexively enters Gauru and extends its duration by a number of turns equal to the successes rolled. The victim loses an equal number of turns of duration for Gauru. Only turns the victim actually has left in Gauru form may be ‘stolen’ in this manner. A target in Kuruth receives a Resolve + Composure roll to cease Death Rage, but the user must make this same roll or enter Kuruth himself. Usable once per scene, although multiple users can target the same victim. DF: Target loses no turns, and user makes Resolve + Composure roll to avoid Kuruth. Kuruth is automatic if user has already entered Gauru in this scene. User cannot attempt this Gift again in the same scene.
Rekindled Rage (4) (1WP / Instant / Stamina + Expression + Glory) May only be used after the user has already entered Gauru form once during the scene. Success allows user to assume Gauru a second time, lasting Stamina + PU -2 turns. DF: User enters Kuruth immediately. ES: Duration of second Rage is determined normally.
Soured Rage (5) (1E / Contested / Manip + Intimidation + Purity vs. Composure + PU) Success in the contested roll forces target into self-preservation instinct. Target flees for the rest of the scene. Must be used against a target in Gauru. User may not be in Gauru himself. Does not affect a target in Kuruth. DF: Victim enters destructive Death Rage instead. ES: Victim also loses 1WP.
Shaping Gifts (Pg. 136)
User of these Gifts must be in Hishu or Dalu, and touch the target object. If the object is controlled by someone else, the activation roll is contested vs. the controller’s Resolve + PU. Affects only whole, nonliving matter. Silver and supernatural items are unaffected. Objects that are subject to a Shaping Gift are afterward not affected by lower-ranking Shaping Gifts.
Straighten (1) (1E / Instant / -) User straightens out kinks, folds, or imperfections in an object. Does not repair damage caused by rust, decay, or breakage. Affects up to 1 square yard of material per turn. This Gift can repair up to half of the structure points lost by a damaged object, subject to the ST’s judgment. Some objects may lose their original function when straightened.
Ruin (2) (1E / Instant / Wits + Crafts + Cunning) User can warp, twist, or crumple an object. Matter does not break or shatter, but merely changes shape. Affects up to one square yard of material, and object must be single and discrete. DF: Item is unaffected, user suffers 2 bashing. ES: User regains the Essence spent on the Gift.
Sculpt (3) (1E per half hour of work / Instant / Int + Crafts + Wisdom) User renders an object malleable, and can shape it, by hand or with tools. Besides the activation roll, Dex + Crafts determines the quality of workmanship. Item returns to original consistency when the duration expires, and retains its original Durability, although Size and therefore Structure may be altered. Only affects one particular substance at a time, although that substance may be part of a whole. DF: Object is affected as if by Ruin, and user cannot use Sculpt on it again until next moonrise. ES: +2 bonus on Dex + Crafts roll to determine quality.
Shatter (4) (1WP / Instant / Presence + Express + Glory) User howls and breaks down an object by touch. Object loses one point of Structure for each success, ignoring Durability. For large objects, a region of up to one cubic yard is affected. DF: User cannot use Shatter on the same object for 24 hours.
Condense or Expand (5) Shrinks or enlarges an object, while mass is retained. Condensation decreases Size by one and increases Durability by two. Expansion increases Size by one and decreases Durability by two. An object reduced to zero Size or Durability either disappears or collapses under its own weight (respectively). Target must be a discrete object no larger than one cubic yard. Undifferentiated sections of larger objects cannot be targeted. DF: Desired effect is reversed. ES: Change in Durability increases by one point.
Stealth Gifts (Pg. 139)
Feet of Mist (1) (1E / Ref / -) Attempts to track the user by scent suffer a -1 penalty for one scene. Spending 1 WP increases the penalty to -3. The user may intentionally suppress the power at any time during the duration.
Blending (2) (- / Instant or Contested / Wits + Stealth + Cunning vs. Wits (casual observer) or Wits + Composure (active observer)) User blends with the landscape by remaining still. Even the slightest movement reveals the user. DF: Observers in the area automatically notice the user.
Running Shadow (3) (1E / Ref / – ) User can use stealth as well at a dead run as he can walking. Most stealth actions become reflexive. Observers suffer a -3 penalty to detect the user if sound is a factor.
Shadow Flesh (4) (1E / Instant / Wits + Stealth + Cunning) May only be used where shadows can exist. User’s becomes a two-dimensional shadow of the form he assumed while activating the Gift, retaining any dedicated or fetish items. User can still be injured, but may still shapeshift and gains a +3 bonus to Stealth rolls and a +3 to Defense. Rolls to attack or manipulate suffer a -2 penalty. User can fit through small openings and slither under doors as long as sufficient light contrast exists on the other side, and move up walls if he could normally climb them. Water and other liquids cannot be crossed. Exposure to bright light or total darkness forces user back into normal form. Lasts one minute per success rolled, or until ended by user. DF: User cannot attempt to assume shadow form again for the rest of the scene, and casts a shadow different from his current form for the same period. ES: User may remain in shadow form for the remainder of the scene.
Vanish (5) (2E / Instant / Wits + Stealth + Purity) User can vanish from sight, even from plain view and from artificial sensors like cameras and heat sensors. No other senses are affected. Perception and detection rolls vs. the user suffer a -5 penalty, and attackers use the blind-fighting rules (WoD, pg. 166). User must exceed any damage taken with a Wits + Resolve roll to maintain effect. Lasts for one scene, or until dismissed by user. DF: Gift cannot be used for 24 hours. ES: Wits + Resolve rolls to maintain the effect gain a +1 bonus.
Strength Gifts (Pg. 141)
Crushing Blow (1) (1WP / Ref / -) For one scene, any bashing damage the user inflicts, whether with hands or a blunt weapon, is converted to lethal.
Mighty Bound (2) (- / Ref / -) user gains +6 bonus to any jumping roll (WoD pg. 66).
Iron-Rending (3) (1E / Ref / Strength + Crafts + Glory) While damaging objects with his claws, the user may ignore a number of points of Durability or Armor equal to the number of successes achieved. Does not affect Durability or Armor gained through mystical means. Lasts one turn per success rolled. DF: User’s claws break off, inflicting 1B. ES: User also gains a +1 bonus to claw attacks for the duration of the effect.
Legendary Arm (4) (1E / Ref / -) User can throw an object while disregarding its Size (WoD, pg. 67), to a maximum Size of twice the Strength of the user’s current form. Lasts for a single action.
Savage Might (5) (1E per 3 Strength gained / Ref / -) User increases his Strength by 3 per point of Essence spent. The modified Strength + Stamina may be rolled as normal to lift heavy weights. Lasts one turn.
Technology Gifts (Pg. 142)
Left-Handed Spanner (1) (1WP / Instant / Wits + Crafts + Purity) User touches a technological object and disrupts the flow of its spiritual energy, disabling it for a number of turns equal to the successes rolled. If the object is carried by a resisting being, use the rules for “Touching an Opponent” (WoD pg. 157). Object cannot be larger than the werewolf in Hishu form. Only subcomponents of complex items like automobiles may be affected.
Nightfall (2) (1WP / Instant / Wits + Larceny + Cunning) User targets an area within unaided visual range. Success extinguishes all electric light within an area of 2,000 square feet x number of successes rolled. Lasts for one scene. DF: Technological spirits in the area become hostile toward the character for one lunar month. ES: User selects which light sources to extinguish within the area of effect.
Iron Treachery (3) (1E / Instant / Wits + Crafts + Glory – Resolve) User points at a mechanical device within a range of 10 yards x his Primal urge. Anyone currently using the device resists with Resolve. Success means the device becomes uncontrollable for one turn per success, reducing any attempts to use it to a chance die.
Maschinegeist (4) (1E / Instant or Extended (10-20 successes, each roll equals one minute) / Wits + Computer + Wisdom) User passes into a trance, unaware of his surroundings, and communes with the spirit of a mechanical or electrical device. Communing with an Awakened spirit takes one turn – otherwise, 10-20 turns depending on complexity, and this Gift does not permanently awaken the spirit. User cannot use any Gifts while out of his body, but can perceive through the machine’s ‘senses’ and gains any knowledge or information the device may have, retaining it for one minute after leaving the gestalt. Lasts one turn per dot of Harmony, and may be broken as an Instant action. If the object the user is communing with is destroyed during the bond, the user is thrown back into his own body and suffers a a number of Lethal boxes equal to the Structure damage. Knocking user’s body unconscious forces his spirit to return, killing his body traps his psyche in the machine for the duration of the effect, then it is lost forever. DF: Object’s spirit is offended and refuses contact for 24 hours. ES: User can commune for a number of hours equal to his Harmony dots.
Create Technology (5) (1E / Extended (5-50 successes; one turn per roll) / Intelligence + Crafts + Cunning) User can quickly construct a technological device from basic materials of roughly equivalent mass. User must either know how the item is constructed, or have access to detailed instructions.
Warding Gifts (Pg. 144)
Ward Versus Predators (1) (- / Extended (5 success per square mile; one hour per roll) / Presence + Intimidation + Honor) User marks an area up to one square mile per point of Primal Urge. Densely populated areas where predatory animals exist (zoo) acquire a -3 penalty. Animals already within the area are not subject nor are those forced into the area. Intruding mundane predators must succeed on a contested Resolve + Composure roll vs. the number of activation successes to enter the warded area. Uratha are aware of the Ward’s presence but are not affected. Lasts one Lunar cycle.
Ward Versus Humans (2) (1WP / Extended (5 success per square mile; one hour per roll / Presence + Intimidation + Wisdom) User marks an area up to one square mile per point of Primal Urge. Humans must succeed on a Resolve + Composure roll to enter warded area. Humans failing the roll will flee the area if forced to enter, or else collapse in fear. Warding a highly populated area requires the focus to be narrowed to a building, parking lot, etc. Lasts one Lunar cycle.
Technology Ward (3) (1E / Instant / Presence + Crafts + Cunning) User howls and success indicated that all electronic and complex mechanical devices are disabled within a radius of 5 feet per success rolled. All efforts to use simple purely mechanical devices are reduced to a chance roll. Lasts one scene. DF: Local technology spirits become hostile and await their chance for revenge. ES: Radius of effect extends to 5 yards per success rolled.
Shadow Ward (4) (1E / Extended (30 successes; one hour per roll / Presence + Occult + Glory) Accumulating the necessary successes increases the strength of the local Gauntlet by one. An area of up to Primal Urge x 10 square yards may be affected. Repeated use may damage an area’s link to the Shadow and create a Barren. Lasts one Lunar cycle, or can be undone by invoking the reverse of the ritual.
Ward of Spirit Slumber (5) (1E / Instant / Manipulation + Occult + Purity vs. Resistance) Ward lasts one turn per success. Within an area of 5 yards per activation success that is centered on the user, spirits on both sides of the Gauntlet are put to sleep unless they succeed on a Resistance roll. Even awake spirits suffer a –1 penalty on all actions. Once the Ward ends, spirits may roll Resistance once per day to awaken. Uratha, ridden, and other partially spirit beings that are in the Shadow when made subject to this Gift are also affected, rolling Resolve + Primal Urge to resist at a +3 bonus.
Weather Gifts (Pg. 146)
Call the Breeze (1) (- / Instant / -) User summons a wind (approximately 25 mph) that may be directed with a Manipulation + Occult roll. Perception tasks within the area suffer a –1 penalty due to distraction. Lasts one turn per dot of Primal Urge.
Silent Fog (2) (1E / Instant / Manipulation + Survival + Cunning) User obscures an area of Primal Urge x 20 square yards with thick fog, and can direct the fog to move in any direction at a rate of Primal Urge x 10 yards per turn. Perception checks within the fog are at –2 to spot anything more than one yard distant, and the targets of ranged attacks gain substantial concealment (WoD pg. 162). Lasts for one scene, or until dismissed. DF: Summoner and his pack are affected equally by the obscurement. ES: Fog imposes a –3 penalty to Perception checks.
Deluge (3) (1E / Extended (20 successes; one turn per roll) / Manipulation + Survival + Honor) Can only be used outdoors. Rain is summoned within an area of 1 square mile per activation success. Lasts for one scene, and is sufficient to cause floods or erase tracks. DF: Weather changes to something inconvenient like snow or strong wind. ES: User can select an area within the effect that receives no or less rain.
Killing Frost (4) (1E / Instant / Manipulation + Survival + Purity) user causes temperature to suddenly drop below freezing within a radius of Primal Urge x 10 yards, inflicting 2 boxes of Bashing upon living creatures and imposing a –2 penalty to Strength and Dexterity rolls. Lasts one turn per success. The user is not directly affected by the cold. DF: User immediately takes 2 boxes of Lethal from the cold. ES: 3 Bashing is inflicted instead of 2.
Thunderbolt (5) (1E / Instant / Intelligence + Survival + Glory – Defense) User commands lightning to strike a foe within sight, dealing 5 Lethal + extra successes from the activation roll. Target must be outdoors or near a window. DF: Bolt strikes a random target. ES: Blast also deafens the target for two turns.
* Rain or windy weather +2
* Cloudy day +1
* Cloudless sky -3