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c 


 
 -Rats have an amazing sense of balance: they can walk along
clotheslines, the moorings ofships, and narrow rooftops with amazing agility. A rodens using
Absolute Balance can maintain her footing on any solid surface, including ice, the slick bottom
of a riverbank, a greased surface, or a snowdrift. The best part: the rat doesn¶t leave tracks.
 Roll Dexterity +Athletics, difficulty 6; extremely treacherous surfaces may raise the
difficulty to 7 or 8. If climbing proves necessary, the rate still depends on the Dexterity +
Athletics roll, but the Ratkin cannot fall for the duration of the scene. If the feat is something an
ordinary rat can normally perform, no roll is necessary; this applies even if the Ratkin is in
Homid or Crinos form. The Storyteller, of course, can still proclaim some feats of balance
impossible.

c 
 
 ² Using this Gift, a Theurge can roughly identify a
spirit by its airt ² the trail left in the wake of a spirit¶s passing. This works essentially
like tracking in the corporeal world, and is no more informative ² a hunter can tell
deer tracks from bison tracks, but can¶t learn anything meaningful about an unknown
creature. Also, powerful and subtle spirits are often able to disguise their airts. Any
ancestor-spirit renowned as a great hunter can teach this Gift.
 Treat this exactly as a Garou identifying and tracking animals (by scent or by
looking for tracks, at the Theurge¶s discretion), but apply it to spirits instead. Note
that Garou may not be able to go everywhere spirits do to follow the trail ²
remember, spirits can fly.

c 
² Beggars are an all-toocommon feature of the
Bubasti homelands. As a kindness (and perhaps as a bribe to the gods), the
shadowcats developed this secret, which allows one to conjure up a small bit of food
or money to give to a beggar. Naturally, the cat can use the ³alms´ for himself, but
they taste slightly bitter and leave the palm greasy if used for selfish means.
The player spends a point of Gnosis and rolls his Gnosis against difficulty 6.
Each success creates a handful of food or cheap copper coins (no bills, silver or gold).
Most Bubasti disguise this ³miracle´ by reaching into a sack or box before sharing
this wealth.

c 
-The Wyrsta may slightly alter the mood of a sinyle
individual, making that person elated rather than just liappy or despairing instead of
sad. 
 The werespider spends one Gnosis point to affect a target inher area
ofvision.The target may resist with a Willpower roll, difficulty 7. The Gift lasts for
one scene.

c 

 
 ² The Garou projects a demeanor of control and
superiority, preventing attempts to find flaws or read auras. This Gift does not prevent
supernatural attempts to read the Garou's thoughts, although it may make doing so
difficult (Storyteller's discretion). An ancestor-spirit teaches this Gift.
 The player rolls Charisma + Subterfuge (difficulty 7) to activate the Gift;
the effects lasts for one scene.

 
 
    !"


 #
 
$Cats have long been renowned for their healing
prowess. With a purr and a lick, a skillful Bastet can cure minor diseases and chase
venoms away. Although a Bastet never takes ill herself, this Gift is helpful when a
loved one is unwell. 
Curing a simple illness like the flu requires a Manipulation + Medicine roll
(difficulty 6). Severe diseases and venoms demand a Gnosis point and a roll against
difficulty 7. Chronic illnesses or really lethal poisons demand two Gnosis points and a
difficulty of 8 or higher. Vicious diseases that eat a victim alive, like AIDS, cancer,
leprosy, etc. may demand three Gnosis, or even remain incurable by magical means.

  % &'  


 ² The werewolf with this Gift may
communicate with any animals from fish to mammals. This Gift does not change their
basic reactions; most animals are still afraid of predators such as werewolves. Any
spirit of nature can teach this Gift.
 The player simply rolls Charisma + Animal Ken, although each separate
encounter or type of animal requires a separate roll.


 
 - The Gurahl may alter the emotions of an individual in a more
positive way. 
 The Gurahl takes a non-threatening stance as the player spends one Gnosis
and rolls Charisma + Empathy, opposed by the target¶s Willpower. Success reduces
the hostile target¶s feeling tciward the Gurahl to neutral, while additional success
move the individual¶s emotions in more positive directions. Zero successes indicate
failure, while a botch adds to the target s hostility.

( 
 - The MokolC can shake the swamps with his powerful voice,
terrifying all who hear him. A Crocodile-spirit or Alligator-spirit teaches this Gift.
 The player spends a Rage point and rolls Rage or Willpower. Difficulty is
the target¶s Willpower: if the roll is successful, then the listeners react as per the
Delirium Reaction Chart, using the target¶s Willpower minus the number of successes
after the first as a guide.


 
 - The Ananasi with this Gift is able to attach two objects together by
means of a small invisible bond. The bond between the objects cannot easily be broken.
 The player spends one Gnosis point and make a Gnosis roll (difficulty 6).
Anyone trying to separate the objects must equal or beat the Ananasi's successes on a
Strength roll (difficulty 7). The two obj ects that the character wishes to bind must be
in contact with each other, and the Ananasi must physically touch them both for the
Gift to work.


  
 -The ~orcerercalls on a local spirit to inhabit a blade for a finite
time to enhance it with supernatural power. The Nine-tails can use it instantly (such as in
immediate combat) or prepare such a blade ahead of time. Outside of combat, the Gift will only
function if the Kitsune activates it with a specific enemy in mind. Special wrappings restrain the
spirit until the bearer speaks the enemy¶s name. Only one weapon of this sort may be carried at a
time. The Gift is taught by a fire-spirit. 
 The players spends one Gnosis and rolls Wits + Rituals, difficulty 7. The weapon does
aggravated damage for one scene only.

 
 
 - The Hatar turns her blood into a debilitating poison
 The player rolls Gnosis. Each success causes the targeted object to lose one
soak die. This Gift does not affect living creatures, #only inanimate objects.

) 
-Darkwater Rokea are known for braving the crushing
pressures and frigid waters of the deep ocean in the search for mystic knowledge. Thus, many of
them learn this Gift early on. This Gift is taught by any deep-sea fish spirit.
 The player spends one Willpower point and rolls Stamina + Survival (difficulty 6). The
Rokea takes no damage from pressure or cold for 3 hours per success. Note that this includes
travel time, i.e., the Rokea must reach a safe depth before the Gift wears off to avoid taking
damage. This Gift protects the Rokea from environmental harm only; direct attacks using
pressure (like bear hugs) or cold (like the Wendigo Gift: Chill of the Early Frost) still have their
normal effect.

#*%+
* 
 ² The Garou's form
becomes a shimmering blur, allowing him to pass unnoticed among others. Once the
Garou has been seen, however, this Gift is negated until the viewer has again been
distracted. A chameleon-spirit teaches this Gift.
 The player rolls Manipulation + Stealth (difficulty 8). Although he doesn't
become truly invisible, each success increases the difficulties of all Perception rolls
made to detect him by one.


  


  
 - Some breeds of shark are better at leaping from the water than others,
but this Gift helps. The Rokea propels herself towards the surface and leaps a fantastic distance
out. Weresharks use this Gift to see for miles across the sea, and sometimes to board ships. A
shark- or marlin-spirit teaches this Gift.
 As the lupus Gift: Hare's Leap. This Gift does work on land, but Sea-bom Rokea don't
always think to try it, as it feels strange to leap in a bipedal form.
 + 
 ² As the Furies see it, the problem with most
humans (and some Garou) is that they have forgotten that the energy of Creation is
nourishing, refreshing and ever present. With this Gift, the Black Fury may instill a
feeling of vitality and life in a living being. A spirit servant of Pegasus teaches this
Gift.
 The Fury must touch her target's skin, and this Gift must be used outdoors
in a natural setting (a city park is natural enough for the Gift to function). The player
rolls Gnosis (difficulty 6 for humans, 5 for Garou). Success grants a rush of energy
and clarity of thought. In game terms, this Gift grants one extra die on all Mental rolls
for the next scene. It also adds one to the difficulty of any Rage rolls the target makes
in that time.


 
 


 ! 
 ² The Garou calls up a strong (20 mph), cold breeze
and directs it at whim. This breeze chills anyone not prepared for it, and it disperses
(or redirects) clouds of vapor (including tear gas or airborne toxins) or swarms of
insects. A wind-spirit teaches this Gift.
 The Garou simply whistles to call the breeze. Anyone caught in it loses one
die from Perception rolls as long as the breeze lasts.

 , 
 
 c?power that has been responsible for more than one
crocodile cult, this Gift allows the MokolC to summon rain from a clear sky. It is
taught by Rainbird or Rain-spirits.
 The player rolls Expression ð Rituals, difficulty 6. One success brings a
spatter. Three bring a steady drizzle. Five or more bring rain. If rain is already falling
when the Mokok uses this Gift, it becomes a downpour. If a heavy rain is already
falling, the result is a catastrophic flood.

 + 
 ² This Gift augments the Galliard's natural task of
communication through howls. The Galliard can howl a cry that stirs and invigorates
other werewolves, even those far beyond the normal range of hearing. This Gift is
most commonly used at the beginning of revels or other events to charge up the sept,
or to call for aid in times of peril. A wolf-spirit teaches this Gift.
 The player rolls Stamina + Empathy; the number of successes determines
how far away the Call can be heard and how stirring it is to those who hear it. This
Gift can be used in concert with any of the standard Garou howls. The Storyteller
determines the actual effects, but they should be linked to the type of howl made and
the intent of the Garou. Some examples are: every two successes gives those at a revel
an extra die to their dice pools; Wyrm agents are distracted by the call and their
difficulties rise temporarily; all Garou in the area do not hesitate to respond to the
Garou's Call for Succor.
   
 ² The Wendigo blends in with the surrounding wilderness,
which makes him very difficult to see. A deer-spirit teaches this Gift.
 The difficulties to spot the Garou increase by three, provided that he is in
the woods. The werewolf invokes the effects at whim.

  ( 


$By calling on her heritage, a Bastet in Homid or Sokto
form can unsheathe her claws and attack as if she was in beast-form. 
A simple Stamina + Primal-Urge roll (difficulty 7) brings out a cat¶s claws.
They remain out as long as she cares to keep them, but look damned peculiar and hurt
to use (+1 to all combat or Dexterity difficulties). Once resheathed, they must be
called forth again.


 
 - The Kitsune may sense Yin and Yang, feeling the flow of
Chi. They may make use of the Gift to practice feng shui. The Gift is taught by any
spirit of the Middle Kingdom. 
 The player rolls Perception + Occult, with the difficulty and information
received dependent on the local Willdistribution of Chi. Discerning the Yin of a
graveyard might be a difficulty „ task, while noticing the surreptitious sabo- tage of a
lab¶s Chi flow could take a roll of 8 or 9.

 
 - The Darkwater may summon up a brief moment of the numbing depths
and saturate his immediate area with it. This has the effect of not only chilling the water (or air)
around him but also of unnerving anyone in the area. A servant of Sea teaches this Gift.
 The player rolls Charisma + Occult (difficulty 6). The temperature in her immediate
area drops significantly (as though under heavy air-conditioning on land, or just past the sunlit
zone in water) for one turn per success. Also, if the player scores more successes than a
character's Willpower rating, that character suffers a +1 to all non-physical difficulties for the
next scene as the mystical chill distracts him.

 # ( 


 - The Ratkin can hide himself and anyone he's
touching in shadows. A nightspirit teaches this Gift. 
 The player spends one Gnosis and rolls Manipulation + Stealth; if there's a
witness, the difficulty equals its Perception + Awareness dice pool. (If there are
multiple witnesses, use the highest value.) The area cloaked depends on the number of
successes. Successes Cloaks the Ratkin...

One - and no one else


Two - and one other human-sized person or object
Three - and three other human-sized people, or an object as big as a car
Four - and eight or more human-sized creatures, or an object as big as a van or SUV
Five - and 12 or more human-sized creatures, or an object as big as a tractor-trailer
truck
 



c

 
$A werecat can call on his feline presence to
draw attention the instant he steps into a room. Everyone in a given space (a room, a
clearing, whatever) will immediately stop what they¶re doing to notice the Bastet¶s
entrance. Their reaction from that point on will depend on what the character does,
and upon their feelings about him; an attractive Homid will get a different reaction
than an angry Crinos-panther would.
The player rolls Manipulation + Expression (difficulty 7) to get everyone¶s
attention for one turn. This Gift also reduces the difficulty of his next Social roll by 1
for every success he rolls for the Gift. This bonus only applies once, upon entering the
space.


 
 
 ² The Garou may command the spirits of the
simplest machines, causing levers to flip, doors to unbelt, pulleys to roll and so on.
Any technological spirit can teach this Gift.
 The player spends a Willpower point and rolls Manipulation + Crafts
(difficulty 7). The Garou's control lasts until the end of the scene.

 *
 
 ² The metis has the power to create a small amount of
one of the four basic elements ² fire, air, earth or water. In this way, she can
replenish the air supply in an airtight room, make a rock to throw at someone, create a
fire without matches or wood, or even fill a bathtub without any faucet or pipes. The
metis cannot create specialized forms of any element. Precious metals (especially
silver), lethal gases and acid are beyond his reach. This Gift creates only natural air,
earth, fire and water. Elementals teach this Gift. Most Bastet favor the five Oriental
elements (fire, wood, metal, earth and water), but those born in the Western
Hemisphere often know them as earth, air, fire and water. An Eastern Bastet may
create raw ore and wood, but cannot conjure air. Neither version can create precious
metals, refined ores, gasses or poison.
 The werewolf s player spends one Gnosis point and rolls Gnosis. Each
success allows the character to create approximately one cubic foot of the desired
element, to a maximum weight of 100 lbss, anywhere he can see within 60 feet. The
element remains in existence until used up (breathed in the case of air or burned up in
the case of fire without any fuel to keep it going). The flames created with this Gift
are genuinely hot, but they are no substitute for a flame-thrower. They inflict one
health level of damage per success, to a maximum of three health levels of damage.

#
 
 ² The Garou must have small pot (a coffee can will do) and a
ladle or spoon to use this Gift. He places whatever he can find into the pot ² trash,
beer cans, old newspapers, etc. ² adds water (spit counts) and stirs. The result is a
pasty, bland-tasting mush that is nevertheless edible and filling.
 The player rolls Wits + Survival. The difficulty depends on the items
"cooked." Inedible but harmless material is difficulty 6, while actively toxic
substances are difficulty 10.

" +  


 - The Viskr using this Gift can make the way into
and out of the Umbra more difficult for one target, by adding invisible spirit-fibers that catch
onto the Gauntlet and make passage more difficult.
 The Viskr touches his target and rolls Wits + Occult, difficulty 6. Success increases the
effective Gauntlet for that target by one for the duration of the scene.

)

 
 - When a ship is sinking, the rats leave first. Tunnel
Runners act as scouts for their race, so when danger is near, they may receive a flash
of warning about a possible danger. 
 The Storyteller may roll for the character¶s Wits + Alertness when danger is
near; this is normally difficulty 6, but subtle or supernatural danger may raise this
to 7 or 8. The warning doesn¶t have to be specific; it may just be an image affecting
one sense. The player can then declare one quick-thinking or panicky reaction for the
character before the threat of danger becomes real.

) #  


 -For the Mokole using this talent, the ambient light of the
Penumbra illuminates the physical world, even when darkness surrounds
her. Amoonspirit of some sort teaches the Gift. For the Ratkin who has this
giftAll Ratkin have a limited degree of night vision; this Gift magnifies and extends
this ability. The Gift is taught by a night-spirit. 
 The player spends one Willpower; the effects last for one scene. In complete
darkness, the user can see only the outlines of his surroundings. In any other lighting
conditions, she sees as though the sun was shining. RATKIN: The player rolls
Perception + Occult (difficulty 7); each success adds one die to all Perception rolls for
the rest of the scene (maximum of three extra dice). With five successes, the Ratkin
might even see sound or sense heat signatures. If the roll succeeds at all, the wererat's
"night vision" (as described under Traits) still costs 1 Gnosis, lasts for eight hours.

)  # 


 - This Gift is not invoked lightly. The Skulker invests a touch of
Gnosis in a small piece of black cloth; when this is brushed across the forehead of i criminal, the
victim is marked with an invisible spiritual sigil Any Knife-Skulker can see this with some
effort; various ³spiric sight´ disciplines can also detect it. Depending on the severiq of the crime,
the Skulker may give the criminal a head start offering him a chance to atone for his crime before
the othei Knife-Skulkers catch up with him. If he doesn¶t, the Death Mark makes the guilty
bastard easier to track down.. and cripple or kill, if necessary.
 The Skulker spends one Gnosis and rolls Intelligence + Enigmas to create the death
mark and store it in black cloth. A Skulker can only maintain one Death Mark at a time. If he
prefers, he can hand off the ensorcelled shroud to an emissary (usually a Tunnel Runner) who
will carry it to the criminal. Anyone can brush the clothover the victim¶s forehead, who is
usually restrained. Once this is done, the Skulker can tell the direction and distance of the guilty
party (rather like the Rite of the Questing Stone). The victim may attempt to remove the mark
with another Gift, Discipline, Arcanos, or the like. However, his number of successes must
exceed the Skulker¶s initial roll, and such ³cures´ never last for more than a day.

) ,  




)
 
 -The Gurahl can determine a person¶s general health by
studying that individual carefully. 
 The Gurahl focuses on her target. Her player rolls Perception + Medicine
(difficulty 7). One success reveals the target¶s general health. Each additional success
gives more specific information. Zero successes fail to determine anything, while a
botch produces a false (and possibly dangerous) diagnosis.

)
  
 ² At a glance, the Glass Walker can tell what is wrong
with a machine. He can then enlist the aid of the machine's spirit in repairing the
faulty device. Any technological spirit can teach this Gift.
 The player rolls Perception + Crafts to determine the problem. She then
spends one Gnosis point as the Garou mentally convinces the spirit of the device to
aid her in fixing it. (Most such spirits are happy to do so ² they don't want to be
junk!) The time to fix the device is halved, and the player may subtract any successes
on the Perception + Crafts roll from the successes necessary to fix the device
(see Repair).

)(
 
² By pawing or sniffing at the ground, the Bastet tries to
locate nearby water sources (underground streams, pipes, etc.). With luck, she¶ll be
able to tell whether or not that water is safe to drink.
A roll of Perception + Primal-Urge will determine the water¶s location, if any
exists within 100 feet of the Bastet. The difficulty depends upon the water¶s distance
and quantity; a muddy puddle beneath debris would be 9, while a pure rushing stream
on the other side of a wall would be 5.

* ,  
 -  
 - The intoxicating scent of rat is not fully
appreciated by allmammals. In fact, most humans find it down right foul, as do the
Jagglings and Gafflings of the Weaver.
 Spend one Rage point and roll Charisma + Primal-Urge, difficulty 7.
Humans and Weaver-spirits who are downwind from Eau de Rat lose one die from
their dice pools when within 20 feet; lesser Weaver Gafflings are likely to flee. The
effects last for a scene.

* -  


 ² Using this Gift, an Ahroun can tell at a glance
how strongly a given individual is ruled by anger ² both at the moment and over the
course of their life. An Epiphling of Rage teaches this Gift.
 No roll is needed; the effect is automatic. By spending an action focusing on
a person, the Ahroun can learn the permanent and temporary Rage that said person
possesses. This is most useful for spirits and other shapechangers, of course, although
some fomori may possess Rage as well. The Shadow Lord Gift: Aura of Confidence
blocks the perception granted by this Gift completely.

*
+  
 -This is a danger sense. Taught by one of Grandfather
Thunder¶s Stormcrows, Enemy Ways is more than just a heightened (and reasonably
accurate) sense of paranoia. Instead, it provides solid information on what immediate
peril a Corax faces. 
 With a successful Perception + Stealth roll the Corax can pick up hints as to
the nature of enemies in the area. Usually a Corax who uses this Gift successfully can
pick out the number and type of his opponents; with five or more successes sometimes
more can be learned.

*) 
.
 


*,  


 -The creature can see for miles, as if the distance
were a mere twenty yards; this Gift is taught by a bird-spirit, usually one known for its
amazing eyesight. 
 The player rolls Perception + Alertness (difficulty 8). The number of
successes equals the number of miles the character can see clearly, although it does
not grant the ability to see through objects.

*+ " 


 - The name of this auspice comes from a god of
war who could never be surprised. The son of Shiva, he had six faces and could watch
all of his surroundings. This Gift grants a similar blessing on a Nagah of this auspice. 
 The player rolls Wits + Alertness (difficulty ¢   and spends one
Gnosis. With at least one success, the Nagah gains full 360-degree vision for the
remainder of the scene. In addition, each success bestows an extra die to all
Perception-based rolls for noticing enemies.

ý  
 - With this Gift, the Kataribe may use her natural expressive
abilities and will. to sway an audience. By telling an appropriate story, singing the
right song, etc., she can plant a suggestion into the hearts and minds of listeners. (For
example, Sondok sings a ballad of reverence for the earth at a folk festival; the
attendees find themselves voting Green in the next referendum.) Bird-spirits
(Nightingele in particular) favor Kataribe with this Gift.
 The player spends a Willpower point and rolls Manipulation + Empathy.
Listeners are influenced by the experience for a number of days equal to the Fox's
Manipulation + Performance dice pool. This Gift will not work if the targets are
forced to listen, nor when the Kitsune is not actually in the room; recordings and
broadcasts of the tale have no effect.

ý    


 ² The Garou can conjure a small, bobbing sphere of light.
The sphere illuminates only a three-foot area, but that is usually enough to provide the
necessary light ² or to lead foes into ambush. A marsh-spirit teaches this Gift.
 The player rolls Wits + Enigmas (difficulty 6). The light can appear
anywhere within the Garou's line of sight. It can move, bobbing along at 10 feet per
turn, if bidden to do so. The light lasts for one turn per success, but the player can
spend a point of Gnosis to make it last for the entire scene.

ý  
&" %/
 
 ² A leader must keep a tight grip on his
power, and this Gift allows the Garou to do so literally. The Garou's hands or jaws
tighten in a mighty death-grip, making it nearly impossible to escape. A falcon-spirit
teaches this Gift. For the Nagah who uses the gift, the target is caught in the Nagah's
coils, and does not bestow any additional damage.
 The player spends one point of Rage. For the remainder of the scene, the
Garou's grip with either hands or jaws (or both at a cost of two Rage) is much
stronger. In game terms, the Garou's Strength is considered three points higher for
purposes of grappling or maneuvers such as the jaw lock (see Special Maneuvers ).
The Garou may not use this extra Strength to inflict damage.

ý 
0  
 ² This Gift allows the Garou to send her foe sprawling
with but a touch. Any aerial spirit can teach this Gift.
 The Garou's player rolls Dexterity + Medicine (difficulty of the opponent's
Stamina + Athletics). Even one success sends the victim to the ground. Doing so
counts as an action; activating this Gift and striking a foe with intent to harm are two
separate things.

ý  
 - Sharks can survive for long periods of time by living off their internal
store of oil. Rokea can use this ability on land, as well, to survive without food or water, by
consuming their own Gnosis. This Gift is taught by a shark-spirit.
 The player spends one Gnosis point. The character need not eat or drink for one week
after longer than a week, she must reactivate the Gift (which of course costs another point of
Gnosis) before the first use of the Gift ends. If she does not, the Gift will not function again until
she has eaten.

ý  ý (% 1* 


 ² The Shadow Lord can discern a target's
weakness, granting an advantage in combat. A Stormcrow teaches this Gift.
 The Shadow Lord must concentrate for one full turn. The player rolls
Perception + Empathy (difficulty of the target's Wits + Subterfuge). Success grants the
Garou an extra die of damage during combat with that target. Additional successes
grant knowledge of further weaknesses (although no further damage bonus is gained).
Five successes reveal all of the target's flaws.

ýý 


ý

%ý
+  
By focusing his attention onto the balance of
land and water, the Mokolb can locate the nearest fixed land amidst the waters of
swamp or sea. This Gift is taught by a Turtle-spirit. For Find Seathe Mokolecan find
any water within twenty miles,and likewise tell if the water is contaminated if he
achieves enough successes. This Gift is taught by a Lizard-spirit.
The player makes a Perception + Survival roll,difficulty 6. One success
indicates the direction of the land. Three successes indicate the distance; five allow
the Mokol6 to tell whether the land is dangerous or contaminated.

ý
  
 - The Rokea with this Gift can always find the fastest route to the
ocean, regardless of how far inland she is. The fastest route might not be the most direct, of
course, especially if the Rokea is in a vehicle of some kind. Any bird-spirit can teach this Gift.
 The player rolls Perception + Primal- Urge (difficulty 6). Success means the character
knows how far and in which direction the sea lies.

ý   
 - By focusing anger and destructive emotions, the Twitcher can
ignite flammable materials within ten feet. You can¶t hurl balls of abysmal flame, but
you can torch things without carrying an incriminating lighter or book of matches.
This inferno can only engulf wood, paper or cloth; you¶ll need the Pyrotechnics Gift
for anything less flammable. In addition, theGiftdoesnot workon items that are being
worn or carried. This Gift is taught by a Wyldling spirit.
 Spend one Rage and roll temporary Rage to ignite a fire. You just need one
success. This may seem trivial, but no human investigator will be able to deduce the
cause of your act of arson. The Gift is also instantaneous; imagine the efficacy of
setting a building on fire right in the middle of an epic fight scene.

ý(c 
 - The Kitsune gains a perception for the feel of a place, its
general bent and any psychic residue left on an area by strong emotion. Births, deaths,
sicknesses, joys and other such emotions may be sensed. The Gift is taught by wood
and stone-spirits. 
 The player rolls Perception + Empathy (difficulty 7). One success gives a
vague notion of past events (a death occurred here). With three successes, there is
more detail (a betrayal led to a massacre here), while with five or better, the exact
emotional texture and intensity (a century past a lover betrayed his intended bride to a
group of foreign mercenaries to save his own life).
" 
-This Gift enables the Tenere -This Gift enables the Tenere to
look her best regardless of the situation.
Once this gift is learned it is always active

"# 
 - This Gift increases the Nagahµs accuracy for his next
attack. 
 The player rolls Gnosis (difficulty 8) and spends one Willpower. Each
success adds one die to the next roll to hit a target; the ability must beusedduring that
scene, roll to hit a target; the ability must beusedduring that scene, and the dice pool
cannot be raised over 12.

- &  %.1  %  .


,  
% 0(
  ² By invoking this Gift, werewolf may leap incredible distances. Hare-, frog-
and cat-spirits usually teach this Gift. The lost Bunyip knew this Gift as Leap of the
Kangaroo, however marsupial-spirits seem loath to aid werewolves these days. Today,
many werewolves call this Gift "Leap of the Kangaroo" in their fallen cousins' honor.
 The player rolls Stamina + Athletics (difficulty 7). If successful, she may
double her normal jumping distance. (See Jumping.)

- 
1"
 (Level One) - A Strider with this Gift is never lost while the stars
shine in the sky. This Gift is taught by a spirit servant of the North Star.
 Once learned, this Gift¶s effects are always active from twilight to dawn. The
werewolf gains an innate sense of direction; he always knows which way is north, and
the path he took to reach where he is.

- 

 
 ² The werewolf with this Gift tunes in to the world
around him, increasing his senses vastly. When in Homid or Glabro form, her senses
become as sharp as those a wolf, allowing him to hear sounds beyond his normal
range, granting him superior night vision and making his sense of smell stronger than
that of any dog. In wolf forms, his senses become preternaturally potent, allowing him
to perform feats that border on precognition. This Gift has drawbacks as well. If a fire
alarm were to go off around a Garou using this Gift, it might render him helpless.
Cities can barrage the werewolf with a sensory overload. Wolf-spirits teach this Gift.
 The player spends a Gnosis point. The effects last for one scene. In Homid
or Glabro forms, the werewolf's Perception difficulties decrease by two, and he may
roll Perception + Primal-Urge to perform sensory feats impossible for humans (such
as tracking by scent). In Crinos, Hispo and Lupus forms, Perception difficulties
decrease by three (which is not cumulative with the ordinary Lupus-form Perception
bonuses), and the werewolf gains an extra die to Primal-Urge dice pools.

- 1*  


² One of the tribe¶s first and most valuable tricks,
this Gift allows a wereleopard to dislocate her limbs and slide through small openings.
Though the Bagheera claim that the wise cat Humbaba invented the trick, the Simba
maintain that he originally learned it from Mouse-spirits. 
The player rolls her Dexterity + Athletics to dislocate her cat¶s limbs. The
harder the attempt, the higher the difficulty becomes. Undoing your wrist to get out of
handcuffs would be difficulty 6, while dislocating your spine and ribs to get through
an air shaft would be 10. While the cat is out of joint, her Stamina rating drops by
two. Simple adjustments don¶t cost any Gnosis, but large-scale body-shifts cost one
point.

-

( 


- 
 ² Though Ragabash are teachers, one thing they can¶t always
teach is when to keep one¶s mouth shut. Maybe a brash Ahroun is about to say
something unfortunate to a bigger Ahroun, or perhaps a talkative cub is about to
reveal too much about what she knows. In such situations, this Gift acts as a
temporary stopgap; it makes the target fumble for words, lose his train of thought or
become momentarily distracted. Besides keeping friends from saying stupid things,
the Gift can also be used against insulting rivals or the fomori calling in
reinforcements. Because of the bond between packmates, it is easier to use this Gift
within the pack ² after all, it¶s for the greater good, right? A mockingbird-spirit
teaches this Gift.
 The player rolls Wits + Subterfuge (difficulty is the target¶s Wits + 4; for a
packmate reduce the difficulty by one). Every success stalls the target for one turn,
preventing the target from communicating verbally (although other forms of
communication, such as sign language or writing, are still possible).

/
! 
 - The Ananasi is able to project an aura that deceives those
looking at the Myrmidon are deceived into thinking that he is much larger than his actual size.
The character does not gain any physical benefit, but any character viewing him might give
pause at the small man that now looks like an angry linebacker.  The player rolls
Manipulation (difficulty 6) against the opponent's Willpower (difficulty 7).

/
 
 
 ² Other werewolves look to the Ahroun for leadership in
combat. The Gift of Inspiration is one reason. The Garou with this Gift lends new
resolve and righteous anger to his brethren. Either a lion- or wolf-spirit teaches this
Gift.
 The player spends one Gnosis point. All comrades (but not the Gift's user)
receive one automatic success on any Willpower rolls made during the scene.

/
 
 - This allows the Ananasi to pass along the spirit of creation to another
around them. The Kumoti can cause a particular target to suddenly fill with creativity, finding
the right word to make a speech, discovering the insight that had been eluding their artwork, or
just finding the courage to state something hidden. ThisGift has a negative side as well, as the
inspired individual can sometimes act rather foolhardily.
 The Kumoti must expend one Gnosis point and be within ten feet of her target. This
Gift does not make the target susceptible to suggestion; it merely enhances their creativity for a
task that they would normally do, but for one reason or another have never been able to
accomplish before. Even the most foolhardy won't be driven to selfdestructive acts ² unless, of
course, they are already on the edge of the building ready to jump.

/
)

 
 The Kitsune can communicate telepathically with
others of her kind. Both Foxes must possess the Gift and be willing conversationalists.
The Kitsune find it very difficult to lie through this Gift (its name means "Mind-to-
Heart Communication"), and therefore use it less often than one would expect. IshinDenshin
is taught by Snake-spirits.
 The player rolls Perception + Empathy (difficulty 6) while the Kitsune gazes
into the other Fox's eyes. No effort is necessary to sustain contact once established,
but any prolonged distraction (such as combat) will break the link. For each success of
the initial roll, the connection will survive one round of combat or single scene of
confrontation without breaking.

2 + 
 
 - The Garou may stop any Weaver-born weapons from working
within the range of his voice. A dove-spirit teaches this Gift.
 The Garou shouts a single, strange word and spends a Gnosis point. The player rolls
Perception + Expression, difficulty of the Willpower of the nearest armed person. For each
success, all manufactured weapons will not function for one combat round. This includes guns,
crossbows, flame-throwers, and even tasers or cattle prods (anything with moving parts). It does
not include natural weapons (retractable claws don¶t count as moving parts).

2 
 - With this Gift the Ananasi can leap amazing distances with ease.
Ananasi can cover substantial distances anyway, but with this Gift they can coverfull city
blocks.
 The Ananasi must make a Strength + Athletics roll, difficulty 6. Each
success doubles the normal jumping distance for the Ananasi. For example, three
successes would change a normal vertical leap from 5 feet per success to 40 feet per
success. 4 successes would allow vertical leaps that clear 80 feet per success. This Gift
works only in Lilian and Pidius forms.

.
 
A Rokea can slay most enemies with one bite, but
sometimes a more powerful blow is needed to fell determinedopponents. This Gift
allows the Rokea to deliver a fearsome bite in any form. A shark*spirit teaches this
Gift.
The player spends one Rage point to activate the Gift. The next successful
bite attack the character lands inflicts two additional levels (not dice) of damage.
.
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1 
² Also called ³Pathetamew´ for its pitiful sound, this Gift
imbues the werecat¶s voice with a tone so pathetic that anyone who hears it goes out
of his way to comfort her. This compulsion extends to attackers, who break off
hostilities unless they¶re attacked in return. Most Bastet consider this a dirty but useful
trick.
The Bastet¶s player rolls her Manipulation + Expression; the difficulty
depends on the circumstances and the target. If the roll succeeds, the target
immediately stops whatever he¶s doing and offers sympathy for the werecat¶s pain.
Some folks, of course, have no pity in their hearts. The Gift inspires hard-souled
enemies to torment the Bastet even more than they normally would.

, 
) 
Lover/relative 4
Friend 5
Passerby 6
Total stranger 7
Rival 8
Enemy 9
Foe in combat 10

 
ý  
 ² The Garou causes her body to ignite with silver
light. A Lune teaches this Gift.
 The player spends one Willpower point to ignite the light. The glare
illuminates a 100-foot area. Any hand-to-hand attacks against the Garou take a +1
difficulty penalty, while missile attacks receive a -1 difficulty bonus.

 #+
 
² As the Theurge Gift: Mother¶s Touch, this power heals
normal or aggravated wounds (but unlike the Theurge Gift, can be used to heal
oneself). This Gift may be used as many times as the player wants, but each healing
³lick´ costs another Gnosis point. Bear in mind that even a cat may be loathe to lick
up toxic waste or raw sewage! Some substances, like silver or Wyrm-poison, might
damage the healer in proportion to her healing ² that is, by one Health Level per
Health Level healed ² if it¶s still in or on the wound when she licks it.
! &ý  


 8 
² The first trick a good king learns is how to impress his
subjects. By employing the ancient right of command, any Simba may demand respect
and expect to get it.
Like the Level One Common Gift: Command Attention, except that it lasts a
whole scene and involves Manipulation + Intimidation. Other Simba are immune to
its effects.


* 
- The Ananasi acquires a vision that encompasses 360
degrees. Anyone looking directly at the werespider notices nothing, but if an
individual uses peripheral vision, the Ananasi appears to have eyes all around her
head. 
The player spends one blood point. The Gift lasts for one scene.

 # 
 
² By spraying a given area or object with urine and
musk, a Bastet stakes a claim on it. Any shapeshifter will know that a werecat has
marked the place, and any other mystically-inclined being (a mage, a vampire, etc.)
will recognize the sign as a ³Keep Out´ warning. This usually lasts until someone else
removes the Gift with some other magic, or until the Bastet sees fit to destroy the
Mark himself (not likely!). 
This costs a temporary Gnosis point for each object or area treated. Anyone
making a successful Perception + Empathy roll will feel distinctly uneasy when
coming within 10 feet of the Mark, as if they were trespassing in someone else¶s
house or stealing someone else¶s valuables. Through sensory magics, an intruder may
actually see the Mark, even after the spray dries, and may remove it through
appropriate use of magical powers. The Bastet may remove the Gift himself by
spraying it a second time. This Gift does work on live creatures, but does not harm
them in any way.

 ý 
 ² Once humans tamed fire to keep them warm and to
drive off the wild beasts, they were on their way to civilization. Werewolves with this
Gift invoke humanity's ancient pact with the spirits of fire. The spirits of flame agree
to hold back their hunger when the werewolf touches them. An ancestor-spirit or a
fire-spirit grants this Gift.
 This Gift allows a werewolf to heal fire damage as if it were bashing. This
requires the expediture of a Gnosis point; the effects last for a scene.

  
 ² Children of Gaia see no use for lethal force when they are not
fighting minions of the Wyrm, but even they succumb to frenzy. This Gift, used
chiefly by Children of Gaia with high Rage or in duels, allows the Garou to use her
natural weaponry and Rage without fear of killing her opponent. A dove-spirit teaches
this Gift.
 The player spends one Gnosis point. For the rest of the scene, all damage
that the Garou inflicts with her own body (claws and teeth, but not weapons of any
kind) is considered bashing. A creature "killed" by such damage merely falls
unconscious, and he may heal the wounds at the usual rate for bashing damage (see
Healing}.


 # 
 ² By invoking the power of waking dreams, the Garou can
place any chosen characters into silent communion. A Chimerling teaches this Gift.
 The player spends one Willpower point per sentient being chosen and
makes a Manipulation + Expression roll (difficulty of the victim's Willpower) if the
being is unwilling. All those included in the dream may interact normally through the
Mindspeak, although they can inflict no damage through it. Their real bodies can still
act, although all dice pools decrease by two. The Mindspeak ends when all the
participants want it to, or on the turn the Galliard fails the roll against an unwilling
member. The beings affected must be within line of sight.

 #
1 
² According to legend, an early Pumonca
known as Three Spiders Climb mastered the art of mimicry and ventriloquism, and
passed the secret on to his friends. This secret lets a cougar imitate whomever he
wishes ² birds, animals, humans, even machines ² and allows him to throw his new
voice for some distance. As the name suggests, a Mockingbird- spirit often passes the
secret along, usually in return for food. The player rolls Manipulation +
Subterfuge to imitate sounds within the normal human vocal range. So long as he¶s
successful, his mimicry is flawless. If he tries to mirror sounds outside the normal
range ² subsonic vibrations, explosions, highfrequency whines, etc. ² the cat must
spend a Gnosis point and the difficulty is 7. This Gift lasts roughly a scene, and
sounds can be ³thrown´ up to 100 feet away from where the werecat stands.


  
² Using this Gift, the werewolf can learn the phase of the
moon that heralded the birth of another. Although it can determine auspice, Moon
Lore gives no clue to whether the subject is a werewolf or even if it is supernatural in
any way; being born under a waxing gibbous moon means much more to a Garou than
it does to a normal human. Any moon-spirit can teach this Gift.
 A single success on a Perception + Primal-Urge roll (difficulty 6) is required
to determine the moon¶s phase at the time of the subject¶s birth; two successes
determine whether it was waxing or waning.

 
There are messages that need to move faster than any Corax can
fly, and there are times when neither computer nor phone is a safe method of
information transfer. At times like that, a Corax still has a method of getting his
message to his nearest fellow wereraven, namely, the use of this Gift. By merely
tapping out his message onto any hard surface and using this Gift, a Corax can make
sure that someone out there gets his message ˜  now - because there may not be
time for a later. This Gift is taught by a Machine-spirit.
System: With this Gift, the Corax can tap out a Morse code message on any surface
and, by spending a Gnosis (and succeeding on a Wits + Empathy roll,
difficulty 8),have the nearest Corax hear the message clear as day.  course, the
receiving Corax might not know Morse code, but that¶s the sort of risk you¶ve got to
take.

1
% 
² Folklore holds that a cat had the ability to
either bless or curse a pregnant woman. In the case of the Ceilican, this legend is true.
A kind Bastet can offer a boon to the mother, while a spiteful one can harm her in
some minor but memorable way. 
This Gift¶s effects are more psychological than physical, and get an extra
boost from the way the Ceilican acts toward the mother while offering his wishes.
Setting things in motion demands a Gnosis point and a roll of Manipulation + Occult
(difficulty 7). While touching the mother¶s belly, the cat either wishes her well or ill,
usually in some poetic rhyme. After that, some good or bad event befalls the woman
or her child. Although the event itself is outside the character¶s control, the number of
successes he rolls should reflect the power of the Blessing or Curse. Blessings can
include an easy delivery, unusual good looks or great health. Curses include breech
birth, minor disability or poor constitution. Once one event has occurred, the Gift is
discharged.

&0 %- 
0
%"
1 %, 10  

 ² The Garou is able to heal the wounds of any living creature, aggravated or
otherwise, simply by laying hands over the afflicted area. The Garou may not heal
herself, spirits or the undead with this Gift. A bear- or unicorn-spirit teaches this Gift.
 The player spends one Gnosis point and rolls Intelligence + Medicine
(difficulty of the wounded individual's Rage, or 6 for non-Garou). Each success heals
one health level. The Theurge may heal even Battle Scars in this manner if the
Theurge uses the Gift in the same scene in which the scar was obtained and she
spends a second Gnosis point. There is no limit to how many times this Gift may be
used on a person, but each use requires the expenditure of one Gnosis.

9 &
 



  
 ² With this Gift, the Garou can open nearly any sort of
closed or locked physical device. A raccoon-spirit teaches this Gift.
 The player rolls Gnosis (difficulty of the local Gauntlet rating).
 #0   
 ² While the Ahroun¶s role as the overall leader of Garou
is questionable, there is no doubt at all who should take control of the pack during a
battle. By taking the lead and coordinating pack actions, the Ahroun gifts all of her
packmates with great competence in the heat of battle. A wolf-spirit teaches this Gift.
 The player spends a Willpower point before initiating a Pack Tactics
maneuver (Werewolf, page 212), and divides a pool of extra dice equal to her
Leadership score among everyone performing the maneuver. The dice should be
divided as evenly as possible, although the player may choose where to distribute
extra dice (or in case of the Ahroun¶s Leadership score granting fewer dice than the
number of packmates involved).

 
c

  
The Tenere remains motionless for long periods
of time without experiencing discomfort. This stillness may make the werespider
harder to notice.
System: The player rolls willpower (Difficulty 7) and the Tenere may remain
perfectly motionlessfor one hour per sucessachieved. Moving ends the Gift, which
may not be used again for an amount of time equal to the time spent motionless.

 
1 
$Cats have a remarkably good sense of direction.
With this Gift, a Bastet may improve that knack to find his way out of most kinds of
mazes, deserts or woodlands. Worthy folk may learn this Gift from Bird-spirits, but no
werecat willingly admits to it in public.
Invoking this Gift requires a Perception + Subterfuge roll. The difficulty
depends on the area¶s complexity: a large flat desert or small forest would be 5 or 6, a
vast expanse or complicated maze might be 7 or 8, and a primordial rain forest would
be 8 or 9. Magical confusion spells, like the Garou Gift: Trackless Waste, can be
undone with difficulties 9 or 10. Pathfinder¶s Pride does not provide any kind of
travel; the werecat merely discovers the way out ²   to the exit is her problem.

 ,  


 ²Galliards often share one trait even before the Change
takes them. That trait is memory. Moon-Dancers often have good heads for detail; this
Gift, however, accentuates that capacity. Any Weaver-spirit can teach this Gift, which
is one reason it isn¶t more common.
 The player spends one Gnosis point. The Garou can then remember any one
detail, no matter how small, from her entire life. A name she only heard once, a scent
that she only smelled faintly ² whatever the memory, as long as she experienced it,
she can call it to mind. Note that this Gift does not provide context for the memory,
but using it can lower the difficulty on related rolls (remembering a conversation the
character had with his father about cars might aid in fixing an engine, for example).
The Storyteller has final say over whether or not the character has ever experienced a
given detail.
 
 
 ² This Gift allows a homid to become more persuasive
when dealing with others, in such a way that his statements and arguments are imbued
with added meaning or credibility. An ancestor-spirit teaches this Gift.
 The player rolls Charisma + Subterfuge. If successful, the Storyteller
reduces the difficulties of all Social rolls by one for the remainder of the scene. In
addition, any successful Social rolls may have significantly more impact than they
would without the Gift. A werewolf could win arguments with hard line opponents, or
cause a cold-hearted psychopath to relent (at least for a little while).


ý 
 - Health Department officials would cringe at the very
thought of this Gift. Common black rats and brown rats are capable of spreading food
poisoning under the right circumstances. Add the ordinary rat¶s capacity for breeding,
and that means several hundred rats can drive a restaurant out of business if
unchecked. Now picture a Plague Lord calling up his own assortment of Disease-
spirits after learning this Gift from his ephemeral ally.
 Spend one Gnosis and roll Intelligence + Enigmas. Anyone who eats the
poisoned food takes a number of health levels of non-aggravated damage equal to the
number of successes. This damage can be soaked with a Stamina roll, but the poison
remains in the food for one scene. (Incidentally, taking multiple bites in the same
scene does not inflict damage multiple times.)

 & 


 



 
 - In forms other than Balaram, the Nagah can grasp
and manipulate objects with her tail (or coils) as easily as she can with her hands in
human form. 
 Once the Nagah learns this Gift, its effects are permanent. Simple acts, like
turning a doorknob or holding a small object, shouldn¶t require adie roll. At the
Storyteller¶s discretion, more complex acts, like reloading a gun, should require a
Dexterity + Athletics roll (difficulty 7). If a complex physical action requires a
different die roll, like fixing a car with Dexterity + Repair, the Storyteller may elect to
simply increase the difficulty of the roll (instead of calling for an additional Dexterity
+ Athletics roll).

 c
 
 ² The metis learns to focus the anger within her heart
and use it to increase her Rage. The anger takes a physical toll on the werewolf, and it
is up to her to unleash it on her enemies. The spirits of ancient metis teach this Gift.
Few members of other breeds have suffered enough shame and suffering to learn this
Gift.
 A character with this Gift may sacrifice a single health level, once per
scene, and gain two extra points of Rage in exchange (even if doing so takes her
above her permanent Rage rating). The health level is treated as aggravated damage
for purposes of recovery.

, 
6  -  


, 
"

 
- Raven¶s Gleaning takes advantage of the legendary
Corax predilection for bright, shiny objects. In essence, a value detector, the Gift
allows a Corax to look at a shiny object and, at a glance, discover whether or not it¶s
worth picking up. Raven himself, or a Raven-spirit acting under orders from the big
guy, teaches this Gift. 
 Raven¶s Gleaning costs a point of Gnosis, and requires a Perception +
Subterfuge roll (difficulty 5)r A single success merely gives a yes/no answer as to
whether the item is worth snatching. Additional successes can give the Corax an idea
of value, composition, craftsmanship and so on.

, ! (%) 
 (% )  % 
0%" (

 
 ² By raking his claws over stone or another hard surface,
the Ahroun hones them to razor sharpness. Either a cat- or bear-spirit teaches this
Gift. For a Ratkin who has this gift, it is used for their teeth attacks.
 The player spends one Rage point, and the Ahroun must take a full turn to
sharpen her claws. For the remainder of the scene, her claw attacks do an additional
die of damage.

, 
%/
+
 
 ² Through force of will, the Philodox is
able to ignore the pain of his wounds and continue acting normally. A bear-spirit
teaches this Gift.
 The player spends one Willpower point; his character may ignore all wound
penalties for the rest of the scene.

,0:
 
 ² Many Bone Gnawers learn a preternatural resistance to
poisons and toxins of all kinds, doubtless due to their diet of refuse and American
beer. A trash-spirit teaches this Gift.
 The player rolls Stamina + Survival. Success nullifies the effects of most
conventional poisons, and adds three dice to the Garou's Stamina for purposes of
resisting Wyrm-enhanced poisons. The effects last for the scene.

, 
 
 - Rokea, and Brightwaters in particular, enter frenzy easily.
This Gift, taught by a spiritservant of Sea, allows the Brightwater to ignore her
slewmates and allies entirely, even when lost to Kunmind. 
 The Rokea must activate this Gift ‘˜ entering frenzy. The player spends
one Gnosis point and rolls Willpower (difficulty 6). For each success, the player
chooses one character. The Rokea, if she enters frenzy, will ignore each chosen
character entirely.

,
1ý  
² By calling on the spirit of the rhino, a Khan may grow
a temporary horn on her skull. Although this protrusion is a bit unsightly, it allows the
tiger to head-butt an opponent for considerable damage.
The Khan rolls Gnosis to grow the horn. This protrusion lasts for one scene,
and allows her to gore opponents for Strength +2 (aggravated damage, difficulty 7).
Tiger skulls aren¶t built for ramming, however; botching such an attack inflicts
normal Strength damage back on the Khan.

,&" 
 -

 
   
 ² The old legends relate of Fianna warriors leaping over
enemies and crossing rivers without getting their feet wet; this Gift is one way they
did it. Taught by a salmon-spirit or ancestor-spirit, this Gift is functionally identical to
the Lupus Gift: Hare's Leap.

 1+ 
$By calling upon the talents of his tribe¶s fae allies, a
Ceilican can play any musical instrument as if he¶d been reared with it in his hands.
Although this talent is fleeting, it can make one hell of an impression.
With a Manipulation + Occult roll (difficulty 7), the cat gains a few
temporary points in Expression, Performance or the optional Singing secondary Skill.
For each success, he adds one dot to the chosen Trait. This lasts for as long as the
Ceilican plays; afterward, the skill fades from his fingers until he either learns it for
good or uses the Gift again.

 
,


+  
 ² The Garou can mask her scent completely,
making herself virtually impossible to track. A fox-spirit teaches this Gift.
 The difficulties of all rolls to track the Garou increase by two. This Gift
becomes an innate ability to the Garou who learns it. She need not expend any points
or make any rolls. However, the Ragabash may still leave a scent behind if she
decides to do so voluntarily (which may be necessary to blend in with wolf packs).

 
(-
 
 - As the Bone Gnawer Gift.

 
(9   
 - As the Bone Gnawer Gift: Scent of Sweet
Honey. It is taught by a Bee-spirit.

 
0ý%*% 0ý 
 ²
This Gift allows the Garou to determine the true nature of a person. This information
is conveyed as an olfactory sensation ² it is actually a scent of the target's natural
form. Any spirit servant of Gaia can teach this Gift.
 The Garou can tell automatically when someone is a werewolf; anything
else requires a Perception + Primal-Urge roll. It takes two successes to detect
vampires, faeries or other shapeshifters as such, and it takes four to detect fomori or
mages.

  1ý
 
² A simple yet helpful Gift, this secret allows a
Bubasti to read a book, scroll or tablet in any written language. This talent doesn¶t
teach the cat any new language, nor will it help him understand esoteric concepts or
missing bits of text. Even so, the ability to read anything set in front of you is a subtle
yet powerful gift. 
The shadowcat spends a Gnosis point, rolls his Willpower and begins
reading. The difficulty of the roll depends on the obscurity of the text:


 ) 
Modern 5
Scholarly (Latin, Sanskrit) 6
Archaic or dead (Aramaic) 7
Common pictograms (classic Egyptian) 8
Obscure pictograms/code (Sigils of Mu) 9
Personal codes/lost cuneiform 10

Only one roll is allowed per reading session. The Gift lasts for one hour per success,
and the cat must rest his eyes for several hours after finishing. A failed roll doesn¶t
necessarily mean the werecat couldn¶t read the text; it may mean that he read it
wrong. Storytellers are advised to keep the difficulty of the roll secret, and to base the
information given on the success of the roll. One success lets the cat get the general
idea, while four successes or more indicate complete understanding.

 
 
 - Ratkin Engineers have a talent for finding all sorts of usable
junk. Spend a few minutes searching around, and there¶s no telling what you might
find. This Gift can either help find some mundane item that¶s hidden nearby, or
scrounge up something bizarre that no one would have thought to look for. ThisGift is
taught by a Trash Gaffling.
 Spend one Gnosis and roll Perception + Alertness. You can either name a
specific item that would normally be in your current location, or name a general type
of item that¶s rather hard to find. The difficulty of the roll depends on how well the
item is hidden or how rare the item is. For instance, finding where the forks are kept
in a restaurant after hours is difficulty 4; finding a fork in a subway station could be
difficulty 6; finding a magnetized fork with silver plating by the side of the freeway
might be a difficulty 9. The Storyteller, of course, has the right to rule out any specific
itemas³irnpossib1e to find. ´If there staurantin question really doesn¶t have any
radioactive plutonium forks stashed in the kitchen, the Scrounge Gift won¶t help
you find one.

 

- A Nine-Tails with this Gift holds a powerful attraction for
mortals, and can cause humans to fall in love with her ² not always intentionally.This
Gift is taught by a Cloud- or Rain-spirit.
 The player rolls Charisma + Subterfuge; the target resists with a Willpower
roll (both difficulty 6). Each success increases the depth of emotion; one is a mild
crush, five or beyond a haunting obsession. The Storyteller is encouraged to
surreptitiously roll this for pure mischief or subplot every now and then, particularly if
the Fox uses the Gift often.

!
* %*: 
*  
 ² To the Shadow Lords, there is
no possible way for a contest to be even. If neither competitor wins, they both lose.
This Gift allows the Garou to swing the balance, ever so slightly, in her favor. A spirit
servant of Grandfather Thunder teaches this Gift.
 The player spends one Gnosis point. For the remainder of the scene,
whenever the Shadow Lord is involved in a direct confrontation with another being
(specifically, if the player must make an opposed roll), any ties go to the Shadow
Lord. For example, a Shadow Lord and her Get of Fenris rival are wrestling. Both
players must roll to see if the Get of Fenris can break the hold that the Shadow Lord
has caught him in. If the players roll the same number of successes, the Shadow Lord
wins and the Get remains pinned. This Gift lasts for one scene.

  





c
 
 - You know anger and bitterness so well that you can smell
it in others. Humans become fascinating: you can sense their current greatest pet
peeve or annoyance. When you¶re near shapechangers, you can sense the extent of
their Rage; if lucky, you can determine the last event that really pissed them off. You
know how close a vampire is to going berserk (and what might set him off), or the
pain of a wraith hovering nearby. If you use this on someone tainted by the Wyrm, you
can sense part of what drove him to his madness. In all, if anyone is pissed off, you
can figure out why..and use it to your advantage. 
 Roll Perception + Occult, difficulty 6. If a human is actually calm, you can
tell what would most upset him at that moment; gaining more than one successgives
you more insights into what would cheese him off. Three successes on a
Perception + Occult roll lets you tell the relative Rage of a werewolf (or other
shapechanger), the Humanity of a vampire (or a brief impression of his Path¶s
morality and how ³far along´ he is on it), the Angst level of a wraith, the Banality of a
changeling, or the last thing that really pissed off a human or mage; although this
description is never couched in actual game terms, it allows a Ratkin to make a rough
guess whether a given target is a werebeast, undead, fae thing, human or ³something
else.´ This Gift can only be used once per subject per scene.you can smuggle a
weapon or a small package. Don¶t be surprised if a corned Twitcher pulls something
amazing out of his.. . well, you know.



 
 ² Theurges have ways of knowing all manner of
secret things other Garou would wish stayed hidden; with this Gift, they can learn
where the balance of chiminage lies with any spiritually aware being with a glance.
The Gift reveals if the target has paid all proper obligations to the spirits, if he has
ignored a debt or engaged in blasphemy against his totem or other spiritual patrons.
An owl-spirit teaches this Gift.
 A Perception + Subterfuge roll (difficulty 7) reveals the target¶s state of debt
in the spirit worlds; with three or more successes, the Theurge may learn the name of
the one spirit the target most recently egregiously wronged, if such a being exists.


- 
 - Eji using this can sense the presence of hostile beings
within (roughly) lOOfeet.  The player rolls Perception + Alertness (difficulty
6). This Gift must be used voluntarily; it isn't a "danger sense."


   
 ² The Uktena can discern magical energies, whether they
emanate from Garou Gifts, vampiric wizardry or even human magic. A spirit servant
of Uktena teaches this Gift.
 The player rolls Perception + Enigmas. The difficulty is based on the
strength and subtlety of the magic. The Uktena cannot tell the exact nature of the
magic, although vague clues such as "Gaian" or "blood magic" might be granted with
sufficient successes. The radius is 10 feet per success.



%

 
 - This Gift enables the user to detect a
child of the Moon - usually a fellow shapechanger (save for Corax, Ananasi or
Nuwisha). For sense sun it allows the user to discern the presence of Sun creatures
such as Mokol6 and Corax. This Gift is taught by a Moon-spirit.
 The player rolls Perception + Occult, difficulty 7. With three successes, he
can tell what kindof moon creature is involved; five allows a rough estimate ofrank
and abilities. This Gift is taught by a Sun-spirit.


 
 # 



 
 ² Werewolves used this ancient Gift during hard winters to
feed their packs. The Gift lets Garou locate enough prey to feed a pack. In the urban
environment, this Gift guides the lupus to prey within the city, usually in parks,
sewers, animal shelters and even zoos. The Gift will tell the werewolf the location of
large numbers of prey within 50 miles in the wilds, and within the limits of a city and
its suburbs. Humans do not register as prey animals, although some say that the Red
Talons know a variant of this Gift that can find them. A wolf-spirit teaches this
Gift.The Mokole knows the trick of locating prey animals in a given area. An
Alligatorspirit teaches this Gift.
 The hunter's player rolls Perception + Primal-Urge. The difficulty is 7 in
wilderness environments and 9 in urban environments. Success indicates the location
of enough prey to feed a large pack. In the case of multiple sources, the Gift guides
the werewolf to the nearest source (although not necessarily the easiest or safest). For
the Mokole The player spends a Willpower point, and rolls Perception + Primal-Urge,
difficulty 7. Each success leads the Mokol6 to enough prey for one meal: enough
successes can feed an entire clutch.


 9  
² As attuned as they are to the Jamaa, metis
Bastet can easily sense whether one of those entities has a strong influence on a
person, place or thing. 
This Gift works like the Level One Common Gift: Sense Unmaker¶s Hand,
except that it detects a strong affinity for Rahjah, Nala or Cahlash (Weaver, Wyld or
Wyrm). Examples include Banes (Cahlash), Technomagi (Rahjah) and some Garou
(Nala, though some may tend toward the other two). However, the difficulty is one
higher than that of Sense Unmaker¶s Hand.


0  
 - A race charged only with survival needs to know how to
recognize danger, preferably early in life. The Rokea with this Gift can discern whether she is
swimming into a dangerous situation, or to know if a being is a threat to her. This Gift, taught by
an avatar of Sea, does not reveal a being's intentions, only whether or not said being is
dangerous. (For example, a raging Brightwater might have no real desire to hurt the user, but is
dangerous nonetheless.)
 The Rokea focuses for a turn; the player rolls Perception + Primal-Urge. The difficulty
varies ² lower (6) for immediate and palpable threats and higher (8) for subtle, more
roundabout threats.


'  
 



+  
 - The wererat can sense Weaver-spiritsofal1varieties.The
spirit must be withinsensory range, and each type of Weaver-spirit has adistinctive
sound or smell. This perception may vary from rat to rat. Shadow Seers canal so sense
when an area has been ³calcified´ by the Weaver3and thus help their packs ³snap the
Weaver¶s threads.´
 The player rolls Perception + Occult; the difficulty depends on the strength
and concentration of the spirits. A lone Weaver Gaffling, for instance, only requires
one success. More successes may give some insight into the spirits (such as their
relative strength), although this is always from a Ratkin¶s perspective.

+%
6
 #1-
%
)%
)
 

 ² The werewolf can sense manifestations of the Wyrm in the nearby area. This
Gift involves a mystical sense, not a visual or olfactory image, although werewolves
using the Gift sometimes say things like, "This place stinks of the Wyrm" (with a few
more colorful adjectives). Garou should remember that the Wyrm's taint can cling to
relatively blameless souls. Werewolves may sense an innocent person who happens to
work in a Wyrm-controlled factory or who has eaten tainted food. This power requires
active concentration. Any spirit of Gaia may teach this Gift. For the Mokole gift Sense
Designer: this will allow them to sense the weaver.
 The player rolls Perception + Occult. The difficulty depends on the
concentration and strength of the Wyrm's influence. Sensing a single fomor in the
next room would be difficulty 6, while detecting the stench of a Bane that was in the
room an hour ago would be difficulty 8. Vampires register as Wyrm-tainted, save
those with Humanity Traits of 7 or higher.



&+ 

 


 (0( 
 - While vocally expressing his anger, the Ratkin can
form a shadowy field of power around a dagger or other sharp object balanced for
throwing. Knife Skulkers, for instance, may choose to call out a victim¶s crime
(³Murderer!´) while forming this instrument of revenge. When the Ratkin hurls his
dagger at a foe, the blade is propelled by the darkness around it and strikes with
supernatural force. This Gift is taught by aNight-spirit, which willusually demand a
tale of an unpunished criminal¶s dark secrets.
 The Ratkin spends a Rage point and targets a single victim within line-of-
sight; the player rolls Perception + Athletics to attack (difficulty 6, with the usual
Firearms modifiers). The blade strikes with more force than the wererat can muster,
inflicting Strength + 3 aggravated damage. If the blade is already magical, it inflicts
only +2 damage.

 
 - By quickly shedding his outer skin, the Mokol6 can escape an
enemy¶s hold or slip through a tight area. A Lizard-spirit or Snake-spirit teaches this
Gift.
By making a successful Dexterity + Primal- Urge roll (difficulty 7), the
Mokol6 can either automatically escape any grappling attack, or lower the difficulty
of escaping restraints or slipping through tight squeezes by •r

%;& 
 ² The Garou can create a field of inky blackness
through which only she can see. A night-spirit teaches this Gift.Like Breach, while this
Gift works on land, many Rokea don't think to try. Squidspirits may teach this Gift.
 The player spends one Gnosis point and rolls Gnosis (difficulty varies: 3 for
twilight, 6 indoors, 9 for bright sunlight). Each success blacks out a 10' by 10' by 10'
area. The Garou can choose any area within his line of sight. The metis Gift: Eyes of
the Cat can see through the conjured darkness.


 
 ² The Garou can muffle any sound she makes, the better to
creep up on an enemy or escape unnoticed. An owl-spirit teaches this Gift.
 The player rolls Dexterity + Stealth. Each success adds one to others'
difficulty to hear the Garou for one scene.


,


 
Five thousand years of practice has taught the wererats a lot
about hiding from unwanted attention. This Gift obscures a Ratkin¶s path of travel to all methods
of detection, supernatural or otherwise. Rat-spirits falsify evidence of where the Runner has
been, laying false trails and obscuring existing ones. This not only makes use of the Tracking
Ability difficult, but also counteracts methods like the Rite of the Questing Stone.
System: Spend one Gnosis, call out to your character¶s totem for aid, and roll
Intelligence + Subterfuge. Each success raises the difficulty of a tracking roll by 1, to a
maximum of 10; each additional successes beyond that subtracts a success from any tracking roll
used to find the character.




 
While Rokea dislike keeping secrets, the Darkwaters
recognize that the Dimwaters and Brightwaters simply don¶t need to know all the
disturbing things that the mad ones see. This Gift allows the Rokea to use the Sending
selectively, rather than simply broadcasting a message. Remora-spirits teach this Gift. 
The player rolls Intelligence + Primal-Urge (difficulty 6) to activate the Gift.
If successful, the player may choose who receives her character¶s Sendings for the
remainder of the scene.


 #
 
$This common trick allows a Bastet to move without
making any sound. Even squeaky or shifting surfaces, like wooden floors or piled
twigs, can be passed over without noise.
The player rolls Dexterity + Stealth, difficulty 5. Failure renders the Gift
unusable for the rest of the scene. Note that this Gift doesn¶t make the werecat himself
invisible or silent in any way, nor will it prevent any damage (broken twigs, for
instance) in his wake ² it stifles the sound of his footsteps, nothing more.


 
 ² Creatures of the wild have learned well that where man
goes, death follows. With this Gift, the werewolf enhances the human scent around
him greatly, causing wild animals to feel uneasy and nervous. However, the scent also
causes domestic animals to recognize the werewolf as their master. An ancestor-spirit
teaches this Gift.
 All wild animals (not including supernatural creatures in animal form) lose
one die from their dice pools when within 20 feet of the Garou (save when defending
themselves or running away), and they are likely to flee. All domesticated animals
recognize the werewolf as a friend and refuse to harm him. For example, an attack-
trained dog ordered to take down the werewolf would run up to the character and wag
its tail. If the domesticated animal is harmed, then it will revert to acting naturally.
The Garou may use this Gift at will. She simply states when she is activating it or
turning it off.


 
 - As a survival skill, Ratkin have learned to sniff out
poisons. When a Ratkin discovers that someone is trying to poison a member of his
deceit, he may decide to return the ³blessing´ upon the would-be poisoner. This Gift
is taught by a Rat-spirit.
 By spending a point of Gnosis, the wererat can sense any poisonous or toxic
material nearby. A successful Perception + Medicine roll may give an insight into the
nature of the poison involved; with five successes, it even reveals the identity of the
would-be murderer. As another application, the Ratkin can seek out chemicals near by
that can be used as poisons.


#1#
 
 - The Nuwisha sheds a layer of skin and flesh (and
instantly regenerates it), allowing her to slip free of bonds or even grappling
opponents.A snake-spirit teaches th.15 Gift. 
 The player spends one Gnosis point and rolls Dexterity + Athletics
(difficulty 6). Success allows the character to slip free of imost bonds, and any
successes on the roll are added to any roll made to escape a hold (see page 209 of
Werewolf). Additional rolls might be required to escape more complex traps.


 
 - Having trouble seeing an invisible enemy? To use this Gift, the
Plague Lord places a pinch of dust on his palm and blows. He may direct the
germladen cloud around the room, seeking the invisible. The first person it makes
contact with must make a nasty Willpower roll to avoid sneezing, coughing, and
wheezing from a temporary bout with a nasty cold.
 Sacrifice a point of Gnosis to your Disease-spirit and procure a handful of
powder. Roll Intelligence + Medicine (difficulty 6). You have a number of turns to find
your opponent equal to your number of successes on this roll. Each turn, the cloud of
germs travels up to five yards. If your opponent is in the area of the cloud, he must
make a Willpower roll (difficulty 9) to avoid giving away his position with a loud
outburst.

#
2  
² Willing himself solid, a Khan might turn his skin to the
hardness of jade. It¶s said that the spirit of the rock itself taught this Gift to Yu Kwan,
a warrior in the service of the alchemist Ko Hung.
By spending a Willpower point and rolling Gnosis (difficulty 7), the tiger
gains an additional two dice to his soak rolls. This Gift lasts one scene.

.# 
 - This gift allows the Nuwisha to ensure that everone
within hearing range of the Some reamins calm and sedate. This gift may cancel the
frenzy of an opponent, but only for as long as the Nuwisha continues to sing. This
gift is taught by a Gaffling in service to Coyote.
 The player rolls Manipulation + Preformance, with a varying of difficulty
depending on the situation. Each individual may attempt to resist this effect with a
Willpower roll, difficulty 6. The difficulty to resist the song's effects is increaded by
one for every success that player has in his initial roll. The Nuwisha's "singing" may
be vocal, or any musical insterment from popes to drums. The Gift lasts as long as the
Nuwisha's song.

0  


 ² The Garou doubles her running speed. A
roadrunner- or cheetah-spirit teaches this Gift.
 The player spends one Gnosis point. The Gift lasts until the end of the
scene.For a Mokole, they spend 2 Gnosis, to activate land speed.

1  


² Although werecats cannot normally travel through the
Gauntlet, this Gift allows them to see through it for a short time. Plenty of good
secrets can be discovered this way, but the Gift¶s effects tend to frustrate the hell out
of the Bastet who can¶t get through, like a cat watching a bird on the other side of a
window.
The player rolls Perception + Awareness (difficulty of the local Gauntlet)
and spends one Gnosis point to look into the Penumbra. The Gift lasts one scene and
ends if the Bastet is knocked unconscious.

   


 - This Gift allows the Midnight Sun to invoke
Laughter-spirits which make everything seem funny. A Mockingbird-spirit teaches
this Gift.
 The MokolC spends a Gnosis point and rolls Gnosis. The difficulty is 6 for
friends, 7for strangers, 9 for enemies. For each success, one remark that someone
makes will cause everyone to laugh merrily.

  
 ² This Gift allows the Garou to communicate with
encountered spirits. The Garou is thus able to address them whether they wish to be
addressed or not. Of course, nothing (usually) prevents the spirit from ignoring the
Theurge or leaving. Any spirit can teach this Gift.
 Once learned, this Gift allows the Garou to understand the communication
of spirits intuitively. Particularly alien spirits may be difficult ² or, in the case of
many Banes, outright painful ² to understand.

   


 - Ratkin aren¶t usually big on personal possessions. Many
prefer to keep everything they need a knapsack, a briefcase, or their pockets. When
they need to hide these meager items, some prefer to step sideways for just an instant,
finding a little hidey-hole where they can stash their stuff. The hiding place might be a
little Umbral tunnel, a hiding place guarded by a Rat-spirit, or just some space
between the spirit world and physical world. Rat-spirits teach this Gift, but only if
they can score a portion of the Ratkin¶s stash from time to time; they may well exact a
slight ³payment´ from your first stash cache. 
 Roll permanent Gnosis; the difficulty is the local Gauntlet. If you succeed,
you¶ve found a clever little place to stash an object smaller than a backpack or
knapsack. The number of successes suggests the number of days you can probably
keep it there safely. Wait too long, and your valuables will likely either be snagged by
a Wyld-spirit, calcified by a Weaver-spirit, or spoiled by a Bane.

 # ( 


 -


 




 
- The Ananasi can rob a victim of the most recent few
minutes of memories, a handy ability for dealing with anyone who discovers
something the werespider wishes to keep hidden, such as her existence or the location
of her Sylie. 
The Ananasi must touch the intended individual. The player spends one
Gnosis point, and must succeed in a Gnosis roll (difficulty of the target¶s Willpower).
Success steals the last 15 minutes of the target¶s memories.


  
 - The Gurahl may look through a piece of stone or rock to see
its potential or composition.
 The player rolls Perception + Enigmas (difficulty 7). Each success reveals a
piece of information about the stone.

 
$By singing a plea to Tzinzie and his kind, a
werejaguar can call up a cloud of mosquitoes, gnats, biting flies, or some equally
obnoxious bugs. These creatures don¶t so much damage as distract their prey,
although they might, at the Storyteller option, carry diseases like malaria or yellow
fever. By drawing the victim¶s attention to the biting pests, the Balam may prepare
either an ambush or an escape. 
The jaguar¶s player rolls Manipulation + Survival. In most rainforests or
coastal areas, the difficulty is 5. In other places, the difficulty rises to 7, and goes to 9
in areas where bugs are scarce. For each success, an area roughly 10 feet square is
filled with flying bugs, reducing all Dice Pools by 2 for one turn per success. After
that, the insects disperse. The cat is not immune to bug bites, but usually knows what
to expect and can act normally.

 
 - The Rokea can smell the blood of a target and identify them as
a supernatural being. Rokea often use this Gift to identify other Rokea at a distance, which helps
to prevent embarrassing mishaps (like eating a fellow wereshark) . A shark-spirit teaches this
Gift.
 The player rolls Perception + Primal- Urge (difficulty 7). Success identifies the target as
either a Rokea, a mundane being (be it fish, human, or whatever) or a supernatural being. The
Rokea doesn't automatically know what the being is ² that is, the Storyteller should not say
"He's a vampire," rather, she should describe what the Rokea smells ("His blood smells thick and
clotted, as though all clumped together instead of flowing"). The Rokea can learn to recognize
different beings by their scents.

  
² The second trick in a ruler¶s arsenal is the ability to make his
subjects obey whether they want to or not. By mastering their bodies, a Simba can
force others to fall to their knees or roll over on their backs in submission. They can
say whatever they like, but their reactions betray their cowardice! 
Like the Philodox Gift: Roll Over, although Simba of Ranks One or Two
will have to spend two Gnosis to use it. The Gift won¶t change a target¶s mind, but
it!  master his body if the player rolls at least three successes in a resisted
Willpower roll (difficulty 7). This lasts one turn per success. Simba are immune to
this Gift if it is used by one of their kind.

  
 - The rat does not need food or water for a full day. Just as the
kangaroo rat can sustain himself with seeds he finds in the desert, the Ratkin can
improvise a method of forestalling starvation. This Gift is taught by a Kangaroo Rat-
spirit. 
 Thls requires the use of one Gnosis and a successful Wits + Survival roll. The difficulty
depends on the mere proximity of food, even inaccessible food (3 for the basement of a
supermarket; 6 for an urban area or forest Wilderness; 9 for a vast desert).

( (,  
 -This Gift allows the Child of Gaia to overcome her innate savagery,
although at a dangerous cost. By use of this Gift, the Child may stop a frenzy and reduce her
Rage by directing it inward. The inward battle is visible for several minutes and can take the
form of a shuddering concentration or even a masochistic beating. An ancestor-spirit teaches this
Gift.
 When the Garou falls into frenzy, the player may make a reflexive Rage roll,
difficulty 7; this Rage roll, unlike others, cannot in itself induce frenzy. Even one success on this
roll immediately brings the werewolf out of frenzy. However, each success does one health level
of lethal damage to the Garou, and reduces her temporary Rage by a similar amount. The player
must decide at the moment of entering frenzy whether to use this Gift or not; once the Garou
has fully succumbed to frenzy, she cannot focus enough to use this Gift.

(-
1 
² With a charming look, the werecat wins his
target over; if that look shifts into a snarl or a stare, the victim feels uneasy and may
back away, intimidated. 
By rolling Manipulation + Primal-Urge, the Bastet adds a die to all
subsequent Social rolls for the remainder of the scene. This only works on one target
at a time. Difficulty is the subject¶s Willpower if she¶s hostile to the werecat, 6 in
most situations, and 4 if she¶s already inclined to like or fear him. At Storyteller¶s
option, the player may add two dice if he scores four successes or more.

(
0
 
 -With a touch, the Nuwishacan stop a target from
speaking. The targets tongue swells, preventing her from making any sounds beyond
frantic grunts and moans. A spider-spirit teaches this Gift. 
 The character must touch the target. The player rolls Gnosis (difficulty of the
victim¶s Willpower). Normally, the target is prevented only from speaking, but if the
player rolls three or more successes, the target¶s hand shakes uncontrollably and she
cannot sign or write. Swollen Tongue lasts for one scene.

0  &  


 - - The Mokole may bite her tail in her mouth and
roll any distance desired as quickly as her human form runs. This Gift is
taught byHoopsnake.
 The Mokol6 must be in Suchid or Archid, and spend a Willpower point;
apart from that, the movement bonuses are automatic.

0 
 
 ² Commonly used by Bone Gnawers residing in a sept
controlled by other tribes, this Gift ingratiates the Bone Gnawer to a pack's or caern's
totem for a short time. While the Gift is in effect, the Gnawer is treated as a member
of a pack with regards to using the totem's blessings and any pack tactics the pack
knows. If used on a caern totem, the totem looks favorably upon the Bone Gnawer.
The Gnawer may then perform the Rite of the Opened Caern, if he knows it, without
fear of retribution. A lost-dog-spirit, a spirit servant of Rat, teaches this Gift.
 The Bone Gnawer must know the name of the totem in question. He must
also prostrate himself before the caern's center or the pack's leader and wiggle forward
on his stomach like a begging dog. The player rolls Charisma + Subterfuge. The
difficulty varies based on the totem's opinion of the Bone Gnawer, which is left to the
Storyteller's discretion. Success indicates that the character gains the previously
mentioned benefits for one day, and that the totem will not look favorably on a Garou
who mistreats the Bone Gnawer without cause. This Gift usually won't cause any bad
feelings from the sept or pack in question as long as the Bone Gnawer minds his
manners. However, using it too often certainly will.

0 


 
 - Using this amazing ability, the Ratkin can tell an
elaborate story defying all reason and logic, and tell it so convincingly that the listener
believes it is true. Telling the story absorbs an entire scene.
 Bum one Gnosis and roll the Munchmausen¶s Manipulation + Expression.
The most educated or skeptical listener makes an Intelligence roll to resist; for each
success, he can stop the Ratkin at any point and ask him one question that should
derail the story entirely. (³But sir, there is tw air on the moon!´ quoth he. To which
Ireplied, ³Ah, but you are mistaken! The cheese has hoks, does it not?´) Regardless, if
the ³tale-teller´ has more successes than the listener, the Gift succeeds and the Moon
Mouse makes it to the end of his story. Optionally, the listener may write down his
number of successes on a piece of paper and pass it to the Storyteller; the
Munchmausen doesn¶t find out the results until his story is over.

0 # 
 - This Gift permits the Mokol6 to speak any human language he
knows while in Suchid or Archid form. This Gift is taught by a Bird-spirit.
System: No roll is necessary; the Mokol6 becomes automatically capable ofspeech in
all forms. With a successful Mnesis roll, difficulty 8, the Mokol6 can also speak any
of the other BCte¶s languages for the duration of a scene.

0,



 - Young Silent Striders quickly learn the need for
extraordinary speed and stamina - often the messages that even untested youths are
asked to carry cannot wait for the message bearer to sleep or eat. A Garou with this
Gift can run from moonrise to moonrise subsisting on nothing more than her spiritual
energy, crossing almost four hundred miles, but as soon as she breaks her run she
must eat and rest. This Gift is taught by a wolf-spirit.
 The player spends one Gnosis point. The character (who must be in Lupus
form) may long run for twenty-four hours without the player making a Stamina roll.
After twenty-four hours, and each twenty-four hour period thereafter, the player must
spend one point of Gnosis and one point of Willpower to allow the character to
continue running; otherwise, she must stop. Whenever the character stops running, for
whatever reason, she suffers -2 dice to all pools until she has a chance to eat and rest,
unless she has run a number of hours that is less than her Stamina.

0   


² By extending and sharpening his claws, then invoking
this Gift, a Bastet may travel up or down any vertical surface, from tree bark to
concrete. Leopards excel at climbing, and most kuasha teach this secret first.
Climbing this way requires a Dexterity + Athletics roll. Really hard or
slippery surfaces, like ice or steel, are difficulty 8, while easy ones like rock or bark
are at difficulty 6. A character traveling this way moves at 10 feet a turn or so, and
may have to make new rolls if the circumstances change (in an avalanche, for
example).

0
#1
 
 -

0 # 


 ² This Gift, once an acquired taste, has undergone a recent
surge in popularity. It allows the Garou to execute brilliant feats of sharpshooting,
such as shooting a weapon from an opponent's hand or firing down the barrel of an
enemy's gun. The Garou cannot use this Gift to harm an opponent directly, however,
and he can use Trick Shot only with rifles or pistols. Air-spirits teach this Gift.
 The player adds the character's permanent Glory rating to his dice pool
when performing a really outlandish shooting trick. Again, this Gift does not allow
direct damage to targets ("I'll shoot him between the eyes!"), but it can be used to
injure opponents indirectly. ("I'll shoot the rope that's holding the chandelier over his
head!") The effects are permanent.

0/


 
 - Similar to the Philodox Gift: Truth of Gaia, this Gift allows
the Dimwater to determine a target's goal during any given action. For example, if used on a
human wading after young sharks in the shallows, the Gift shows the Rokea what the human
plans to do with them. True Intentions does not work on spoken words, only on actions, and is
taught by a spirit-servant of Sea.
 The player rolls Intelligence + Empathy (difficulty of the target's Manipulation +
Subterfuge). Multiple successes grant slightly greater understanding of the target's motivations
behind his actions (e.g., whether he is being coerced).

0"  %
0%0  
 ² As judges of
the Litany, Philodox have the ability to sense whether others have spoken truth or
falsehood. A Gaffling of Falcon teaches this Gift.
 The player rolls Intelligence + Empathy (difficulty of the subject's
Manipulation + Subterfuge). This Gift reveals only whether the target speaks the truth
or lies.

0
ý 
² As the Wendigo Gift: Camouflage, save that the cat
must discard any clothing and gear before the Gift takes effect ² the lynx is the only
thing that changes color.

6  


 -By pitting his will against an opponent¶s, the Gurahl may
reduce his enemy¶s actions to two options. (³Fight me now or flee like a rabbit!´) 
 The Gurahl must get the opponent¶s attention. The two then engage in an
opposed Willpower roll. Success means that the Gurahl may present the enemy with
two options and the opponent may take no action not specified by the Gurahl. The
Gurahl cannot make one or both demands clearly suicidal to his opponent.

6

c # 
 - If the Brightwater can approach her target without being seen,
she may attack without fear of retaliation. All her victim will feel is a stirring in the waters
behind him... and then teeth. This Gift is taught by a shark-spirit. 
 The Rokea must approach her prey undetected ² this requires the player to succeed in
a Wits + Stealth roll (difficulty varies by how perceptive the target is; Storyteller's discretion).
She then attacks first, no matter how high her opponent's initiative. The opponent cannot attempt
to dodge this attack. Once the Rokea has attacked with this Gift, she may not normally do so
again in the same scene (unless she can somehow get out of sight and sneak up on the target
again).

6 &

 


6 1   


 - The Gurahl may draw down the light of the stars for
illumination or a directional beacon.
 The Gurahl reaches toward the sky while the player makes a Charisma +
Occult roll. Success produces a soft light that illuminates a 100¶ square area or sends a
direction beacon 100 yards. If Ursa Major or Minor is in the ky, the effect is doubled.

'
-  
 -As the Level Two Warrior Gift: Curse of
Hatred, but with a few distinct differences. The victim¶s Traits are reduced by a
simulation of the Plague Lordµs favorite disease. Players are encouraged to research
their favorite afflictions; the game mechanics, however, always remain the same.
 Spend one Rage and roll Manipulation + Expression; the difficulty is the
victim¶s Willpower. With at least one success, the victim loses two Willpower points
and two Rage points. This can only be attempted once per scene. This is an Epidemic
Gift, and can be spread to more than one victim with the Plague Lord Gifr: Epidemic
Contagion.

' ý
 
 ² The Get appears larger and more fearsome,
commanding respect from peers and cowing his foes. A wolf-spirit teaches this Gift.
 The player rolls Charisma + Intimidation. Only one success is necessary to
affect non-Garou and Garou of equal rank. To affect Garou of higher rank, the player
must score a number of successes equal to twice the difference of rank between the
Garou and the target. For example, for a Rank 1 Garou to affect a Rank 5 Garou
would require eight successes (not very likely). Allies and peers affected by this Gift
see the Get as impressive and noble (-1 difficulty bonus to all Social rolls). Foes pause
for a moment to summon the resolve necessary to fight such a monster (losing one
from their initiative ratings). This Gift lasts for one scene.

'   


 -This Gift allows the Cora to imitate any sound or
voice she has heard. Voices and accents are all covered by the scope of the Gift, as are
machine noises, crashes, gunfire and any other noise you can imagine. Voice of the
Mimic is taught by a mynah-spirit. 
 The Gift requires a Perception + Expression (or Mimicry) roll, with the
difficulty based on the complexity of the sound.

' + 



+ # # 
 
 - A Gurahl in Ursine, Bjornen or Crinos form may
use this Gift to leave human footprints instead of bear prints. 
 The player rolls Dexterity + Stealth. One success causes the Gift to last for
one scene; additional successes extend the duration on a one for one basis.

+
1
% # 
 
² Travel is hard, especially
given theSpartan ways of the Pumonca. This Gift allows a cougar to adapt to changing
climates quickly, or to ignore the pangs of hunger or thirst for some time. Bird and
Bear-spirits pass this Gift along. 
By rolling Stamina + Survival and spending a Willpower point, the player
allows her werecat to do one of the following things: ignore the worst effects of
normal heat and cold for a week; go one day without water; or go three days without
food. The difficulty for the roll is 6, although harsh conditions (blizzards, droughts,
heat waves, etc.) can raise it by two or more. The Gift can be repeated, but the
difficulty rises by one each time it¶s performed in succession. <+
1


² Travel is hard, especially given theSpartan ways of the Pumonca.
This Gift allows a cougar to adapt to changing climates quickly, or to ignore the pangs
of hunger or thirst for some time. Bird and Bear-spirits pass this Gift along. 
By rolling Stamina + Survival and spending a Willpower point, the player
allows her werecat to do one of the following things: ignore the worst effects of
normal heat and cold for a week; go one day without water; or go three days without
food. The difficulty for the roll is 6, although harsh conditions (blizzards, droughts,
heat waves, etc.) can raise it by two or more. The Gift can be repeated, but the
difficulty rises by one each time it¶s performed in succession.

+ 


 
-The Child may purify water by dipping her hand or bowing
her forehead to the surface. An avatar of Unicorn teaches this Gift as a sign of his favor.
 The Garou touches the surface and rolls Perception + Primal-Urge. Water that is
poisoned by animal dung or parasites has a  difficulty. The difficulty is 7 for chemical waste
and 9 for Wyrm-taint. Each success purifies enough water for one person for one day.

+ 
 


+ - 
 
 - The Damhan creates a haven for the night, usually within their
normal dwelling as an added level of security. This webbing anchors in thematerial world as well
as in the Umbra, and works primarily as an early warning alarm against potential attacks and as a
warning that potential meals are nearby. This web must be spun, but it does not appear as a
regular web unless the Ananasi wants it to. It remains invisible to mundane senses, blending into
the background.
 The werespider must spend one blood point to create the web (unless in Crawlerling
form) and make a Gnosis roll, difficulty 7. The web covers roughly 100 feet per success. The
anchor points for this web can be anywhere at all, even in thin air. Anything touching this
webbing sends vibrations to the Ananasi, warning them of approach. This web offers no physical
defenses against attack.

+ # 
 - This Gift creates a simple trap made from webbing. Once the
webbing is disturbed, it dissolves into a thick, noxious black smoke, which obscures the vision
and smells worse than a hundred or so rotted eggs. While not effective as a weapon, it has
stopped many creatures from getting too far into an Ananasi's lair.
 The werespider spends one blood point. The web is not sticky, and can appear as simple
as a mass of cobweb, or as an intricate, thick-stranded web obviously designed to keep out or
capture intruders. Once anything touches this web with enough force to break any of the strands,
the web explodes into a thick dark cloud of smoke, momentarily blinding anything in the
immediate vicinity and causing a foul odor. Anyone caught in the cloud must roll Stamina,
difficulty 8, or immediately go into a convulsive fit of vomiting for one turn per point of the
spinner's permanent Gnosis.

+

 +
 
 -This Gift, originated by a Pteranodon
Mokole, helps Mokole travel more easily by marchingorflying in formations. The
strength of the whole group can serve to help each member. This Gift is
taught by Goose.
 The Mokok assembles her fellow travelers in a line (for marching)
or V formation (for flying) and rolls Stamina + Gnosis, difficulty 7.The number of
successes is the number of travelers who can share the Stamina of the strongest
member of the group (who will usually take the lead). If the formation is broken, the
extra Stamina disappears. A botch reduces a group member to 1 Stamina.

+ ) 


 ² Some humans can't just be splattered all over the
nearest tree. Some of them have to be taught a lesson and left alive, for whatever
reason. However, the Red Talons know how to make the message stick. This Gift
induces a terrible dread of and respect for the forest, and makes a human target afraid
to tamper with it in any way. Any predator spirit can teach this Gift.
 The Garou must make eye contact with the target, but he can be in any form
when she does so. The player then rolls Charisma + Primal-Urge (difficulty of the
target's Willpower). The effects last for one day per success. During this time, the
human must roll Willpower to leave his home, and he may not go near anything
resembling a forest without spending a Willpower point. If the human does leave
home, he is shaky and fearful until he returns, and his player loses two dice from all
Mental and Social dice pools. This Gift functions on Kinfolk, mages, ghouls and other
"supernatural" humans, but the difficulty increases by two to a maximum of 10.

+
 
 - When traveling through the Umbra, Corax often feel the
need to leave information for their fellow birds. After all, it¶s common courtesy to
inform a relative that the old safe road now leads right into a nest of Pattern Spiders,
right? Unfortunately, there¶s a dearth of writing materials in the Umbra, which means
only that the Corax had to find an alternate method of leaving their missives. That¶s
where this Gift - which allows a Corax to create arecognizable sigil out ofwhatever¶s
handy - comes in. A spirit in service to Coyote teaches this Gift (when he feels like
it). 
 In the Umbra, the Corax (by rolling Wits + Expression, difficulty 6) can
create a marker out of available materials for any other Corax who come by. The
number of successes indicates the complexity of the message that can be encrypted
into the marker, which can be decrypted by another Corax rolling Perception + Occult
(difficulty 7)4

+
 
 -

+
 
 -The ahi becomes attuned to the presence of the Wyrm in
all its forms. Banes, fomori, certain vampires (those with a Humanity Trait
below 7), Black Spiral werewolves, and ( other creatures corrupted by the Wyrm
become glaringly obvious, by the spiritual stench the Nagah can taste in the air around
her. From the physical world, she can sense Wyrm spirits in 4surrounding
Penumbra. 
 As Weaver Sence but attuned to the Wyrm. With three or more successes, it
may (at the Storyteller¶s discretion) reveal more subtle traces of corruption and decay,
such as a tumor in a human body.

+
.
 
 - The user of this Gift can convince all Wyrm-affiliated
creatures in a given area to consider her an ally, or at least to ignore her.
 The character rolls Charisma + Primal-Urge, difficulty 8, to make the Wyrmlings more
inclined to conversation, rather than violence. Each success reduces the difficulty of all Social
rolls with the Wyrm's minions by 1. The Wyrmlings may attempt to resist this effect by rolling
Willpower against a difficulty of 4 + the Ananasi's successes.

= &0  
 - The Nuwisha using Xochipilli¶s Touch brings luck
to herself or to a target. Usually the luck is short-term, but whether that luck is good
or bad is entirely in the hands of the Nuwisha. If the luck is good, a person might
discover that her cancer was misdiagnosed and is actually only a thumbprint on the
xray, or she might win the lottery. If the luck is bad, a tire might explode during a
high-speed chase, or the person might get audited by the IRS. The Nuwisha has no
control over how the luck will manifest, only whether the luck will be good or bad.
This Gift is normally instantaneous, but can take several hours to manifest, at the
Nuwisha¶s discretion. This Gift is taught by an Epiphling of Luck or a Gaffling in
service to Xochipilli. 
 The player rolls Wits + Enigmas, difficulty 7. The Storyteller has complete
control over how Xochipilli¶s Luck manifests itself, but the player may increase the
luck to levels that seem almost miraculous by spending a Gnosis point.
0( 0(

c
 +
 0(² According to their folklore, the Balam were once
two tribes. One of the original families, the Olioiuqui, had wings. By digging into this
ancestral past, a werejaguar can invoke their gift and fly for short distances. 
The player rolls Intelligence + Primal-Urge against difficulty 8 and spends a
Gnosis point. If successful, brightlycolored wings burst from the Balam¶s shoulders
and carry him aloft. While winged, the cat can fly at 15 yards per turn in any form,
and may carry up to 200 pounds of additional weight. This Gift lasts for one scene (or
one half-hour), after which the wings atrophy and harmlessly drop off.

c 
   0( - The Kumoti may inflict an irrational fear of spiders
on her victim; natural arachnophobes are especially susceptible. 
 The player spends a Gnosis point and rolls Manipulation + Intimidation
(difficulty of the target¶s Willpower). The effect lasts for one day per success, though
victims may spend a point of Willpower to negate the fear for one turn per point.
Characters already afraid of spiders become catatonic until removed from the site of a
spider.

c( 0( - As the Silver Fang Gift. ((So far found there is no gift with this
name))

c:
 0( - By attuning himself to the land, the Mokol6 can learn
precisely where Sun is in relation to Earth. A Sun-spirit teaches this Gift.
System: The player spends a Gnosis point; the Gift automatically grants knowledge of
the exact time, season, the Mokol6¶s placement on the Earth, and the direction that he
is facing.




 0(² This Gift became necessary during the Madness,
when sorcerers and witch-hunters both tossed cats on the pyre to please demons and
God. With it, the Ceilican may protect herself or a companion from normal fire. While
the Moon Mother and Mistress of Catkind originated this Gift, Burning Cat teaches it
as well. 
Before the Bastet meets the flames, the player must roll Gnosis (difficulty 7)
and spend one Willpower point to protect the Bastet. If she succeeds, no nonmagical
fire will hurt the Bastet for the Gift¶s duration. Magical fires reduce their effects by
one Health Level for every success. Banish Burning lasts one scene, and does nothing
to protect the cat from smoke inhalation, oxygen deprivation or falling debris.

 # 0(
 
 0( ² The Garou can reduce the mental faculties of his victim
to that of an animal for a short time. An avatar of Griffin leaches this Gift.
 The player rolls Manipulation + Empathy (difficulty of the target's
Willpower). The effects last for one turn per success, during which the target listens to
only his most base instincts and behaves like a wild animal.


 9  0( - Through the use of this Gift, the Ananasi is able to blend any
one object or small group of objects into the surrounding area, coating them in a weblike
substance that takes on the color and texture of the things around it. Any character not actively
searching the area overlooks the item as a natural part of the surroundings.
 The character must expend one Gnosis point, and make a successful Manipulation +
Subterfuge roll (difficulty 6). The number of successes equals the number of successes that an
active searcher must exceed to notice the item.




 " ! 0(² By calling upon Mother Seline, the
werecat shoots bright beams of moonlight from her eyes. These don¶t inflict real
damage, but can blind or distract an opponent, and provide illumination as well.
Superstitious people often run away when confronted with a giant moon-eyed cat.
The player rolls Gnosis (difficulty 7). The light blasts forth on the next turn,
and lasts for one turn per success. The moonlight offers the illumination of a high-
powered flashlight, and can blind an opponent during his next turn if he¶s surprised
and hit in the eyes with the light (Dexterity + Brawl, difficulty 8).



 0( -If the Anana Sihit Sher victim¶s face with her venomous
spittle, she blinds her target temporarily. This effec 1 does no real Physical damage
but causes the eyes to stink: during the blindness. 
 The P ht r spends one blood Point and rolls Dexterity + Melee (ditficulty 8).
Success blinds the victim for a number of turns equal to the successes rolled.

/

% 
%    0( ² The Garou can
become completely invisible to all senses, spirits or monitoring devices by remaining
still. A chameleon-spirit teaches this Gift. The Mokole must be on a forest floor, in a
stream or lake, or in another environment familiar to his varna. This Gift is taught by
an Alligator-spirit.
 The Garou's player rolls Dexterity + Stealth (difficulty 7). Each success
subtracts one success from the Perception + Alertness rolls of those looking for the
character actively. If no one is doing so, then just one success indicates complete
concealment.

/
 0( - Much like the Gift: Blood of Pain, this Gift converts a
werespider's blood into an unusual toxin. In this case, the Ananasi's ichor induces hallucinations
in anyone that ingests it.
 Afflicted characters must make a Willpower roll (difficulty of the Ananasi's Gnosis) or
be trapped in the hallucinations. Although the exact nature of the hallucination is up to the
Storyteller, there's a chance that the Hatar can influence the vision with a quick whispered
suggestion. The illusion is entirely real to the affected target, but cannot cause damage of its
own, though characters can be deluded into harming themselves (for example, if they're
compelled to leap in front of an onrushingvehicle to save an "endangered friend"). The
hallucination lasts for a number of turns equal to the Ananasi's Gnosis.


 0(-The Fox can divine the future by ritual sacrifice. Most
commonly, the Fox will read the entrails of the victim, but there are also traditions of
signs in burnt-offering smoke and scapulimancy. Legend has it that the Doshi stole
this secret from the Black Spiral Dancers (who practice it with great enthusiasm using
wolf, human, and Garou captives). The Sorcerers insist they never use hengeyokai (or
wolves, or anyone's possible Kinfolk) for divination. As for humans, well ² in times
of crisis Kitsune ask more questions of Gaia and fewer of each other.... Black Spiral
Dancers find their answers through the power they serve; Doshi are extremely careful
to dedicate the ceremony to Celestines, Incama and totems opposed to the Wyrm,
influential in their area, and not offended by a little bloodshed.
 The player rolls Intelligence + Enigmas (difficulty 9 ² difficulty 7 with
humans or  shame on you), and spends one Gnosis. The more successes, the
more detailed and accurate the Information ² provided the entity asked is willing and
able to reveal the future. (Local spirits have local answers.)

 0( - The Ej i can call on great forces to devastate his opponent. A
lethal bolt of lightning, fire, ice, wind (or more exotic element²depending on the
teacher's nature) strikes the enemy. Elemental spirits teach this Gift.
 The player sperl^jpage Rage point and rolls Dexterity + Occult
(difficulty;!?). The target*"takes aggravated damage e«pgt|,to the number of
successes.

 c

  0(

 #
0(+  0( - This is a foretelling Gift, taught by a
Crane-spirit. It enables the MokolC to remember the future, however inaccurately.
 The MokolC bums a bird feather; the player spends one Gnosis point and rolls
Perception ð Enigmas, difficulty 6. The MokolC can then peer beyond tomorrow and
learn one vague insight per success rolled.

( 0( ² Those who learn this Gift gain the ability to burrow through
the earth. They make a real tunnel, and others can follow them through it. The digger
creates a burrow just large enough for her to go through. Others may follow, but they
are limited by the size of the hole. The werewolf must be in Crinos, Hispo or Lupus
form to use this Gift as she needs her claws for digging (although even metis without
claws can use this Gift). The tunnel is not structurally sound, and it will collapse over
time. Mole kindly teaches this Gift to all metis who seek him.
 The player rolls Strength + Athletics against a difficulty depending on the
substance to be excavated (4 for loose mud, 9 for solid rock). Some alloyed metals
(such as titanium steel) and other reinforced structures will not yield to the werewolf
no matter how hard she digs. The character can burrow one yard per turn for each
success. After the initial roll, the character does not need to roll again to continue at
the same speed.

 8 0(

  0(² By speaking the ancient language of The-World-That-


Was, a Bastet may communicate with nearby spirits as if they normally speak her
language. This Gift weaves between the Gauntlet and the material world, and carries
words both ways.
The player rolls Gnosis against the local Gauntlet. If she¶s standing inside the
Penumbra already, no roll is necessary. Once she learns this Gift, the werecat
understands spirit-speech for the rest of her life, although some truly alien spirits
might be beyond normal comprehension.

 +%
1 #

 0( ² This dangerous Gift
actually attracts creatures of the Wyrm. Galliards typically use the Call to bait an
ambush or to flush prey from hiding. Any spirit servant of Gaia can teach this Gift.
 The Garou's player makes a resisted roll of Manipulation + Performance
against the Wyrm creature's Willpower (both rolls are difficulty 7). If the Wyrm
creature loses the contest, it must come to the source of the Call.

 ) 0( ² Any spirit the Philodox knows by name is a potential


servitor. With this Gift, the werewolf can summon and command any spirit she knows
by name. Only one command is possible at a time, and the spirit departs after
fulfilling the one request. An Incarna avatar teaches this Gift.
 Obviously, the Philodox must learn the spirit's name, which usually requires
personal acquaintance or use of the Gift: Name the Spirit. The player rolls Charisma +
Leadership (difficulty of the spirit's Willpower). If the player spends two Gnosis
points, the werewolf can summon all Gaian spirits within one mile to protect or assist
her, even if she does not know their names.

 % 
 0( ² This Gift imparts the secret of quelling the
anger in others. A unicorn-spirit teaches this Gift.
 The player spends one Gnosis point and rolls Charisma + Empathy
(difficulty of the target's Willpower). Each success removes one of the target's Rage
points, which may be regained normally. If used on a creature that has the capacity to
frenzy but does not possess Rage (vampires, some fomori), the Gift cancels the frenzy
if the player scores more successes that the target's Willpower.

 
&  0( - As much as their other functions obscure the fact, the
Corax still feed on - and are intimately linked to - death and the dead. Furthermore, the
Corax have a nigh-sacred duty relating to the corpses of the slain that demands that
Raven¶s children be able to find the freshly slaughtered. This Gift tells a Corax when a
fresh corpse is nearby, and inexorably leads the wereraven to the site where the body
rests. This has its ups and downs - clever fomor are more than happy to murder
innocents to attract the attention of Corax with this Gift. After all, once Carrion¶s Call
has been issued, the Corax has no choice but to eventually, somehow, respond.
Carrion¶s Call is taught by a Vulture-spirit. 
 A Corax can hear Carrion¶s Call by rolling Perception + Empathy
(difficulty 6) and spending a point of Gnosis. The Gift¶s range is up to a mile, and in
case of extreme success, even further. While a Corax does not need to respond to
Carrion¶s Call immediately, he has no more than 24hours in which to do so or else
Raven himself will punish the Corax for dereliction of duty. This punishment takes
the form of stripping the Corax of one permanent Honor Renown, as the transgressor
has clearly ignored honor¶s demands by refusing to heed the call.

 0
 0( ² The Garou slams her hands together and creates a
mighty thunderclap that stuns those who hear it. A Stormcrow teaches this Gift.
 The player spends one Gnosis point. All characters within 10 feet, friend or
foe, must succeed in a Willpower roll (difficulty 8) or be stunned and unable to act for
one turn. On a botch, the effect lasts for one scene. The Garou must be in Homid,
Glabro or Crinos form to use this Gift.

 
 0(

 #) #9  0(


 0( ² The Theurge can give simple commands to
encountered spirits and expect a measure of compliance. This Gift does not grant the
ability to summon spirits. It enables the user only to coerce them to obey. Any Incarna
avatar can teach this Gift.
 The player must spend a Willpower point and roll Charisma + Leadership
(difficulty of the spirit's Gnosis). Each successive command requires the expenditure
of another Willpower point. Note that the Garou cannot command spirits to leave
areas to which they have been bound. Doing so requires the Level Three Theurge
Gift: Exorcism.



# 0(
0 0(The Gurahl compels an individual to speak ths truth.
System: The player tolls Wits + Empathy (difficulty of the subject¶s Willpower) md
spends apoint of Gnosis. Each success means that the target cannot lie for one minute.

 (
  0(- The Ratkin can skitter across vertical surfaces with
preternatural Ability.
The roll to climb a surface is Dexterity + Athletics, the difficulty depends on the
surface, from 5 rough wood or stone to 9 for glass or ice. The difficulty increses by
one if the Ratkin is defying gravity.


)  0( - This Gift allows the Rokea to inflict the pressure of the
deeps on a target. The wereshark must lock eyes with this target, after which the target cannot
move and can only stand still and fight to breathe. The wereshark, meanwhile, usually slowly
closes the distance between herself and the target. This Gift is taught by a deep-sea fish spirit.
 The Rokea must make eye contact with her victim. The player spends one Willpower
point and rolls Charisma + Intimidation (difficulty of the target's Willpower). The player must
make this roll each turn, and can take no other action except moving slowly (usually towards her
victim). The target, on the other hand, can do nothing at all. The only way to escape the effects
of this Gift is to frenzy, if the target is capable of doing so.

c%-
1% >
% /
 1 # 
0(% 
  ² The Fury calls up a thick, eerie fog that obscures vision
and unnerves her opponents. The Fury can see through the fog, but all others have
trouble navigating by sight. A spirit in service to Aeolus, the fog totem, teaches this
Gift.
 The player makes a Gnosis roll. The difficulty varies according to the
surrounding terrain and humidity: 4 near the sea, 6 under normal circumstances, 9 in a
desert. The Black Fury can see normally, but others caught in this fog halve their
Perception scores (with regards to sight only). The fog is quite unnerving, and
everyone except the Fury and her packmates loses a die from all Willpower dice
pools.

-  0( ² The metis may verbalize the hatred in her heart,
disheartening opponents with the intensity other emotion. A spirit of hate teaches this
Gift.
 The player spends one Gnosis point and rolls Manipulation + Expression
(difficulty of the opponent's Willpower). If she succeeds, her opponent loses two
Willpower points and two Rage points. This Gift may be used on an opponent only
once per scene.


+
 0( ² The Garou conjures up a bitterly cold blast of wind
and directs it at will. The wind can knock opponents off their feet, as well as chill
them to the bone. A spirit servant of Great Wendigo itself teaches this Gift.
 The player spends one Willpower point. Directing the gust requires a
Dexterity + Occult roll. Anyone hit by the wind loses two dice from all dice pools that
turn, and one the next turn. The wind can also knock foes off ledges, into traffic or
into pits. The wind's medium range is 20 yards, and it is modified as per the rules on
firearms. The wind lasts for a number of turns equal to the number of successes rolled.

 
 0( ² By studying both his natural senses and the sensory
capabilities of machines, the Garou may exchange the former for the latter. He may
choose to exchange normal hearing for radar, or ordinary sight for infrared or UV
sight. Any technological spirit can teach this Gift.
 The player spends one Gnosis point per sense affected, and he rolls
Perception + Science thereafter to activate the Garou's new senses. This Gift lasts for
one scene.

)
)
 0( - The target of this Gift becomes uncoordinated and
extremely dizzy. His vision blurs, his ears ring, and bystanders may think he is drunk.
Speech is unaffected and reasoning is possible, but all physical difficulties are
increased by three. This Gift is taught by a Coyote-spirit. 
 The Nuwisha must touch her target, while the player spends one Gnosis and
one Willpower point. This Gift lasts for one turn.

) # 0( - 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.
 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.

))  0( - 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.
 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.

) 
 0( ² The Garou can make annoying yips, yelps and howls to
divert the attention of his target. A coyote-spirit teaches this Gift.
 The player rolls Wits + Performance (difficulty of the victim's Willpower).
Each success subtracts one die from the target's dice pool next turn.
)

 0(

) 
 0( - 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 ³husky,´ ³malamute´ 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.
 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.

) 
) 0( - 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.
 The Mokok speaks of the Skill or Knowledge to her clutchmates in a sort of
³pep 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.

)  # 0( ² 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.
 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.

)  &


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

) + 0( - The Plague Lord can summon a few select
spirits of misery: those of Pain, Disease and Night. If the Gift involves an appropriate
sacrifice, it may also call up a wraith.. . or a Spectre.
 Roll Gnosis against the difficulty of the local Gauntlet; the difficulty depends
on the power of the dark spirit invoked. Spirit Difficulty
Pain-spirit 6
Disease-spirit 7
Night-spirit 8
wraith/ghost 9
On a botch, the Plague Lord has either called up a Spectre (if you¶ve got a copy of
Wraith: The Oblivion) or a minor Bane of the Storyteller¶s choosing.
Successes Thespirit ...
One . . .comes eventually and is initially hostile.
Two ... manifests quickly, but is still initially hostile.
Three . . .comes immediately and is neutral.
Four .. . comesimmediatelyandremainspassivey,e tbenign.
Five+ . ..the spirit comes immediately and is friendly.

* 1*  0(² By listening carefully, a Bastet may hear things


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

*  0( ² To be a leader among wolves is largely a matter of


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

+  0( - Eji with this power heal as quickly as their
hengeyokai cousins. This Gift is taught by a Bear-spirit (some say because the Okuma
lent the Eji this Gift to help the Kitsune survive the next War of Shame; some people
will say anything...).
 The Kitsune spends one point of Rage. From that point, she ijeeovers one
Health Level per turn, exactly as do Garou. The effect lasts out the scene.

.*
6
 &%*
 & 0(Normally, Rokea only enter the
Umbra with the permission and assistance of Sea. However, trust the Darkwaters to find their
own methods of ingress. This Gift allows the Rokea to enter the Umbra in the same manner as
the Garou do. Rokea may learn this Gift from any spirit servant of Sea. As the Level Two
Darkwater Gift: Enter Sea's Soul. Betweeners find that Unsea's Soul isn't always quite as
dangerous as Sea's Soul, and since few ocean-dwellers can follow them into the Umbra, this Gift
makes a superb escape method.
 Upon learning this Gift, the Rokea may step sideways if the player succeeds in a Gnosis
roll. This Gift does not provide protection from the increased pressures of the oceanic Umbra, so
most Darkwaters use the Gift: Blood of the Deeps before entering Sea's Soul.

ý   0(

ý ý
 0(²A Fiann with this Gift has a streak of luck a mile wide.
She's dealt a great hand, her prey is extra-clumsy today, or the wind shifts just in time
to scent an ambush. A faerie or fortune-spirit teaches this Gift.
 With the expenditure of one Gnosis point, the player may reroll any failed or
botched roll. The decision must be made immediately after the failed or botched roll.
This Gift is only usable once per scene,

ý
 (,  0( -The Kitsune can change her appearance. This does
not give perfect imagery; the Fox cannot exactly duplicate someone else¶s
appearance, reproduce complicated patterns, garments or equipment (uniforms, etc.)
and doesn¶t hide her actions. Chimerlings and illusion-spirits teach this Gift. 
 The player rolls Manipulation + Empathy versus the target¶s Willpower.
There is no limit on how many beings may be affected. However, the fewer the
witnesses, the fewer chances for one to see through the disguise. This lasts for one
scene.

ý
 0( ² Anger and inner turmoil does wonders for
creativity. Some Fianna use this principle in new and potentially dangerous ways,
directing some of their inner Rage to fuel their creative urges. While the work is more
intense, it is also colored by the Rage, reflecting the redirected fury of the Fiann's
soul. "Sublime" and "peaceful" are not words associated with works produced using
this Gift. On the other hand, forged weapons take on the new resonance quite readily,
attracting War and Rage spirits (-1 difficulty for Rite of the Fetish). Brigid herself
teaches this Gift.
 The player spends a point of Rage and makes a Willpower roll (difficulty 7).
A successful roll adds an automatic success to an appropriate Craft, Expression or
Performance roll. A botch will require an immediate Rage roll for frenzy. Only one
roll per project is possible. Using this Gift more than once a month is taxing and
dangerous; each additional use during a span of a month increases the difficulty by
one.

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

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

"  0(

" 0
%0
 0( ² This Gift makes listeners hear whatever
they wish to hear. The Fianna can say anything, even total gibberish, but anyone
listening will agree heartily. While this Gift is not a way to talk a millionaire into
signing over all his goods, it is a superb method of talking one's way into a party,
making fast friends or avoiding being caught in a lie. A rabbit-spirit teaches this Gift.
 The player spends one Gnosis point and rolls Wits + Expression (difficulty
of the listener's Wits + Alertness). The effects last for one turn per success.
"
10  0( - This Gift heals as does Mother¶s Touch, but can heal the
user of the Gift. This Gift cannot heal spirits or the undead. Aunicorn-spirit teaches this Gift.
 The player spends a Gnosis point and rolls Intelligence + Medicine (difficulty of the
wounded individual¶s Rage, or 6 for non-Garou). Each success heals one health level, and the
Child may heal Battle Scars as well with the expenditure of an additional Gnosis point, as long as
the Battle Scar was received in the same scene.

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

- ( &ý %*: 


&" 0( ² The Garou may slow
a fleeing (not charging) foe, making him easier to catch. A wolf-spirit teaches this
Gift.
 The Garou must spend one turn concentrating, and the player rolls
Charisma + Intimidation (difficulty of the target's Willpower). If the roll succeeds, the
target's speed is halved for one scene.

-
ý
 0(-The Ananasi¶s ³hands´ develop a sharp, fang-like point
that allowsher to inject one dose of venom per hand into a victem.
 The player spends one point of Gnosis and makes at least one success on a
Stamina + Occult roll. The ³fangs´ last for one scene and do aggravated damage equal
to the Ananasi¶s Strength.

-   0(

- 0( -By creating a ³pocket´ in your flesh, you can smuggle a
weapon or a small package. Don¶t be surprised if a corned Twitcher pulls something
amazing out of his.. . well, you know.. ..
 Spend one Gnosis, and the spirits will aid you in secreting the
device. Roll Wits + Subterfuge to make sure it¶s well hidden. If your holdout item is
bigger t+an a rat, you cannot shift into rat form without immediately dropping it on
the ground. The package can¶t be larger than your chest cavity. Inserting it
can be rather embarrassing unless it¶s done in private. Excreting it from your newly
created orifice requires a point of Rage. You may point to the spot where you¶d like
the new orifice when you activate this Gift, but be specific; Ratspirits don¶t give a
rat¶s ass where they shove it in.
-( 0( - You can circumvent the electrical system of any vehicle and jump-
start the engine. With a little more work, you can even bind an Electricity-spirit to a spare key,
creating a ³spirit key´ for the car that other Ratkin can use. Some Tunnel Runners like to travel
in style, using and discarding cars along the way.
 Spend one Gnosis and roll Intelligence + Repair; Tunnel Runners have a difficulty of 8
on this roll, while Engineers have a difficulty of 6. One success starts the engine. You may then
craft a spirit key by holding up a spare key to the car¶s electrical system and coaxing an
electricity elemental inside. Make a temporary Gnosis roll against the difficulty of the local
Gauntlet; the number of successes reveals how long the key will work. Each success guarantees
the key will function for one day before the spirit escapes. Only Ratkin may use this spirit key.

-(
 0( ² The werewolf emits a fearful howl that causes
those who hear it to run in terror. A Banshee ² a mournful spirit of the dead ²
teaches this Gift.
 The player spends a Gnosis point and rolls Charisma + Intimidation. All
who hear the howl must roll Willpower (difficulty 8; 6 for allies of the Fianna) or flee
in terror for one turn per success on the Garou's roll.

-(6

 0( ²Just as the ancient peoples had power in the
connections between two halves (day/night, light half/dark half, etc), so do the Fianna
draw on their connection of spirit world and physical realm to bridge the Gauntlet.
This Gift allows a howl from one side of the Gauntlet to echo across to the other. It is
taught by a Bean Si, as well as by the spirits of animals that make loud noise without
being seen, such as frogs or insects.
 The Garou rolls Gnosis, difficulty of the Gauntlet, after which she may howl
or speak for up to a full turn; the sound will be clearly audible on both sides of the
Gauntlet. The Storyteller is free to determine how much can be said in the span of one
turn.

/ c 0( - Shinju know they are elite; by gazing into
another¶s eyes and exerting their personality they can assert this. Animals fawn, while
humans assume the Nine-tails is of higher caste or better family, from senior
management, etc. Shen with weak wills are likewise affected. The Gift is taught by
adragon, phoenix or other animal spirit accustomed to royalty. 
 The player rolls Charisma + Intimidation (difficulty 6). Shn can oppose this
with a Willpower roll (difficulty 7).

/


)  0(

/

 0( - Some little rodent beasties are known for their ³impulse
control problems.´ Homid Ratkin learn to contain these instincts as best they can.
With a little spiritual acumen, they can even intensify these feelings in creatures
around them. A victim overwhelmed by instinct will follow his basest impulse for a
brief moment. (If this is a character, the roleplayer should name the first thing that
comes to mind; if it isn¶t, the Storyteller should immediately improvise something
foul). Reactions can be petty or brutal, depending on the victim¶s initial frame of
mind. difficulty is the victim¶s Willpower. Alongside this, you¶ve got
 Spend one Rage and roll permanent Rage; the to do something highly
annoying to spark your target¶s display of anger. At the Storyteller¶s discretion, using
this ability on another player¶s character might increase the difficulty by 2. The effects
last for one turn.

2 0 
  0( ² The werewolf can cause technological devices to
cease functioning, albeit temporarily. Even the simplest of shaped objects will refuse
to perform its function. A Gremlin ² a type of Wyld-spirit that enjoys breaking
things ² teaches this Gift. The Bastet also use this gift, Garou sensing for the Wyrm
at this time will notice a slight shimmer coming from the werecat who uses this Gift,
as the Bastet version invokes the power of Cahlash.
 The player spends one Gnosis point and rolls Manipulation + Crafts. The
werewolf may choose the level of complexity she intends to "jam." All technological
devices (i.e., any devices shaped from fabricated materials like metal or plastic) of
that complexity within 50 feet cease functioning for one turn per success. The devices
remain unchanged but inert. Knives won't cut, gunpowder won't ignite, gears won't
turn and so on. The difficulty of the roll is based on the following chart:

)  ) 


Computer 4
Phone 6
Automobile 8
Gun 9
Knife 10

.
  0(% ý  ² The Philodox's authority
extends even into the realm of beasts, such that he can command the loyalty of any
specific animal. If successful, the animal follows his commands willingly and
unconditionally. A lion- or falcon-spirit teaches this Gift.
 The Philodox must choose one target within 100 feet. The player rolls
Charisma + Animal Ken against a difficulty based on the werewolf's relationship with
the animal. This power works on only one animal at a time, and it does not attract
animals to the Garou's vicinity (see the Level Four lupus Gift: Beast Life). For the
Simba this affects all animals within 300 feet.

, 
 ) 
A sibling 3
Feed and care for 6
Strange 8
Hostile 10

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

( 1   0(² In the distant past, it is said that the Bagheera


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

  
 0(

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


&c%c.
 0( ² The Child of Gaia may call for
Luna's protection in battle. This Gift even allows limited resistance to silver. A Lune
teaches this Gift.
 The Garou concentrates for one full turn, and the player spends a Gnosis
point and rolls base Stamina + Survival (difficulty 7). The player may add one die per
success to the Garou's soak pool for the rest of the scene. These bonus dice may also
be used to soak silver damage, but only these dice. For example, if the Garou's
Stamina is 4 and the player rolls three successes, the Garou has seven dice to soak
non-silver damage and three to soak silver.

1
c 0( - The Gurahl¶s classic ³bear-hug´ gains strength
through this Gift, enabling her to squeeze her opponent to the point ofunconsciousness
or death.
 The Gurahl concentrates on drawing Mangi¶s favor, taking a full action to do
so. The player spends a point of Gnosis and rolls Strength + Primal-Urge. Each
success adds one die to the Gurahl¶s damage for a successful grappling attack. All
damage must be expended at once, but the werebear may activate this Gift before
combat and wait until she has grappled her opponent to inflict damage with it.

  0(


&ý 0( ² The Garou can run at full speed for three
days without rest, food or water. When the Garou reaches her destination, she has 10
minutes to complete whatever business brought her, then she must sleep for three
days. A camel- or wolf-spirit teaches this Gift.
 The player spends one Gnosis point. The Garou may do nothing but run;
stopping ends the Gift. For an additional Gnosis point, he may imbue another being
with this Gift's benefits.


6
( 
% 6
( 
%" 6
( 
 0( - The Viskr
may negate a spell, Gift or other supernatural power by Unweaving the effect. 
 Usable only on Level One Gifts, Disciplines, Sphere effects or other magical
abilities, this Gift requires the player to spend one Gnosis point and roll Dexterity +
Occult. The werespider may interrupt powers that take place instantaneously if she
delays her action to do so. The Gift does not affect powers that damage more than one
target. For Lesser Unweaving this Gift may affect any single Gift or power of Level Two or
lower. For Greater Unweaving this Gift unravels any single Gift or power of Level Three or
lower, and the Gnosis cost is raised to two.


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


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

&0 0( - The Gift: Truth of Gaia just isn¶t good enough for some
people. A Knife-Skulker can tell who¶s lying with that Gift, but who¶s to sayhe isn¶t lying about
the results? When someone¶s guilt needs to be proven to everyone present, Mother¶s Truth forces
the victim to rat on his accomplices and co-conspirators. For one scene, the victim of Mother¶s
Truth cannot tell a lie. The victim may even be coerced into telling everything that he¶s trying to
hide. This relies on an elaborate use of interrogation and threats, mixed in with a little
supernatural prowess. Never swear on your Mother¶s grave, especially when she¶s really an
Incarna with goddess-granted powers. The Rat Incarna bestows this Gift
throughoneofherchosenRat-spirits.
 If the victim does not resist this Gift, the Knife- Skulker needs only to spend one Gnosis
and roll Intelligence + Intimidation (difficulty 6). In this case, the victim will literally bite his
tongue if he tries to tell a lie. If he resists, everyone present will know it. Getting the witness to
betray his darkest secrets requires an extended contested test of Willpower, along with a thrilling
drama worthy of a courtroom. The inquisitor and his victim trade off questions and answers,
alternating Willpower rolls as they go. The victim rolls first at difficulty 6. The inquisitor¶s
difficulty is lower: Take the number of successes the Knife-Skulker got on his initial
Manipulation +Interrogation roll and subtract it from 6. The Storyteller calls for regular
Willpower rolls periodically throughout the interrogation; if the Skulker gets tensuccesses before
his victim, he has browbeaten him into submission, and the victim spills all the details of his
crime. If the victim gets ten successes first, the interrogation does not work and cannot be
attempted again for a full day.

 ! 0(² An unsettling spell of confusion, this Gift disorients a


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

  0( -When cornered and out numbered, rats have unusual bursts
of cunning and ingenuity. trait is very common among the Engineers, their
mechanicallyinclined supernatural cousins. With this Gift: the Ratkin can figure out a
way to set a trap using almost anything at hand. First, he scrounges for somethiig that
can inflict damage. He then McGuyvers it into a deathtrap of amazing ingenuity.
 The dice roll is easy; it¶s the creative part of this roll that takes some work.
The Engineer must spend a point of Gnosis and roll Intelligence + Repair. You must
explain how the device works; the difficulty depends on the plausibility of your
explanation. Many garners claim to have knowledge of ³kitchen chemistry´ and
homemade traps, but this Gift depends on your ability to pitch ideas based on what¶s
at hand. Only materials that are present near the Ratkin can be incorporated into the
Mousetrap; this Gift cannot be used in conjunction with the Scrounge Gift. The
difficulty starts at 5, but it can go as high as 10 if it¶s obvious you¶re talking out of
your ass. For instance, if you can come up with a decent explanation of why a light
bulb should explode under certain conditions in a living room, that¶s a 6. If you¶re
stuck in a bookstore and start blathering about killing someone with paper cuts, an
electric fan, and lemon juice, that¶s pathetic enough to merit a 9 or 10. An Engineer
can build a Mousetrap during the stress of combat. This takes two turns, but the
starting difficulty is then at 8. When completed, the trap does damage equal to the
Ratkin¶s Wits plus an additional die for every success. The damage is non-aggravated
unless you use something that obviously causes aggravated damage (fire, acidor the
like). It¶s aone-shot item-poof! and the deed is done. The victim should either get a
Perception + Alertness roll to avoid the trap, or a Dexterity ) Dodge roll to dive for
cover whichever is higher.

1
 0( - This metis-specific Gift allows a metis to lash out at others by
visiting his enemies with his own deformity. Mule-spirits teach this Gift.
 The player spends one Gnosis point and rolls Dexterity + Expression to ³throw´ the
metis¶ deformity; the difficulty is the opponent¶s Willpower. The enemy gains the metis¶
deformity for one turn per success, subject to Storyteller approval. If the metis botches, his own
deformity becomes worse in some fashion for the remainder of the scene.

9 #1" 0(The Greeks called the electric ray nark, and had great
respect for the little fish that could produce a charge powerful enough to stun a man.
The Brightwaters respect the ray as well, and long ago learned its deadly secret.
Obviously, a ray-spirit teaches this Gift.
System: The player spends one Rage point and rolls Rage (difficulty 6). Each success
inflicts one level of lethal damage to anyone within 20 feet (in the water). On land, the
damage can only be inflicted on one grounded target (unless the Rokea can touch the
target directly). After using this Gift, the Brightwater must wait three turns before
doing so again.

9(ý  0( - The Nuwisha can completely change her identity. She may
be male or female, any race or any breed. However, this Gift only changes the Homid
and Latrani form of the character, and does not hide her true nature; she will still be
recognizably Nuwisha if she changes shape. This Gift is taught by a spirit of
Kishijoten.
 The player rolls Manipulation + Expression, difficulty 6, and must expend
one Gnosis point. This effect lasts for one scene.

9 0 0($By standing vigil over a sleeping person or animal, the


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

9 1   0(² By attuning himself to the shadows from which he


was born, a Bastet may walk through dim or dark areas while effectively invisible.
Others may hear him or spy him with magical sight, but until he makes his move, the
werecat remains hidden from view. This Gift even foils sudden lights, so long as some
shadows still exist to hide in. 
By spending a Gnosis point and rolling Dexterity + Subterfuge or Occult
(difficulty 7), the cat effectively ³disappears.´ Although he¶ll remain substantial, the
darkness will mask his presence for the rest of the scene, or until he attacks someone.
At that point, the Gift disperses, and the Bastet is left with his natural hiding talents
only. Supernatural beings can use their own magics to detect the cat by rolling
Perception + Occult, difficulty 8. Otherwise, nothing short of total illumination will
reveal the skulking werecat.

9 + 0(

9-
0
 0(² By reading the riddles of the world as mystic
patterns, a Qualmi can discover answers that aren¶t immediately obvious to mortals.
It¶s hard to hide things from a lynx! 
This Gift combines the Level One Common Gifts: Spirits¶ Sight, Dowsing,
Pathfinder¶s Pride, Sense the Truth, Sense Unmaker¶s Hand and Cat Sight. The roll is
Perception + Enigmas, and the difficulty ranges from 5 to 9, depending on what the
lynx is looking for and how well it¶s hidden. The Qualmi must spend one Gnosis, but
retains the use of this Gift for the entire scene.

c  0( ² The Bone Gnawer can amplify his (probably already
formidable) body odor to the point that it debilitates any who can smell it. A stinkbug-
spirit teaches this Gift.
 The player spends one point of Gnosis. For the duration of the scene, all
beings that can smell and are within 20 feet of the Garou subtract two from all dice
pools as they fight to breathe.

8   0(² By channeling  the mystical energy inside us all, a


Bagheera can boost his physical and perceptual abilities beyond their normal limits.
To do so, he attains a posture and meditates for a moment, then guides the ojas
through his body, directing it to whatever his needs might be. 
To perform the Gift, the panther must meditate first. This usually takes some
time, and depends on experience; it usually takes a First Rank Bagheera five turns
(minutes) to center himself, while a Fifth Rank cat can do it in one. As he attains this
state, he rolls his Gnosis (difficulty 7). Each success he wins can then be applied as a
dot in one or all of the following Attributes: Strength, Dexterity, Stamina, Charisma,
Perception or Wits. The Surge also brings a rush of ecstasy, a tingling wash that
sharpens the senses and lightens the heart. The Attribute bonuses last for one scene,
and cannot be ³stacked.´ The feeling of wellbeing lasts all day. The Surge can be
done as many times as the Bagheera desires, but each additional try after the first
raises the difficulty by two and doubles the meditating time. If an attempt to channel
the rush fails, the cat gets depressed and cannot try again that day. A botch may
provoke a frenzy.




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


0 0( ² Half Moons are seldom called upon to make easy
decisions or clear-cut judgments ± if things were so simple, the Philodox would not be
needed. Yet when it comes down to it, even the judge could use a hint now and then.
By taking a moment to look around, the wise Garou may see in the fall of a leaf or
path of a butterfly an answer he seeks.
 The player spends a Gnosis point and makes a Perception + Enigmas roll
(difficulty varies, from 9 in a featureless, sealed space to 5 for a forest at sunset). The
Gift takes a minimum of one full minute to use; the user gains a -1 difficulty if he
dwells on the problem for half an hour. Successes add to the nature and certainty of
the omen, while a botch brings an equally certain but erroneous conclusion. More than
most, the effects of this Gift are up to the Storyteller, and depend on the situation; in
general, though, the Storyteller should use it to give a hint as to Gaia¶s two cents
worth on the matter in question.
 
 ( 0( - This peculiar Gift allows the Mokok to utter
pitiable moans to lure prey closer. 
 The player rolls Wits + Expression; the difficulty is either 5 or the target¶s
Willpower (whichever is higher). For each success, the victim moves closer for one
turn; if the victim is harmed, the Gift¶s effects end.

 + 0( - While Flow of Aura grants the Kitsune psychometric


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

  0($Cats must excel at covering their tracks and lairs,
especially in these dangerous times. To help them, the spirits have passed this Gift on
to the wild members of the race. By scratching around the place, trail or object to be
hidden, the Bastet obscures it from normal and magical view. 
After the Bastet ³buries´ all traces of the hidden thing, the player rolls
Perception + Survival and spends a Gnosis point. From that point on, the place or
object is safe from any form of mortal perception until it moves or is moved. Any
magical senses (including Awareness) scanning the area add 1 to their difficulty to
notice the hiding place for every success the player rolls. The difficulty of the roll
depends on the size of the object and the surroundings: hiding a haunch of deer in the
underbrush would be 5, while concealing a cave entrance in a lightly-wooded area
would be 9. The Gift cannot conceal obvious objects, like a car on the side of the
street, nor does it make things disappear. Rather, it uses surrounding cover, like
shadows and underbrush, to make the hidden spot seem overgrown. A letter on a table
covered with paper could be hidden, but a jewelry box on a bare mantle could not. A
Bastet may use this Gift to conceal himself, and many do.

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


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


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

(  0( ² By speaking with electricity spirits, the Garou causes a


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


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

 (  0( - All sorts of supernatural creatures like to call up rats as
allies. Ratkin from rival packs, vampires with the Animalism Discipline, mages with the
Ratstorm rote and Beast-Speaking Garou are just a few examples. If a Shadow Seer runs into a
rat who¶s been victimized by any of these Gifts, she can determine who is controlling the poor
defenseless beastie. If she¶s powerful enough, she may even attempt to convince the rodent to
disobey its master.
 Once you¶ve learned this Gift, you can sense whether a rat you encounter is possibly
being controlled by another supernatural creature. Roll Gnosis; you must score more successes
than your rival¶s initial roll for his supernatural ³power,´ whether that¶s a Discipline, Sphere,
Gift, or whathave- you. You will even gain a brief glimpse of the rival who¶s been manipulating
the poor critter. If you succeed, you can also overpower his ability, but only if your Rank is the
same level or higher than the power that¶s used. Make a second roll of Manipulation + Primal-
Urge (difficulty 7); you must have more successes than your rival¶s initial roll.

, 

 0(² The spirits of wind and weather are the best friends and
worst enemies a Pumonca can have. This Gift, which came from a pact between Old
Stone Face and the East Wind, allows a cougar to call forth rain. The shower is more a
drizzle than a thunderstorm, but it can cool a hot day, water crops or dampen an empty
creek bed in minutes. 
The cougar¶s player rolls Manipulation + Survival and spends a Gnosis point
to call forth rain. The difficulty depends on the conditions: humid, overcast skies are
difficulty 6, while dry, clear skies raise it to 10. If there aren¶t any clouds in sight, the
Gift could take some time to manifest. The intensity and length of the shower depends
on the successes rolled; one success might get a brief drizzle, while five successes
would make it rain fairly hard for an hour or so. This Gift inflicts no damage and
cannot flood most areas.

, 
 
 0(² By sending her inner power outward, a Simba
may rally herself to accomplish things normally outside her range. With a shattering
cry, she raises her physical strength or force of personality to unusual heights. 
Like the Level Two Bagheera Gift: Ojas Surge, except that it only boosts
Strength, Stamina or Charisma, takes one turn (and a thunderous roar) to achieve, and
can only be done once per scene.

, + 0( - Through a combination of fast-talk and quick reflexes, the


Ratkin can parry and riposte against attacks more effectively. This does not always
require a weapon, but it does require quick wits (both on the part of the player and the
character). The Munchmausen must compose a song or poem while using Rapier Wit,
adding a stanza at least every time he attempts to parry or riposte. If the Ratkin is
unarmed, the player must also describe what items nearby he is using in combat
instead. A chair, chandelier or mug of ale can be deadly if wielded by a witty
Munchmausen.
 When the Ratkin begins using Rapier Wit, the player improvises the first two
lines of an original poem or song. Mark off one Gnosis. Any time the Munchmausen
is assaulted with a Brawl or Melee attack, she may attempt to automatically parry and
counterattack. This lasts for the rest of the scene, and works in addition to the
Munchmausen¶s other actions. Each time the Ratkin is attacked, the player must add
another two lines to the poem or song. The composition need not necessarily make
sense, but it must at least rhyme. For asuccessfulparry and counterattack, the
Munchmausen rolls Dexterity + Expression. Thedifficulty of the first roll starts out at
a 6. Each time the Munchmausen parries and adds another two lines to her
composition, the Storyteller determines whether the difficulty of the next parry should
go up by 1 or down by 1, depending on the ingenuity of the poem or song. (Optionally,
players can vote using the ³thumbs up/thumbs down´ method like theone used in the
Warrior Gift: Improvisation.) The difficulty of the parry/counterattack can never go
lower than 4 or higher than 10. To parry, she must score more successes than the
attacker did on his attack roll. The damage for the counterattack is equal to Strength,
although the Storyteller may add a die or two if the weapon is particularly vicious. If
the weapon does aggravated damage, so does the counterattack. Her opponent can
attempt to soak damage, but cannot Dodge or Parry the counterattack. The Gift lasts
for the rest of the scene; hopefully by then, the Munchmausen¶s masterpiece
will be complete.

, &0 0( - Tiny sharp projectiles hurled at high velocity can inflict grievous
damage. With this Gift, the wererat produces a seemingly endless supply of sharp objects from
hidden places scattered over her body. She then assaults a chosen victim with a continuous
fusillade. Japanese Nezumi use shuriken and throwing knives; ingenious Ratkin in other parts of
the world have been known to use items like needles, kitchen knives and bits of broken glass.
 As long as you carry a miscellaneous assortment of sharp objects, you¶ve got a never-
ending supply of thrown projectiles. To invoke this Gift, spend a turn doing an elaborate martial
arts pose and spend one Rage; you can do nothing else during this first turn. For the rest of the
scene, you can let off one barrage of thrown objects each turn. Roll your permanent Rage as your
attack roll; any successes left over after your victim dodges are added to your damage roll (just
like Firearms rolls). Your damage pool is equal to your temporary Rage; don¶t forget to add your
extra damage dice.

, !ý  0(- One of the Corax¶s few combat-related Gifts, Razor
Feathers operates only when the Corax is in Crinos form. The primary effect of Razor
Feathers is to make the feathers along the edge of the raven¶s wing hard and sharp as
steel. The hardened feathers are strong enough to parry knives or claws, and are sharp
enough to slice easily through unprotected flesh - or even stronger materials. Razor
Feathers is taught by a steel-spirit.
 To access this Gift, the Corax spends a point of Gnosis and rolls Stamina
(difficulty 6). The number of successes indicates the number of turns that the effect
lasts. With Razor Feathers active, the Corax can use the Wing Swipe maneuver (pg.
165).

, 0( - The Gurahl may enable a target to ignore wound penalties
until the end of a combat, thus aiding in victory arid survival for that individual. 
 The Gurahl must be within touching distance ofher target but does not have
to touch that individual. The player spends a point of Gnosis and rolls Wits +
Medicine (difficulty 6 for the Gurahl and 7 for another person). Each success
emporarily³hea1s´ah ealth level ofdamage, whether aggravated or normal, though the
target may still take additional damage after the Gift is activated. The damage returns
after the combat at the rate of one health level per turn until healed magically or
through normal medical treatment.

,
('  0( ² By slaying a Wyrm beast (or other enemy, shameful
though inter-tribal conflict may be) in a particularly spectacular fashion, the Ahroun
can inspire all allies who have her in their line of sight to fight harder through her
example. A hawk-spirit teaches this Gift.
 To activate this Gift, the Ahroun must have spent at least three Rage points
in that turn, and must have killed an enemy with a stroke that brought it at least three
health levels below Incapacitated. The Ahroun spends a point of Willpower, and all
her Garou allies gain a number of points of temporary Rage equal to her Charisma
Rating. Using this Gift does not require a separate action in combat aside from the
action used to kill the enemy.

,

ý 0(- This Gift provides the Ananasi with
another option for healing besides spending blood points. The werespider summons
spiders and insects into her body, destroying the insects and assimilating the spiders. 
 The player spends one Gnosis point per health level healed (if the Ananasi is
consuming spiders) or two Gnosis points per health level (if using other insects). The
werespider may take no other action during this process. The length of time the
healing takes depends on how many wounds must be healed and how many spiders or
insects are in the area.

, 0( ² This Gift makes the victim's mind wander down memory
lane. While it may occasionally dredge up useful remembrances, it mainly serves to
makes someone less observant or less focused on the task at hand. An ancestor-spirit
teaches this Gift.
 Roll Manipulation + Enigmas (difficulty of the victim's Willpower). For
every success, the difficulty of the victim's rolls related to Mental Attributes increases
by one, to a maximum of 9 (representing stronger, more vivid memories). The effect
lasts one minute per success or until the target's attention is diverted. (For example, a
guard under five minutes' worth of Reverie probably won't notice the
Ragabash sneaking over the wall ² but if he does, or it the Garou attacks him, the
Gift's effects end). The Fiann can't directly control what fills the victim's mind, but
may be able to influence the subject ("Yeah, Gorm, remember that party at the
Standing Stone? And the dancing girl, wasn't she something...").

,  + # 0(² By attuning his inner energies, a Khan can walk
across a light or fragile surface without disturbing it, regardless of his form or weight.
A 900-pound Crinos weretiger weighs no more than a wisp of paper so long as he
concentrates on this feat. Once his attention shifts, the Khan¶s full weight returns. 
The player makes a Gnosis roll to activate the Gift. Once he does, the Khan
must move immediately at half his normal walking speed across whatever surface he
wants to cross, and cannot stop. Any distractions force the tiger to make a Willpower
roll to keep his concentration; the louder the disruption, the higher the difficulty. The
tiger can¶t carry any other living weight, although he may bear a significant amount of
inanimate baggage.

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

  0( - This ability can make a fleeing rodens Ratkin much harder to hit.
 On the turn you decide to start Scampering, spend one Rage. To use the Gift, the rat
must be using an ³all-out dodge´ during combat: that is, setting aside her entire dice pool for
dodging. If she does, the difficulty for dodging starts out at a 4, regardless of whatever cover is
available. The Gift will last as long as you keep dodging, up to the entire length of the combat.
Spending extra Rage allows extra actions in a turn, but these must also be dodges. As usual, each
additional attacker trying to hit the Ratkin in a turn raises the difficulty for dodging by 1 (unless
you spend a point of Rage for each additional dodge). This cannot be used in conjunction with
the Gift: Evasion.

 
 %,+  0( ² The werewolf can compensate for
her vision completely by using her sense of smell. She can attack invisible creatures
normally or navigate roughly in absolute darkness. Wolf-spirits teach this Gift.
 The player rolls Perception + Primal-Urge against a Storyteller-determined
difficulty that depends on how powerful local smells are. The Storyteller should
require rolls only when something could cause the Garou to lose his opponent's scent
(such as if the opponent runs through water or into a reeking alley).

 0

 0(

)  0( -Studentsofthe Weavercan learn to control simple


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

/ 
 0( - This Gift allows the hengeyokai to focus her
perceptions on the balance between the Three, discerning any local imbalances of
energies ² whether those of the Triat, or those of Yin, Yang and Yomi. She may, for
instance, learn that the Weaver is particularly strong in one area, or that the taint of
Yomi is oddly absent from one hovel in the midst of a slum. This Gift is taught by any
spirit servant of the Emerald Mother.
 The player rolls Perception + Occult; like the Gift: Sense Wyrm, the
difficulty depends on the strength of the relative forces in the area. Kuei-jin smell of
the strongest Chi in their bodies.


%
" 0( ² As consummate warriors, Ahroun must be
prepared for every eventuality ² including silver weaponry. This Gift, taught by
Lunes, allows the Ahroun to detect the presence of silver.
 The Garou rolls Perception, + Primal-Urge (difficulty 7). If successful, she
can detect the presence of any nearby silver. Three successes allow him to pinpoint
the silver's s location.


% # 0( ² If he knows anything about his prey, the
character can track it down as rapidly as he can travel. This unerring sense of direction
operates anywhere, and it is useful for tracking spirits through the Umbra as well as
finding beings on Earth. A wolf- or dog-spirit teaches this Gift.
 No roll is required unless the target is hiding actively (intent alone is not
enough), in which case a Perception + Enigmas roll is made against a difficulty of the
target's Wits + Stealth. If the target is a spirit, the difficulty is the spirit's Gnosis.


6

  0( ² The werewolf can sense any unnatural presence


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


&
 0(


&' 30 0(
 
 0( - The hide of some sharks is strong enough to repel a
harpoon. Rokea with this Gift can strengthen their skin to the point of repelling nearly any
attack.
 The player spends one Gnosis point and rolls Stamina + Primal-Urge (difficulty 7). The
Gift lasts for one turn per success. During this time, attacks that score less than three successes
on the damage roll do not penetrate the Rokea's skin at all. The player's difficulty to soak all
other attacks is 5; although she receives all damage rolled; for example, if an attack inflicts five
health levels of damage, the player rolls to soak all five, not just two. Bashing damage is halved
before soak is rolled, rounding up (which means that an attacker must score more than six levels
of bashing damage to have any chance of damaging the Rokea).

1
 0(-The Nuwisha can take the form and scent of another
shapeshifter. While this Gift is ineffect, the Nuwisha may take the appearance of any
form common to the type of shapeshifter she is impersonating. Even Gifts designed to
identify shapeshifters cannot pierce Sheep¶s Clothing (unless Coyote feels it
appropriate). A cuckoo-spirit teaches this Gift.
 The player spends one Gnosis and rolls Wits + Primal-Urge (difficulty 6 for
mammalian Changer, 7 otherwise). The character thereafter looks and smells like
whatever kind of shapeshifter she chooses. She does not, however, gain any of the
special powers of the Breed - a Nuwisha impersonating a Rokea could assume
Gladius form, but would gain neither the enhanced strength nor the Sending that the
form usually confers. This Gift lasts for one full day, though the player can extend
that duration by spending additional Gnosis (one day per point spent).

# 0($With an ear-splitting scream, the Bastet deafens everyone


nearby. Careless shriekers beware ² your allies are not immune! 
This Gift demands a scream, a Stamina + Expression roll (difficulty 7), and a
mean streak. Everyone within 10¶ will be deafened for one turn per success, and will
end up in a world of pain (plus 1 to all difficulties for the duration).

 
%/
  0( ² When danger stalks the
Garou or momentous events are in the offing, visions begin striking the Garou without
warning. The nature of the danger is veiled in metaphor ² a powerful vampire may
appear in the Theurge's dream as a bloody skeleton, while an impending battle might
be heralded by dreams of carrion crows. Crow-spirits teach this Gift.
 Interpreting these signs is best handled through roleplaying, but the
Storyteller can require the Garou's player to roll Wits + Occult (difficulty 7) if he
deems appropriate.

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



+  0( - This Gift generates a heavy caul of webs over the mouth on
an enemy. These webs can potentially smother a target, but are primarily used to keep the target
from calling out warnings or biting the Ananasi.
 The werespider spends one blood point and rolls Dexterity + Firearms, difficulty 6, to
hit the target's mouth. This same Gift can be used to cover a target's eyes or ears, but the
difficulty increases to 7. The webs are of normal strength.

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

#& ( 0( - There¶s little that is more frustrating than a creeping
sensation that you¶re being watched. This Gift allows a Corax to bestow that feeling
on the target of victim. Sometimes the Gift creates the shadow of a large bird that
follows the target everywhere; other times, it just imbues a sense of pure paranoia. At
first glance, Sky¶s Shadow might not seem like a terribly effective Gift, but nervous
men make mistakes - and thisGift › make even the strongest-willed man nervous.
Any bird spirit can teach this gift. 
 The Gift implants in the target the certainty that he is being watched, with the
feeling lasting a day for each success on a Manipulation + Intimidation roll
(difficulty7)4The Gift costs a point of Rage to activate. While under the Gift¶s
influence, the victim is constantly aware of the shadowy eyes of unknown figures
upon him. This takes away from his ability to concentrate, and he¶s at + 1 difficulty on
all Willpower- and Mental-related rolls as long as the Gift¶s effect lasts.

0
%ý#0
 0( ² Sensing the truth is the purview
of the Half Moon, but the trickster is adept at obtaining admissions of guilt, however
accidental. By engaging in a conversation (heated or otherwise), the user of this Gift
can make the target accidentally remark on what she wished to hide (³of course I had
everything to do with his death I mean, nothing to do with it!´ or ³The necklace
isn¶t here, search all you like, but don¶t bother with the study, that¶s so obvious!´) The
slip may only arouse already suspicious minds, but it may fluster the target enough to
cause some more tangible admission of guilt, like a confession or an attack. This Gift
is taught by a Gaffling of Falcon or by any truth spirit.
 The Ragabash must engage the target in a conversation relating to the
suspected crime or action. The player and target make a resisted Manipulation +
Subterfuge roll, difficulty of the opponent¶s Willpower. One success allows a subtle
slip only noticeable to the already suspicious, while five results in the spilling of
damning information no judge could discount.


 % 0( ² The Garou lets out a feral snarl that
terrifies opponents and cows them into submission. A wolf-spirit teaches this Gift.
 The player rolls Charisma + Intimidation (difficulty of the opponent's Wits
+3). Each success subtracts one die from an opponent's dice pools oft the next turn.
This Gift takes one full turn to invoke.


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

+  0(


0  0( - The Gurahl may touch the earth and hear what occurred
in that spot in the recent past.
 The Gurahl makes contact with the earth. The player rolls Perception +
Primal-Urge and spends a point of Gnosis. One success reveals a significant event that
occurred within the last 24 hours. Additional successes increase the amount of time
that can be ³heard´ by 8 hours per success up to a maximum of 48 hours.

 1  0(² By casting this Gift on a weapon, a cat can enchant
a blade so that it harms supernatural beings. A favorite trick of swashbuckling
Ceilican who wandered the open roads in bygone eras, this Gift often comes from the
King of Cats or Mistress of Catkind. 
The player spends a point of Gnosis and rolls Manipulation + Occult while
the cat cradles the weapon in her hands. The blade then inflicts aggravated damage
until the next sunrise. Although this Gift allows the cat to enchant missile weapons,
each bullet or arrow must be Gifted separately. Although the arrows may be reused,
bullets cannot be.

 #(+
 0( ² The Wendigo may call upon wind-spirits
for knowledge and guidance. He can ask them one question, which must concern the
immediate area (wind-spirits have notoriously short attention spans). A wind-spirit
teaches this Gift.
 Upon learning this Gift, the Garou can speak with wind-spirits
automatically while he is in the Umbra. To ask a question in the physical world, the
player must spend one Gnosis point and roll Manipulation + Expression (difficulty 7).
The number of successes reflects the accuracy of the information.

 )

 0( ² The old tales tell of Fianna throwing spears while
balanced on the beam of a chariot at full gallop, or even crossing an army by leaping
from spearpoint to spearpoint. This Gift gives the Fianna the ability to balance on the
smallest surfaces, whether tightrope, post or even a spearpoint. If successful, the
Garou takes no damage from stepping or handstanding on sharp objects, but may
otherwise be wounded normally. A bird-spirit oran ancestor-spirit may teach this Gift,
 The player spends a Gnosis point and rolls Dexterity + Athletics (difficulty
varies: 5 to stand on the back of a trotting horse, 6 to stay aloft a rolling ball, 8 to jog
across a tightrope, and 9 to balance on the point of a spear). Storytellers may require
additional successes for more difficult feats (for example, the horse breaks into a
gallop, or the tightrope is in a high wind). The effects last for a scene.

( 0( - u The Warding may guard the nest with a spew of slippery ooze.
He can drink a few gallons of water and spit it out as a slimy mess. This Gift is taught
by Frog or Snail-spirits.
The Mokole must have drunkquite a bit of water within the last ?@hours
before using this Gift, although some drink oil as a precursor. The
player rollsStamina ð Expression, difficulty 73as the Mokol6 spews out water and
slime onto any surface. The number of successes determines the radius, measured in
paces, of the area covered with slippery slobber. Any creature treading on the place
must make a Dexterity roll (plus Acrobatics, if any) or slip and fall. Mokok may also
slime pathways with their vomit, urine or other bodily fluids, resulting in offensive
odors as well as slippery surfaces.


 0( - The Ananasi using this Gift creates defensive spines on his exoskeleton,
much like the barbs of a porcupine. These spines break off fairly easily, remaining in the flesh of
anyone who attacks the Damhan in hand-to-hand combat.
 The character spends one Gnosis point to activate this Gift. While the spines remain,
anyone striking the Ananasi with bare flesh receives a dice pool of aggravated damage equal to
the attacker's Strength. The Gift lasts for one scene.
 0( ² Few enemies would expect a werewolf to attack
from above, which is precisely why the Uktena developed the means to do so. The
Garou may hover, fly or float. Any bird spirit can teach this Gift.
 The player spends one Gnosis point. The Garou can fly at 20 mph and
hover as she desires. The difficulties of all combat maneuvers increase by one. This
Gift lasts for one hour.

.
 0( ² Using this Gift, a Theurge can imbue a knife ² or any
other weapon she hand-crafted herself ² with the power to strike across the Gauntlet,
affecting enemies on the other side. This Gift conveys no ability to see across the
Gauntlet beyond what the Garou normally possesses, however. A Wasp-spirit teaches
this Gift.
 The Garou spends one Gnosis point, and any single weapon she crafted
entirely herself is able to strike creatures on either side of the Gauntlet in any area
where the Gauntlet is equal to or lower than her Gnosis. This effect lasts for the
duration of the scene.

ý 0( ² The werewolf blessed with this Gift can breathe
underwater and swim as fast as he can run in Hispo form. Unsurprisingly, a fish-spirit
teaches this Gift.
 The player spends one Gnosis and rolls Stamina + Animal Ken (difficulty
7). The effects last for one hour per success.

ý %ý %  



# 0( ² This Gift allows
the Ahroun to attack with lightning speed, striking before any foe. A cat-spirit teaches
this Gift.
 Once the character learns this Gift, its effects are permanent. The Ahroun
may add 10 to all his initiative rolls, which will nearly always ensure that he strikes
first. If he chooses, the Ahroun may spend a Gnosis point to add another 10 to his
initiative roll. Remember, though, that doing so prevents him from spending Rage to
gain extra actions; werewolves can't use Rage and Gnosis in the same turn.


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

+  0(² By employing the eldritch enigmas of Egypt, a Bubasti


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

 +  0( ² Garou are by nature beings half of corporeal flesh
and half of spirit ephemera, living in two worlds simultaneously. By calling upon this
Gift, an Ahroun manifests her spiritual nature more strongly than physical for a brief
period, allowing her claws to cut through defenses they could never normally pierce.
This Gift has no effect on creatures that are half spirit already, like other Garou,
fomori and changelings. But any being entirely of one world, such as Banes,
vampires, ghosts or animals, is vulnerable to its sting. Any spirit of war can teach this
Gift..
 The player spends a point of Gnosis; the difficulty to soak the damage from a
single claw attack the Ahroun makes in that turn is raised to 9. Note that the usual rule
of being unable to spend Rage and Gnosis in the same turn still applies.

0 0(-The Rokea may spit her teeth at any opponent from a
distance. While Spit Teeth can be used in the water, its greatest utility is in the fact
that it can be used in any form (Homid included) and therefore is just as useful on
land. 4cshark-spirit teaches this Gift. 
 The player rolls Stamina + Primal-Urge (difficulty 6) to loosen the tccth; one
tooth per success becomes loose. The player then rdls Dexterity + Athletics (difficulty
6) to strike with them. The maximum range for spitting the teeth is 25 feet. Each tooth
inflicts one health level of damage, provided that the roll to hit succeeds. This damage
is considered aggravated.

 (
%** 0( ² By staring into the eyes of a human or
animal, a werewolf can cause the target to flee in terror. This Gift can be used against
other werewolves, but the target will freeze in place rather than flee. A ram- or snake-
spirit teaches this Gift.
 The Garou using this Gift may focus on only one target per turn; the player
rolls Charisma + Intimidation (difficulty 5 + the victim's Rank). The victim flees for
one turn per success, although he may expend a Willpower point to resist the Gift's
effects for a turn. Should the character score five or more successes, the victim flees
for the duration of the scene. Werewolves (and most powerful Wyrm-monsters) will
not flee, but they cannot attack while the Gift's user continues to stare them down.
However, if they are attacked themselves, all bets are off.

 #ý
 0( -

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

If the scam involves talking to someone face-to-face, the difficulty is increased by 1


(to a max of 10). Just bumping into someone or ³accidentally´ knocking someone
over is much easier.


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


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


 0( ² Some Garou feel so strongly about their place
in the pack, the tribe and the world that they can draw on this resolve in times of need.
The Philodox can pull new resolve from his deepest reserves. A wolf-spirit teaches
this Gift.
 Once per scene, the player may roll Stamina + Rituals (difficulty 7). For
every two successes, the Philodox recovers one point of Willpower up to her
maximum.


(# 0(² As the Level Three Homid Gift: Craft of the Maker,
except that it only affects stone, dirt, clay and glass, employs a Manipulation +
Survival roll, and reshapes the object permanently.

 
 0(


*

 0( - Usually, when shapechangers need to replenish their
Gnosis, they summon an Engling and stalk it. In urban areas, this hunt takes on a few unique
twists; a Shadow Seer with this Gift knows them intimately. The Engling is always disguised as
something mundane. Only the members of the Rat Pack can recognize that it¶s really a spirit.
Humans react to this in unpredictable ways -watching mad street people pursue a fleeing ice
cream truck, a boy with a balloon, or a cloud of buttedies - each has different results.
 Spend one Gnosis and roll permanent Gnosis against the difficulty of the local Gauntlet.
With three successes, an Engling appears, but in a disguise that only the Shadow Seer can see
through. (The spirit¶s stats are: Willpower 5, Rage 1, Gnosis 10, Power 25; Cham: Airt Sense,
Materialize.) The Ratkin must chase it down and ³kill´ it; if they do, they gain 10 Gnosis to
divide equally between the members of the Rat Pack.


+  0($By calling upon the ancient affinity between catkind
and the waters, a Bastet can create a bit of water in some place where none was
before, or add to an existing amount of it. This Gift, known by most desert cats, only
creates pure water, not any other form of liquid. 
By spending a Gnosis point and rolling his Manipulation + Survival, the cat
creates a pool of water. The difficulty depends on the circumstances: adding to
existing water is difficulty 6; conjuring it into a dry place is difficulty 7. Each success
brings forth five gallons of fresh, clean water, which lasts until it is consumed.

( (&,
 0(Corax usually know where they are going. That's
more or less part of the package that comes with the Spirit egg, after all. However,
there are times when a Corax is too tired or too badly injured to navigate himself back
home. that is when he turnes to this gift. Swallows Return, is nothing less than an
autopilot, brining the Corax safely back home even while the wererave sleeps or
heals. A swallow-Spirit teaches this Gift.
 Corax wishing to use this gift must give up a point of Gnosis, and trust his
luck, also making a Wits + Empathy roll (Difficulty 6). Swallows return only brings
the Corax home - no alternate destinations can be inserted - and the defination of
"home" can occasionally get the Corax in trouble.
0 #
ý 
%( 0( ² The Ragabash with this Gift can steal
something from a target, and his victim will forget that she ever possessed the stolen
item. A mouse-spirit teaches this Gift.
 The player must score three successes on a Wits + Stealth roll (difficulty of
the victim's Intelligence + Streetwise).

0 
  0( - Sun, whom the Mokol6 call The Face of God, is
opposed to evil and darkness. He teaches his children to call upon his aid when they
need it. A Sun-spirit teaches this Gift.
 The Mokole must spend a Gnosis point, roll Intelligence + Occult,
difficulty 6, and add any True Faith in Sun to the result. The effects last for one scene,
plus one more scene for each additional Gnosis point spent.
Successes/Effect
1 Illuminate any dark area with ambient light
2. Sun can pierce clouds or trees with enough brightness point out targets or injure
vampires
„ The sun¶s rays are as strong through water, glass, clouds or cover as from a clear
sky.
4 Sun¶s rays can light fires or bring heat when it is cold, or appear inside windowless
building during the daytime.
5+ Sun can shine at night.

0 
 &. 0( - The Ananasi may stiffen the hairs on his body, making
them as hard as the quills on a porcupine. Once they are hardened in thismanner, however, the
Damhan can fire them away from his body in a volley of arrowlike missiles.
 This is primarily a defensive Gift, and the character doesn't have fine control over
where the hairarrows go. The character must spend one blood point and roll Dexterity +
Firearms, difficulty 6. Each success means one of the hairs strikes a random target within thirty
feet, doing Strength + 1 nonaggravated damage. The hairs are coated in a mild toxin, which,
while not fatal, is extremely irritating. Living targets struck by the hairs must make a Stamina
roll, difficulty 8, or suffer from a painful, itchy rash that lasts for several hours. All Willpower
rolls are at a +2 difficulty while the stings' effect remains.

0
 0(-The Kitsune always knows where he is in the Middle
Kingdom, Yin or Yang Realms by feeling his relationship to Gaia. Additionally, he
carries his ³territory´ with him wherever he goes. Natural foxes and animals sense
this, allowing him to pass through their territories without challenge. Other Roko
usually show the same courtesy. Migrator1 bird spirits such as crane or goose teach
the Gift. 
 The RokrI spends a Gnosis point to know whether he is in the >in, Yang,
Yomi or physical realm, where the cardinal points are and what direction his home
lies.
01)  0( ² Theurges use this Gift as a form of
mystical warning against those who have offended the spirits. It causes the victim to
suffer ill luck, and to witness an omen from his own culture indicating foreboding or
cosmological displeasure. Note that many modern people may not recognize an omen
as an omen, but they will still find it unsettling by it¶s very nature. A Stormcrow
teaches this Gift.
 The Theurge spends a point of Gnosis, burns an effigy of the victim and rolls
her Manipulation + Occult (difficulty 7); the intended target does not need to be
present. Sometime in the same story the Gift is used, the target will botch an
important (but not life-threatening) roll automatically, or suffer botch-like effects at
one time in his everyday life.

0 
 0(

0  0( - This Gift is most common among the Gila monsters and
Mexican beaded lizards of the American Southwest, the Unktehi, who learn it from a
Rooster-spirit. It gives them power over the tides within someone¶s body.
 The Mokol6 begins to dance and rolls Rites + Expression, difficulty 7. If the
target already loves someone else the difficulty is 8, or 9 if the target isveryold or
attracted to the same sex. The number of successes determines the number of hours
that the person will be unnaturally lusty. Impotence, if any, disappears, the target
becomes fertile if ordinarily sterile (unless the target is metis, of course), and the
target also becomes a little more open-minded about potential partners. Even so, the
Mokol6 must still seduce the person through roleplaying, as this Gift does not implant
obvious desire - it merely removes barriers.

0  0( - In animist philosophies, all objects hold some spiritual
essence. Through this Gift, a Shadow Seer can speak directly to these inanimate spirits, learning
where physical objects have been and what they¶ve been used for. Psychics call this
³psychometry.´ Knife- Skulkers don¶t care what it¶s called ... they just call for the Shadow Seers
to do it on command. 
 Spend one Gnosis and roll Perception + Empathy. Eachsuccess allows you to see back
one day, sensing the gist of where the object has been and who was using it.

0  #1 # (Level Two) - When activating this Gift, the Garou calls upon
the spirit of Sebek the crocodile to bear her up as she rum across the water. The
werewolf can also run across other liquids (a vat of industrial cleaner, sewage, or even
lava), but this Gift provides no protection for her feet - any damage is greatly lessened
as the harmful substance only comes into contact with a small part of her body, but
she must soak it nonetheless. Particularly fast and spiritually attuned Silent Striders
claim to have run across seas using this Gift. It is taught by a crocodile-spirit, or that
of a crocodile bird.
 The player spends a Gnosis point and rolls Dexterity + Survival (difficulty
7). Each success allows the character to travel across water as if it were open ground
for an hour. In areas inhabited by crocodiles, the difficulty to invoke this Gift drops to
5.

0 # 0(The Gurahl may procure food for one or more individuals
by shaking the trunk of a tree, shaking down acorns and other tree-fruits regardless of
the tree¶s type or whether it is in season. 
 The player spends a point of Gnosis and rolls Strength + Rituals. Each
success provides enough food for one individual.

0 # 
 0( ² Known as the ³Kick Me Gift´ by particularly
irreverent New Moons, this places a spiritual beacon on the unwitting target, attracting
the local troublemaking spirits. While potentially lethal pranks are off limits, anything
else is fair game: items are moved or lost temporarily, the target is surrounded by
jeering spirits in the Umbra or momentarily loses his way in familiar territory. The
beacon cannot be removed or hidden (and the target can never see it although all
spirits and perceptive Garou can), but an eloquent and lucky victim may be able to
³buy off´ the spirits with the appropriate chiminage. This Gift is taught by any
trickster spirit.
 The Ragabash expends a point of Gnosis and touches the target (a pat on the
back or handshake do as well as a punch). The player rolls Wits + Enigmas (difficulty
is the target¶s Rank +2; difficulty 5 for nonshapeshifters). The Gift effects last for one
day per success. A botch marks the Ragabash instead (the unfortunate must roll
against himself to determine how long the plague of spirits lasts, and a botch on the
second roll means a full lunar month). Even spirits agree there is such a thing as
carrying a prank too far. A Ragabash who uses this Gift more than once per lunar
month or against a given individual more than once per season risks becoming the
target of the spirits¶ attention (subtract one success from the die roll for each
consecutive use of the Gift).

0ý %0 0( ² The Ahroun can display the true extent of her
power, scaring one chosen foe into quiescence for a number of turns. Spirits of fear
teach this Gift.
 The player rolls Strength + Intimidation (difficulty of the target's
Willpower). Each success she achieves cows the enemy for one turn; the victim
cannot attack at this time. He may defend himself if attacked and otherwise act
normally, although his actions will likely be guided by fear.

0(
0
 0( - The Nuwisha may understand any written or
spoken language while using this Gift. Even sign language and facial expressions offer
no trouble. While under the influence of this Gift, the Nuwisha can speak with spirits,
Banes and even computers (which hardly makes for interesting conversation, but can
prove worthwhile). This Gift is taught by a Trickster-spirit.
 The player rolls Wits + Expression, difficulty 7. For every success, the
character can fully comprehend the language - complete with all slang terms - for one
full day. The character must employ this Gift separately for each language she wishes
to comprehend.

6    0( - The Nuwisha using this Gift can locate any part of the
Umbra, and in some cases can even locate an individual entity in the Umbra. This Gift
is taught by an Ancestor-spirit.
 The player makes a Gnosis roll, with a varying difficulty. If the character has
never before been to the target part of the Umbra, the difficulty is 7. If the character
has traveled the area before, the difficulty is 6. If the character frequents the area, the
difficulty is only 5. With one success, the character can pinpoint where in the Umbra
he is. With two, he can determine how best to approach any area or Realm in the
Umbra. With three successes, the character can get a feel for where a target is within
the Umbra. With five or more successes, the character can pinpoint a target¶s exact
location within the Umbra.

6
( 0( - The Rokea stirs up a vicious current that sweeps a target in
whatever direction the wereshark chooses. The Brightwater might use the Gift to pull
a human out to sea, force any opponent towards the surface, or draw a victim towards
her waiting maw. A spiritservant of Sea teaches this Gift. 
 The player spends one Gnosis point and rolls Strength + Primal Urge
(Difficulty 7). The number of successes determines the strength of the undertow -
anyone caught in it must beat the Rokea's successes on a Strength + athletics roll
(Difficulty 8) to escape it.

6
: '
 0( -

6
ý  0( ² The Galliard can bond the pack into a truly unified
force, striking as one. As long as no one in the pack succumbs to frenzy, each member
strikes at the same instant, and few foes can stand up to such an attack for long. A
wolf-spirit teaches this Gift.
 The player must spend one Gnosis point for each turn in which this Gift is to
be active. Every turn that she does so, each player rolls for initiative as usual, but the
entire pack acts on the highest initiative rolled (so if the character¶s initiative totals
wind up being 10, 8, 14, and 17, the entire pack acts on 17, even if the pack¶s alpha
wound up with the 8). The entire pack must be present in the battle for this Gift to be
effective, and if even one pack member frenzies, the effect is lost. Also, only pack
members bonded by a totem may enjoy these benefits. All pack tactics are at ±1
difficulty while this Gift is active.
6
 &
 0( - Unsea considers the Rokea to be her nieces and nephews,
created as they were by her sister, Sea. As such, she does them the favor of healing their wounds
if they but ask. The spirit of a stingray or other fish that burrows into the earth teaches this Gift.
 The Rokea must touch Unsea directly, be it the sea bottom or dry land. The player rolls
Charisma + Rituals (difficulty ). For every success, the Rokea heals one health level, regardless
of the type of damage. The Rokea can take no other actions in the turn he uses this Gift.

6
   0( - Experienced Tunnel Runners don¶t look like they¶re
wandering beggars; instead, they blend in wherever they go. A highly talented traveler can
wander almost anywhere looking like he¶s a native. Why be invisible when you can be ignored?
Runners carry this to an extreme: even whenever they¶re barefoot and broke, no one will
question their presence if the Ratkin is using this Gift. Other supernatural creatures rely on being
invisible or obfuscated; wererats with this talent just remain nondescript. Unlike other abilities,
you can activate this Gift as soon as someone approaches you. Disappearing from plain view
tears the Veil apart; being inconspicuous doesn¶t.
 Roll Intelligence + Stealth and spend one Gnosis. If the number of successes exceeds a
viewer¶s Perception, you¶re not invisible, but you will be ignored. For large groups of people,
just use the highest Perception rating in the crowd. This Gift cannot be used during the stress of
combat, however.

'+
 0(

' ) 0( - In the deep oceans, there are spirits who have lain
quietly since before the dawn of man. For the Rokea brave enough to find them, the knowledge
to be gained is great. Using this Gift, the Darkwaters can converse with their eyes and ears ² the
sea anemones and polyps that line the ocean floor ² and gain insight. Their advice is always
cryptic and usually incomplete, but the Darkwaters love a challenge. Anemone-spirits can teach
this Gift, but usually the Darkwater must travel to the lightless deeps to learn it directly from a
primordial spirit.
 The player rolls Manipulation + Rituals (difficulty 6) to make the proper overtures to
the primordial spirits. The Rokea is then rewarded with advice and visions concerning the topic
in question. Over the years, the Darkwaters have found that these beings know more about
human affairs than might be expected, which only makes them more interested in these beings'
knowledge. The Storyteller decides what the Rokea learns, how mysterious the words are, and
the roll (if any) that the player can make to interpret the information.

+ ( # 0( - Through intense concentration, the Ananasi is able to walk on
water as though it were a solid surface. The water does not become level or unmoving unless it is
naturally calm, making it a difficult walk for anyone in Homid form.
 The Ananasi must make a successful Willpower roll (difficulty 7) before beginning the
walk. If he is unsuccessful, he cannot attempt the Gift again for the remainder of the scene. The
character must continue to make Willpower rolls each turn for the duration of the walk; if he
fails his roll at any time, he can no longer stay on the water's surface, and cannot attempt to
Waterwalk again that that scene.
+ :(#
 0( - -Brought to light recently by the Shining, this Gift
lets Mokol6 take advantage of the fact that ³dinosaurs are extinct´ to hide in plain
sight even in Archid form. Essentially, the Mokol6 takes on the appearance of a model
or dummy. A Tuatara-spirit teaches this Gift.
 The Mokok spends a Gnosis point and rolls Stamina + Expression. For each
success, he can freeze in place for one hour unnoticed by anyone. In Suchid form, he
appears to be a stuffed crocodile; in Homid form, he seems to be a mannequin or
waxwork. In Archid form the Mokol6 appears to be a life-size fiberglass or cement
dinosaur model, but cannot cause the Delirium unless he moves or speaks. Some
Shining will even carry around a small label designating the species of dinosaur that
they are supposed to be. Of course, the ³statue´ will arouse suspicion if there is not
supposed to be a statue in the place where the Mokol6 is hiding. Whole clutches have
concealed themselves this way as roadside attractions and the like.

+ +   0(

+  -  0(² As the Swara know, the weight of emotions
comes from the weight of the heart. Making the heart swell creates euphoria, while
shrinking it generates terror or despair. By working the weight of another being¶s
heart, a Swara can induce crazy mood swings from a distance. Nothing diffuses a fight
faster than making the aggressor walk away in nearsuicidal depression. Tales credit
this Gift to Hatti, who knows the ways of the heart better than most people do.
A Manipulation + Empathy roll changes the target¶s mood. The more radical
the shift (from joy to sudden weeping), the higher the difficulty. Even so, this is an
easy Gift to use ² its difficulties range from 4 to 8. The victim ² if even aware that
something has changed his mood from the outside ² can resist the Gift with a
Willpower roll at difficulty 8. Otherwise, the Gift lasts one scene, and inflicts no
damage.

+#  0(% 0 ² By attuning herself to her


surroundings, a metis Bastet can get a sense of her surroundings. Anything within
reach ² even if it¶s behind her, or invisible ² is plain to all her senses.
Roll Perception + Primal-Urge (difficulty 6). Success grants the character
total sensory perceptions within a 10 foot radius. This doesn¶t automatically reveal
hidden or invisible objects, but it allows her to try a normal Perception roll to notice
things that would normally be beyond her sight. The Gift lasts one scene.

+
+ 0(² Words can be as ephemeral as the Pacific fog;
by making them dance and shimmer, a Qualmi can lead a less-clever opponent into a
mental maze, then leave him there to puzzle his own way out. This takes the form of a
series of high-speed riddles designed to tie folks¶ minds into knots. Most Qualmi are
especially pleased to find someone clever enough to avoid this mental snare. 
As the Level Two Bubasti Gift: Mousemaze, except that the roll is
Manipulation + Enigmas, and does not cost a Gnosis point. To counter the confusion
effect, the target might try to figure out the puzzle (Wits + Enigmas) before it takes
effect. Oddly enough, it pleases most Qualmi when a victim can think for himself; this
often leads to a riddling contest, with the loser becoming confused by the magic. To
simulate this exchange, see ³Gamecraft´ in +((page 223), and raise the
difficulty by one after each turn. When it reaches 10, check the final result: if
someone wins and another loses, the loser suffers magical confusion; if both lose,
they¶re both confused; if both win, neither is confused. Most Qualmi take defeat well
under these circumstances, and can be very generous losers.

0 0

c  
%   0%0(  ² The Garou takes no
damage from poison or disease, and he may exist in any environment, regardless of
pressure, temperature or atmospheric condition. This Gift does not protect the Garou
from hazardous situations (like falling), only hazardous environments. A bear-spirit
teaches this Gift.
 The player spends one Gnosis point and rolls Stamina + Survival (difficulty
7). Each success extends the Gift's effects by one hour.

c 0 - A Munchmausen can survive extreme temperatures for


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

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

c0 0 - This Gift enables the Mokol6 to form a hard


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

c 
&/

 0 -

c 
&# 0

c c

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

 1%0 10
%0
0
  0²
By flexing Rahjah¶s powers, a Bastet can translate any human language in her
vicinity. Invoking the Unmaker will turn everything into gibberish. 
To render languages either clear or unintelligible, the player rolls her
Manipulation + Linguistics (difficulty 6). This Gift works on spoken words, writing
and even body language. Everyone within 50 feet will understand all communications
for the duration. Cahlash¶s inversion of the Gift scrambles everything the same way.
Either version lasts for one turn (or minute) per success, and each can cancel the other
out.

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


  1%c 1
 0%ý² By calling upon the
Father of Dark Spirits, a Bubasti may command one of his brood to depart. Of course,
powerful spirits or ones bound into fetishes won¶t be easily dismissed; doing so may
demand great rituals or even a sacrifice. Small independent elementals or Banes,
however, may be banished with slight effort. Calling upon Cahlash has a price: Each
time the werecat performs this Gift, his fur grows a deeper shade of black and his
actions become more erratic. Garou or Bastet who Sense Wyrm on him will detect
the Unmaker¶s essence upon him until he purges himself somehow. The more spirits
he banishes, the deeper the taint becomes. For the Kahn it turns the tiger¶s pelt white
instead of black. Unlike the shadowcats, tigers channel Rahjah to banish corruption
The cat¶s player rolls Manipulation + Enigmas and spends a Willpower point
to attempt to dismiss a spirit. The difficulty is the spirit¶s Gnosis, or its Rage if the
latter is higher. Each success removes 10 points of the spirit¶s Power. Banishing a 30
Power spirit, then, requires at least three successes. Getting rid of a powerful spirit
might require an extended roll or two; a spirit bound into a fetish, meanwhile, sets the
difficulty at 6 plus the fetish¶s level (a level 4 fetish would be difficulty 10, as would a
level 5). Sacrificing a bit of blood to Cahlash may add to the Gift¶s effectiveness; for
every Health Level ³spent´ this way, the Bubasti lowers his difficulty by 1. The spirit
isn¶t under any obligation to sit still during the process, and may attack the Bastet
until either the werecat stops or the spirit disappears. Nala help the werecat who
botches this Gift; the Wyrm taint fills him utterly, and he must make a Rage roll,
difficulty 6, or frenzy. Atonement isn¶t impossible, but ridding one¶s self of the dark
taint often requires a rigorous quest without Renown.


0 0 ² By speaking words of forbiddance, the Uktena can
bar pack or personal totems from giving their children aid. Doing so also disrupts the
spiritual rapport between packmates, making it difficult for them to execute pack
tactics or act in concert. An ancestor-spirit teaches this Gift.
 The Uktena must concentrate for a full turn, and he must know which totem
his victims follow. The player spends one Gnosis point and one Willpower point, and
he rolls Gnosis at a difficulty of the pack's combined Totem scores (maximum of 10).
If successful, the pack members lose all Traits associated with their totem, and they
cannot use pack tactics or act in concert for the remainder of the scene. If the Uktena
is rendered unconscious or killed, the Gift is canceled.

 # 0 - This Gift allows the Mokol6 to bark loudly


at any one person or object, shattering glass, splintering light wood or even opening
wounds on a living being. This Gift is taught by Mudpuppy.
The bark does one health level of aggravated damage, but automatically
strikes its target. There is no actual cost.

    0² Deserts and mountains aren¶t the only places
Pumonca roam. So-called ³swamp cats´ know the Southern wetlands well. By
crooning to the spirits of the bayous and calling upon any favors owed, a Pumonca
can call forth a swamp elemental, dripping with plants and ooze, to assist her. While
the creature retains its own free will, a Shambler is disposed to be friendly to the cat
and hostile toward anyone in her way. 
The player spends two points each of Rage and Gnosis to animate the
Shambler, and rolls Willpower against difficulty 7. The resulting creature is semi-
intelligent at best, smells terrible, and lasts for three turns per success. Suggested
Shambler Traits are:
c Strength 4, Dexterity 2, Stamina 5, Wits 1
c Alertness 1, Brawl 3, Stealth 3
-  Two per success, and no penalties apply. Once its Health Levels are
gone, the Shambler falls apart.


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

(6 &
 0


.  0


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

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

ý  0 ² Great Wendigo, as a hungry cannibalistic spirit, can


teach his favored children the ability to gain added strength from an enemy's flesh and
blood. An avatar of Great Wendigo teaches this Gift.
 To activate this Gift, the Garou must first bite his opponent and be able to
taste blood ² meaning he must inflict at least one health level of damage, and his
victim must be something that bleeds. If his opponent has toxic blood or none at all,
this Gift will not work. The player then rolls Gnosis at a difficulty of the opponent's
Stamina + 3 (maximum of 10). The Wendigo gains one extra dot in Strength for every
two health levels of damage inflicted by the bite (maximum of +5 to Strength). The
extra Strength bonus lasts for one turn per success on the Gnosis roll. However, flesh
and blood can be addictive. The Wendigo's player must make an immediate frenzy
roll the turn after activating the Gift.

A 0 - A Ratkin with this Gift can bolt out of any fight. Even if the
wererat is totally surrounded, he will find a way to escape from his foes. This works
roughly the same way as the Backbite Gift: the wererat ³leaps´ a short distance
through the Umbra to a safe place. A wererat who returns to battle after bolting will
lose two points of Cunning Renown; a wererat who chooses the better part of valor
will no doubt escape.
 Spend one Gnosis; the Ratkin can appear up to 50 feet away, as long as his
destination is within line of sight. Then spend a point of Rage; this allows the rat to
use an extra turn of movement to run away from his enemies. Halt the Coward¶s
Flight will not prevent the Ratkin from leaping through the Umbra, but will still slow
running speed afterward by half.

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

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

 )  0 -

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

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

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

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

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

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

  0$By moaning or crying out, the Bastet may summon


the local cats (domestic, wild or big cats, depending on where she is) to her aid.
Although the Gift isn¶t a life-or-death command, the summoned cats will help the
Bastet if they can. Some Bastet can summon other creatures as their ³prides;´ Bubasti
often keep jackals nearby, Qualmi summon birds, and Pumonca have been known to
summon hawks, owls and alligators to their defense.
Roll Charisma + Animal Ken (difficulty 7). For each success, four normal
cats or one large predator (if any are nearby) respond at their own speed. The Gift can
reach up to a mile; cats more distant than that won¶t be much help, anyhow. The Pride
remains until it has performed one service, then departs. Variant creatures must be
approved by the Storyteller, and work just as cats do (four small or one large per
success).

 0 0 -This Gift makes the Mokok able to bend the tides
to his will. The Gift is taught by Tidekeeper.
 The Mokole must be in sight of a tidal body of water (ocean, sea, river
estuary). The player then makes a Gnosis roll, difficulty of 8. The number of successes
determines the result:
1 The tides come in or go out twice as fast as usual.
• Tides can be reversed, and will come in instead of go out or vice versa.
 High tide or low tide can be brought in one scene.
4 Unusual tides (spring tide or neap tide) can bebrought in one scene
 + Freakish tides (i.e. 30¶ tides in Florida) can occur in one scene.

 +  0As the Uktena Gift: Call Fire Spirit, save that a
Mater-spirit is called. The Mokole must have a water source. The water
spirit willmove water, dampen a foe, or short out a power system at the Mokole¶s
command.

  0² By dancing around, a Bastet can charm bystanders into a


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

   0 ² The Theurge calls upon the spirits to revoke their favor
from another Garou; she must verbally state the target¶s offenses against the spirit
worlds, and the target must be present; if successful, the target loses both Renown and
spiritual Gifts. A hyena-spirit teaches this Gift.
 The player spends a point of Gnosis and rolls Charisma + Intimidation
against a difficulty equal to the target¶s [Gnosis + 3]. Each success causes the target to
lose one point of temporary Renown for good. In addition, the target loses access to
one Gift of the Theurge player¶s choice for the remainder of the story, of a maximum
level equal to the successes rolled.

 ý  0² Garou aren¶t the only ones who command primal fear. By
bristling and spitting, a werecat can scare holy hell out of everyone nearby.
Unfortunates suffering from ailurophobia (fear of cats) often go catatonic with fear
when confronted this way. 
A successful Manipulation + Primal-Urge roll (difficulty 7) and a point of
Gnosis can send everyone within 10 feet per success into a panic. Supernatural
creatures can resist with their Willpower (difficulty 7), but humans and animals flee or
fall into shock for one turn per success. Ailurophobes lapse into a coma for one day
per success. This Gift cannot be used in Homid or Sokto forms.
  +
 0 - This Gift gives the Ananasi the ability to ride on the
winds, gliding from place to place with apparent ease. The character appears to be surrounded by
an ethereal envelope, looking something like a ghost floating in the air.
 The character spends one blood point and makes a Stamina roll to become enshrouded
with remarkably fine, non-adhesive webbing. The character cannot hide this effect, as it is the
means for the Gift to take hold. The Ananasi has only limited control over the direction and
speed that she travels; her maximum speed is equal to the current wind speed, and her minimum
is about half the current wind speed. The character can only rise fifty feet above her starting
elevation. The duration of the Gift is five minutes per success. Traveling against the wind
requires the character to tack into it much as a sailboat would, greatly slowing her progress.

 %ý" %&"  0 ² This Gift gives the werewolf


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

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

&& 0 - The betweener can call on land-dwelling Scuttlers to aid


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


#%9 +  0² Why should Lewis Carroll have
all the fun? It took a while, but enterprising Bastet finally discovered the secret to
disappearing from plain sight. Today, it remains a valuable but popular trick.
By putting on a wide grin, spending a Gnosis point, and rolling Charisma +
Subterfuge (difficulty 7), a Bastet may fade from view. The Prank takes three turns to
complete. This invisibility lasts for the scene¶s duration and foils even magical
perceptions. The Gift won¶t dampen sounds, but any werecat who can¶t move silently
by this rank is in big trouble, anyway. This Gift only works in Feline and Chatro
forms, and changing forms ends the invisibility.

 (    0² By turning herself into liquid, a Swara can


pass through barriers without fully passing into the Umbra. Like water, she trickles
through cracks, seeps around obstacles and soaks through materials. Once she reaches
the other side, the cheetah reforms into a solid shape and continues on her way. It¶s
said that Shi¶a the Water Ghost taught this Gift to the Swara elder Nyolo in return for
a kiss. He nearly drowned, but survived her embrace long enough to pass the Gift to
his friends before joining his love beneath the waves. 
The player spends a Gnosis point and rolls Stamina + Enigmas (difficulty 7)
to turn her Bastet into water, and the cat remains in that state for two turns per
success. While liquid, she cannot be harmed by any physical attack except fire (from
which she takes the usual aggravated damage). She may reform at any time, but must
use the Gift again to turn into liquid again. If she¶s been ³absorbed´ while in a watery
state, the Swara bursts out of the material when she turns back into solid form.

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


 0 - The use of this Gift allows the Ananasi to walk about on any solid
surface, in any form, much the same as a small spider walks on walls. On the wall, the character
can perform any action that would normally be possible for him. Due to the nature of this Gift,
the character is not disoriented by walking on  wall or hanging upside down.
 The Ananasi must spend one blood point to activate this Gift. The strength of the
surface the character wishes to climb is not an issue; otherwise the paint would flake off walls if
the character tried wall-crawling in any form other than Crawlerling. The character is able to use
his full Strength, but the strength of the surface does become relevant if the Ananasi chooses to
carry anything with him ² the Gift allows for only the Ananasi's weight. The effects last for a
scene.

  1)
 0² Long ago, a panther named Tola entered into
negotiations with King Snake. After weeks of discussion and debate, the two came to
an understanding of sorts. No one knows what secrets Tola offered King Snake, but he
learned this Gift as part of the exchange. The Dance allows a cat to freeze prey with a
glance. Some old Bagheera claim to know other secrets of the serpent folk, but if any
other Gifts have survived, they¶re not well known. 
To begin the Dance, a panther sways in place; the player rolls Manipulation
+ Expression and spends a Gnosis point. This requires at least one turn spent dancing,
and the effect lasts one turn per success. The roll¶s difficulty depends on the target:
hypnotizing most animals is easy (5), while freezing a hostile vampire is anything but
(10). To break the spell, the target must win a Willpower contest with the cat
(difficulty 8). Otherwise, he¶s held stunned and helpless until the Gift wears off. Once
the Dance takes hold, the cat can do whatever she likes ² such as leaving, talking or
mauling the target.

 - 
 0 -As the AhrounGift. ((So far found there is no other
gift with this name))


 0² By chittering slightly, a Bastet may, with this
Gift, make her prey come to her. So long as she stands still and chants, the victim will
wander slightly dazed until he¶s close enough to grab. Once the cat moves, the trance
is broken. Naturally, this Gift can be used for all kinds of hunting .
The Bastet player rolls Manipulation + Primal-Urge (difficulty 7) to
command her target to approach. Unless he can resist with a Willpower roll (difficulty
8), any human or animal will obey. Supernatural opponents with a mind-empowering
supernatural ability (if active when the Gift¶s influence began) or more than five
points of Rage resist at difficulty 6. Otherwise, they¶re attracted as usual. This only
works against victims who were unaware of the Bastet¶s presence beforehand ² as
far as they know, they wan to wander over that way. Once the prey is close, the
werecat can move in however she prefers; a leap, a distraction or an opening line all
work equally well once the target¶s in place. This Gift does not work in combat.


0 
 0 - Marine garbage dumps often attract sharks looking for easy
meals, but they also attract angry Rokea. With this Gift, the wereshark can eat refuse, be it waste
oil, garbage, or even barrels full of chemicals, thus rendering them harmless to Sea. This Gift is
taught by a tiger shark-spirit.
 The player rolls Stamina + Survival (difficulty 7). Each success allows the wereshark to
eat one pound of waste without harm. It is possible to consume nuclear waste or even Wyrm
toxins with this Gift, but the difficulty is increased by two. A botch on this roll inflicts three
levels of unsoakable aggravated damage.


: 
 0 ² Similar to Control Simple Machine,
the Garou may now converse with and command the spirits of electronic devices such
as computers, video games and cars. One learns (or steals) this Gift from a Net-
Spider.
 The player spends one Willpower point and rolls Manipulation + Science
(or Computer). The Storyteller sets the difficulty based on how complex the machine
actually is (usually 8). The Garou's control lasts for one scene.

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

" %)
( 0 ² The Garou studies her foe,
looking for the best place to strike. In doing so, she sets herself up to land this
devastating attack. An owl-spirit teaches this Gift.
 The player spends one Willpower point and rolls Perception + Brawl
(difficulty of the target's Stamina + Dodge). If successful, the player doubles her
damage dice on the Garou's next successful attack.

 0

)
c

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

)
   0² One of the greatest favors a Bastet can offer a
spirit is the chance to ride in his skin for a while. Although most cats would never
consider such a ³loan,´ many Swara see voluntary possession as a service, not a
chore. This Gift, which begins with a frenzied dance, allows a chaya to enter the
werecat and ³take control´ for a while. The spirit gets a body to ride, and the werecat
gets certain benefits. The Dance is seen more as an act of love or affection than of
servitude ² a sentiment few Bastet would ever understand. 
A smart cheetah performs a spirit calling before he starts the Gift, and scans
the Umbra to see who responds before opening himself to the possession. More often
than not, the cat will be familiar with the ghost or spirit before he offers it a ride. Once
the Dance has begun, the player rolls Charisma + Enigmas, difficulty 7. The Gift lasts
about two turns per success, and allows the Swara to do things that would usually be
impossible ² wild contortions, great feats of strength, flight, etc. The exact effects of
the Dance will depend on the spirit, the Bastet, their circumstances, and the
relationship between the three, but should emphasize drama over game systems.

) #0 0 - This gift allows the corax to uncover a secret truth or
character flaw of an observed subject. As you might expect Corax love to use this
Gift. There's even a game related to Dark Truth's that some Corax play; One Corax
uses the gift on a Mortal (say in a bar); the other contestants then have to try and
wheedle that same secret out of the Mark without using Dark Truth's. A fly Spirit
teaches this gift.
 To utilize Dark Truths, the Corax spends a Gnosis point and rolls Perception
+ Enigmas (difficulty 7)4With a success, the Corax acquires knowledge of one of his
target¶s deep dark secrets. While this Gift doesn¶t turn loose the sort of secrets that are
useful in combat, it does pry loose all sorts of interesting blackmail material.

)  ý( 0$As the Glass Walkers Gift (in the  ").

) !! 0 ² The Garou can flood a target's mind with the glory and love
of Gaia, rendering him harmless for a short while. A unicorn-spirit teaches this Gift.
 The player rolls Charisma + Empathy. The difficulty varies according to the
target.

0   ) 
Normal human 4
Packmate 5
Gaian Garou (even frenzied) 6
Wyrm creature (including Black Spiral Dancers) 8
Alien or unemotional creatures (vampires) 9

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

) 0 # 0 - There are secrets you just can¶t get from a dead man¶s
eyeball. There are times when you need more than just a stiffs last sight. At those
difficult times, being able to hold a conversation with, or at least get a few straight
answers out of, the spirit of the deceased increases the Corax¶ information-gathering
Possibilities exponentially. A Vulture-spirit teaches this Gift, though supposedly some
wraiths can teach it as well. 
 The Corax, by spending a Gnosis point and rolling Perception + Occult
(difficulty 8), can hear and speak to a recently dead body (no more than 24 hours dead).
The corpse¶s willingness to talk is determined by the number of successes, but no
matter how many successes the Corn achieves, all he¶ll get is the body¶s mechanistic
response to his questions. Odds are, the corpse¶s ghost is long gone.

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

) % 
 0 ² Having a packmate who is prone
to frenzy isn't safe for anyone. With this Gift, the Shadow Lord can direct the primal
instincts of a frenzied Garou ² friend or foe ² causing him to attack targets of the
Lord's choice. A Stormcrow teaches this Gift.
 The player spends a point of Gnosis and rolls Willpower (difficulty of the
target's Rage). Success indicates that the Shadow Lord controls the target's frenzy and
can set him on anyone she chooses. Using this Gift on a Garou in the Thrall of the
Wyrm is possible, but doing so requires the player to roll Rage (difficulty 7) to check
for frenzy for her own character.

)B 0 ² This Gift makes its target feel inexplicably depressed and
withdrawn. The subject finds it difficult to draw on his full emotion or to maintain any
type of concentration. An ancestor-spirit teaches this Gift.
 The player rolls Manipulation + Empathy against a difficulty equal to the
target's Willpower. If successful, that opponent will not be able to recover Rage for
the duration of the scene. Furthermore, all difficulties for extended actions increase by
one.

)
+ 0 - Much like the Metis Gift; Mental Speech , but with
a typically Fox twist: The shinju speaks his message into the wind, a stream, a fire, the
bare ground or other element, and the target hears theKitsune's voice coming from a
like source nearby. Storms arc particularly popular vehicles ² talking thunder
satisfies the shinju sense of drama. This Gift is taught by any Elemental spirit.
 The player rolls Charisma + Empathy (difficulty 8 ) . The Fox may
communicate over a distance of 20 miles per success, provided the element she chose
for a carrier is present at ‘ ends. The conduit will not allow mind-reading and will
not work with strangers (-wnless the Fox has a personal token of the target, such as
fingernail clippings or a wedding ring), but permits Social Abilities to be used on the
receiver, provided no visual cues are necessary.

)-  0 ² The heart of the werewolf is filled with rage, and
quite often, this internal fire can overcome a werewolf¶s strength of will. With this
Gift, taught by any tree spirit, a Philodox can briefly allow another to ³hold back´ the
fury inside, lest a poorly made decision cause irreparable damage.
 The purpose of this Gift is to help alleviate the difficulties a werewolf
encounters when his Rage exceeds his Willpower (Werewolf, p. 126). For every
success on a Manipulation + Primal Urge roll by the Philodox player, one penalty die
is negated for the target character. The effects last for five minutes per success ² a
Philodox can temporarily alleviate the Curse, but never negate it.

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

) 
1  0 -The Mokole can spit fire; taught by Dragon
himself. 
 The player spends one Rage and rolls Dexterity + Brawl (difficulty 8); the
flame inflicts two health levels of aggravated damage. If the roll succeeds, the creature
can spend additional Rage; each point spent inflicts two additional levels of
aggravated damage.

) 
&0
 0 - -This enables the Mokolk to call lightning down
on a target. This Gift is taught by a Lightning-Bringer.
 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.
) 2
 0

)  0² Qualmi are renowned shapeshifters; this Gift, which


allows them to take a variety of forms, demonstrates why.
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 ³Gamecraft); if she can¶t
answer it, she changes back to her old form immediately.

)(
 0 - 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. 
 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.

* ý
 0

*
 ý  0 ² 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 ² fire, earth, water and air ² and a natural elemental teaches it.
 The player rolls Charisma + Subterfuge (difficulty of the spirit's Gnosis). The
Storyteller determines the precise effects.

* 
 0 - 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.
 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.
* 

 0 ² 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 ² 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 ² the Theurge¶s intent, not the
nature of the Gift, determines which is the case. An enigmatic spirit teaches this Gift.
 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).

*:  0 ² 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.
 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.

* %  %*+


 0 ² 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. cshark-spirit teaches the Rokea this Gift.
 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.

*  %c& # 0 ² With but a look, the Garou can
attract anyone to his side. A snake-spirit teaches this Gift.
 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.
**  0 - 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. 
 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.

ý .
 0 ² 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.
 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.

ý  %#
 0% 0(² 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. 
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 ² high
enough to see everything nearby, but close enough to discern objects. A Willpower
roll (difficulty 6) allows him to ³focus´ on certain things. The Gift lasts for one turn
per success, and extends up to 30 miles distant.

 
) 
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

ý   0 - 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.
 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.

ý   0² 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.
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.

ý ( 0 - 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.
 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.

ý8 1
 0² 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. 
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.

ý
/
9 0 ² 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.
 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.

"   0

",  0² 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.
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 (+(, page
201) applies to werecats, too.

",  0 - 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. 
 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.

",  0 -
"    0 ² The Strider with this Gift can jump truly astounding
distances. A jackrabbit-spirit teaches this Gift.
 The player spends one Willpower point and rolls Strength + Athletics. Each
success allows the character to jump 100 feet.

"
%* &ý
 0 ² 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.
 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.

)  ) 


Computer 4
Phone 6
Automobile 8
Knife 10

- 0  0 - 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. 
 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.

- ý 0% 0(  ² 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.
 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.

-/  0 - - 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.
 By spending Rage, the character gains a temporary ³heat 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.

-
)  0 - 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 ° petty
as the laws of Physics and the strictures OfaerodYnamics. A Hummingbird-spirit
teaches this Gift.
 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 5Cdice of damage.

/
 
 0² By summoning up his inner reserves, the werecat can
ignore the effects of his wounds.
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 .

/  1ý  0%


² 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.
A successful Stamina + Athletics roll (difficulty 6) boosts the cat¶s
maximum speed to double. It does  confer additional actions in the same turn. The
Gift lasts two turns per success, and works in any form.

/ 
 0 - 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.
 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 ³plates,´ while the next time, you may choose
³kitchen knives,´ ³hot coffee´ or ³trash 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 ³plates,´ 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.

/
 0 ² 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.
 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 ²
no prevarication or double entendres are possible. For example, ³Your 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 ³You¶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.

/
 # 0
/
  0 ² 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.
 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.

/  0 - 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. 
 ³Taking 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.

.

( 
  0

.
# 0

.
&+ 

 0 - 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.
 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.



 0

# 0 - Shrikes are notorious for killing


more 
they need, then storing the corpses for later use. Shrike-spirits can share
the knowledge of the benefits that › 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
³larder.´ 
 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  á á á 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.


 0 - 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.
 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.

 0 -


,


 0 - Reduce the travel time of a journey, whether on foot
or in a vehicle. 
 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.


# 0

10  0 - 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.
 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).

 0 - 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.
 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.


  %0 
%
)  0% 0(  ²
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.
 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.

 
 
 0

 0% .
%
 
+  
0 ² The Garou can increase his strength tremendously, the better to slay his
foes. A wolf-spirit teaches this Gift.
 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.


  0


 0


10  0 - 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 ³borrowed´ Gift, but in the meantime an impressive
body of knowledge is there for the taking. This Gift is only taught by mynah-spirits. 
 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.

9  0 ² 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.
 The player spends one Willpower point and rolls Perception + Occult
(difficulty 8).

9 0 - 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.
 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.

, 

 0 - 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 ³ratlike´ 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.
 Spend one Rage and spend one turn shifting. The following Attribute
modifiers apply while in ³near 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.



 %

  0 ² 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.
 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.

  !
  0 ² The Shadow Lord directs a terrifying glare at a
target, causing her to freeze in terror. A Stormcrow teaches this Gift.
 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.

 +  0 - 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.
 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.

 (, 
0  0² 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!). 
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.


 %'   0% ý" $Twisting the fibers of
illusion, the Ceilican create majestic nonsense to baffle and entertain their companions
² 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 ² the so-called "spirit of spirits" ²
teaches this Gift.
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.

/
:
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

/
) 
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

 /
 0


0* &+
 0 ² 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 ² or pierce a Leech's putrid heart. Ancestor-spirits
teach this Gift.
 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.


c   0



 0

/
  0 ² 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.
 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.

1  0 - 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 years²he'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.
 Forstarters, the player rolls Charisma + Subterfuge (difficulty 7). The
Kitsune should be wearing at least a rough approximation of what everyone else is²a
suit won't encourage the confidence of dock-workers ² 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 effort²
Puppeteer's Secret will cover all the things a disguise can't  ›
 ignorance ² 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.

'
 0

 0 ² Many Galliards relate stories describing the


werewolves¶ weakness to silver as a kind of chiminage ² 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.
 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.

 0² 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.
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 (³Go kill that vampire for
me, sweetheart´) wreck the charm beyond repair ² it¶ll never work on her again. The
infatuation lingers for one day per success; the results may last a lifetime.

 0) -The Nuwisha can force another being into the Umbra with this
Gift. This is taught by a Coyote-spirit.
 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.

 
  0 -

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. 
 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

, ) 0

, 0
 0 - 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.
 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.

,  8 %  #%1 % #1 % 


  0% ý ² 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 ² one of the Weaver's spirits ²
teaches this Gift.  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.

  ) 

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

, " ! 0² 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. 
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.

    0


 0 - 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. 
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.


ý 0
 
'

 0 - 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. 
 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.

  1  0The 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.


 &ý  0 - The Brightwater can cause a group of beings ² be it a


school of fish, a crowd of people, or even a pack of Garou²to 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.
 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 ²a school of sharks or a
pack of wolves, or even a group of soldiers or policemen ² 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).

 
0  0This 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 ð 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.

 1+ 0 - 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.
 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.

# 0 -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.  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.

 
  0 - 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.
 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.



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


9 0

 (
1   0² 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. 
To dim the local lights, the werecat¶s player rolls Manipulation + Stealth.
The dimness lasts for one turn per success.
  ) 
Weak (torches, lamps) 6
Bright (fires, moonlight) 7
Harsh illumination (headlights) 8
Powerful lamps (halogen bulbs, yard lights) 9
Overwhelming (spotlights, sunlight) 10

 (+ # 0 - 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.
 The player must make a successful Gnosis roll, difficulty 7. Of course, the
Nuwisha must still know where to go.

 (+
 0 -This Gift allows a Mokole to fly through the
³nothing´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.
 The MokolC must have the Gift: Walking Between Worlds to enter the
Umbra, and must move to a place where ³flying´ 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.

 #1
 0 - 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. 
 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.

*  0

) 
 0

(
 0 - The vasuki can move With an amazing burst of sinuous
agility- 
 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.


 0 - The Kitsune can completely silence an area so that no sound can
be heap whatsoever. Lake- and Mountain-spirits teach this Gift.
 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 ¢ 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.

 #+  0 - 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.
 The Ananasi spends one blood point and one Gnosis point to create this webbing; the
web lasts until burnt or otherwise destroyed.

 (%+10 0% ý  ² The Ahroun can


establish her battlefield primacy against other werebeasts by transforming her own
claws into silver. A Lune teaches this Gift.
 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.

0 0 -The Ratkin¶s incisors can leave nasty splinters behind
when used in a successful bite attack. 
 After a successful bite attack, the player spends one Rage. Any damage
inflictedcannot be healeduntil all the splintersareremovedT. he victimmusts coreat
least5 successes on a Dexterity + Medicine roll to remove them; this takes a number of
turnsequal to (10 minus the number of successes).


;
 0


ý  0 - The Eji has such disciplined control of her fear that she
may release her fox frenzy on other beings. Caveat  
 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.
 The player rolls Manipulation + Intimidation (difficulty of the target's
Willpower). Each success sends the target running in terror for one turn.


,  0 ² 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.
 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.

    0 - 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.
 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.



 0 - All Ananasi can generate webs in their Crawlerling and Pithus
forms, but this Gift allows them to generate webs in any shape. The sheervolume 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.
 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.

ý
 0 ² 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.
 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.

B! 0 - 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.
 The player spends one Willpower and rolls Dexterity + Enigmas (difficulty
6); ³squeezing´ through a solid object increases the difficulty to 8. Three or more
successes allow the wererat to pull another person through with him.


  
+  0


*   0 - 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.
 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.


  0 - 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 ² spirit minions of C'et ² 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 ² on land, it summons tiny spiderlike spirits who don't always release the target
when asked. This Gift is taught by a Scuttler.
 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).


c  0


&"  0Givens 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.
 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.
( 
 0 - 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.
 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).

(   0 - 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.
 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.

0  
 0 - 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.
 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.

0 
- 0 -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.
 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  uses this Gift before
successfully clawing an opponent; his damage pool works out to be 9 dice
 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.

06   0 ² 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.
 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 ³Southwest, a mile or two away,´ while five would allow
³Southsouthwest, 1.3 miles, on the porch of his house.´ If the Garou already has a
maximum number of targets saved, she must ³lose´ one before acquiring another.

0
  0² 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. 
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.

0 # 0 - 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.
 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).

0
 0The 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.

0  0 - 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.
 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.

0 0ý  0² 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.
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.

0 #+ %+

ý%
+  0 ² 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.
 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.

0 ) 0 - 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.
 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."

6
  0² 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. 
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: 
 8 ) 
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.

6!
 0 - 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.
 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 turn²she 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.

'
 0 - 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 ²
heartbeat, breathing ² unaffected. Unlike regular spider venom, this toxin is immediate
in effect, and capable of dropping even a raging Garou.
 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.

'
%
ý 0 ² 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.
 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.

'(  0 ² 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.
 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.

'  c 
 0 ² 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.
 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.

+ #
 0

+ 0  0

+ #c%) 
+ #
 0 ² 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.
 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.

+ 
 0 - The Wyrsta using this gift spins a web trap, which will trigger
under the right set of circumstances, capturing an opponent. sfi'
 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.

+c

+  0 ² 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.
 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.

+ 
0 0 - 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.
 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).

+c  0 - 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.
 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.

+ "  %+ ) 


 0 ² 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.
 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.

ý ý

c
 ý - This is the same as the spirit Charm, and can be
taught by any type of spirit possessing that particular Charm.
 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.

c

 ý ² 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
 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).

c

   ý² 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. 
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.

 &" !%, " ! ý ² 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.
 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.

  ý - A Ratkin Engineer can use this Gift to energize himself or
other wererats. This can temporarily increase physical abilities, though often at therisk
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 ³energy beverages´
that are commonly adapted for this purpose.
 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).

4  %ý  ý ² 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.
 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.



 ý

, ý -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.

  ý - "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.
 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.

 
 ý - The character using this Gift grows longer arms, with
long, wickedly sharp blades, much like those of a praying mantis.
 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).

-
 ý - The Myrmidon may locate any single creature
encountered within the last 24 hours or any individual she has ever fed from. 
 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.

+ # ý ² 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.
 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.

#>  ý ² 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.
 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.


  ý - 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   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.
 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.

 + # ý ² 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.
 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.

  
 ý- 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.
 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.

 *
 %
+  ý ² 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.
 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.

 

  ý ² 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.
 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.

 
 ý - 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 ² 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 ² possibly for the last time. This Gift is
taught by the spirits of flies, flesh- jgsubs and other insects in the recycling trade.
 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  may be slow to realize what they're dealing with, however ² the
first thought may be that the body is undead, rather than living.  with special
senses may roll Perception + Occult (difficulty9) to realize the spirit remains.

* ý ý ² 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.
 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.

 ( ý² 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!
By spending one point each of Rage and Gnosis, the werecat gains three
extra attacks that turn (to a maximum of four, total ² he cannot spend Rage for extra
actions while using Clawstorm). Only slashing attacks apply ² 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.


2 ( ý ² 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.
 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.

 
 ý ² 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.
 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.


 ý - 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.
 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.

) -  ý -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.
 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.

) 

 ý

) )  &


 ý

)
 + 
 ý

)  
c  ý - 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.
 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.

) )  ý - 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. 
 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.

)
%

ý  ( ý ² The Garou may take the
exact likeness of any other human, wolf or Garou. A chameleon-spirit teaches this
Gift.
 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.

) 
 %ý  ý%0² 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. 
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 ( 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).

*
ý#ý  ý² 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+(, 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.
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.

*
  ý -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. 
 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.

*
  ý - 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.
 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 ² five blood points minimum ² 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.

ý 6 
 ý
ý +  ý ² 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.
 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).

ý )  ý - 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.
 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.

ý1  # ý - This Gift grants a temporary immunity to "Bad Luck". 


 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.

ý
0  (Level Four) ² As the Theurge Gift: Ultimate Argument of Logic.

ý 
 ý-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.
 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.

ý  ý - 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.
 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.

ý
 ý² 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.
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  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 ² it can¶t be given to a number of people before an
adventure begins.

" 
,

 ý - 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 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. 
 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.

" !
 ý

"   ý² 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.
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.

"  ý² This secret, called the ³Ghost 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 ite  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. 
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   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.
)
) 
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

" 
%0#
 ý ² 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.
 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.

"
( ý ² 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.
 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.

"  ý ² 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.
 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

" 
 ý ² 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 ² both body and soul ² in mystic Glens.
 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.

-
*   ý ² 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.
 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.
-
+ ý² 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. 
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 ³Feats of Strength,´ +(, 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.

- - ý - 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.
 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.

-& ý - 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.
 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.
-&
 ý ² 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.
 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.

-  


% c

  ý - The Ananasi with this Gift can
metabolize the blood she drinks to dramatically increase her strength.
 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.

/+
 ý - The Hatar weakens the barrier between worlds, allowing
Banes to materialize in a certain location more cxiily than normal.
 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.
 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.

/
 ý ² 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.
 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.

/
  
 ý - 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.
 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.

/

  ý - 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.
 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).

/
+  ý -The werespider may spin a transparent and durable web
with this Gift, useful in creating permanent lairs or Sylies. 
 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.

2
1'

 ý$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 ² easy pickings for an angry werejaguar and her friends . 
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.

.

( 
  ý - 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.
 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.

.)
 ý - 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 ²but 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 form²the 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.
 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  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.


  ý - 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.
 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.

 #) ý36  )


 - 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.
 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.
 The player rolls Wits + Occult, difficulty 8, and expends four Gnosis points.
The Umbral Gateway remains open for long the Nuwisha desires, but no longer
than one scene.


&
 ý ² 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.
 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.

 
 
 ý ² 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.
 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.

 #
-
 ý

  ý ² 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.
 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.


  # ý ² Upon learning this Gift, the Garou's mental defenses are
strengthened to the utmost. A falcon-spirit teaches this Gift.
 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.


(  ý - The wererat with this Gift is able to command a
horde of ordinary, mundane rats through sheer will. 
 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.)


0

 ý - 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;³rememberingµµ
him through Blood Memory isn¶t good enough.
 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 ³psychic 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
³tunnel mind´ mode cannot obtain information from the other Ratkin by force.


#16
 ý² 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. 
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.


1" ( %)


c ý² 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. 
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 .

9   ý - The Kumoti can reduce an individual to their


most base (or basic) interest or driving emotion. An angry person grows enraged and
attacks the nearest target; a sorrowful person becomes inconsolably sad. 
 The character rolls her Gnosis (difficulty of the victim¶s Willpower). The
effect lasts for one scene.

9+  ý - Nothing confines the Rokea in Sea, but on Unsea, the
humans have erected so many barriers that it drives the Brightwaters to madness. This
Gift, taught by a spirit-servant of Kun, allows them to bypass such blockades in the
most direct way possible. The character simply batters his way through whatever
stands before him, no matter what the material. 
 The player rolls Strength + Athletics (difficulty 7). The character smashes
through any man-made barrier in a number of turns equal to (8 -the successes on the
roll). This Gift does not function on barriers that do not directly impede the Rokea¶s
movement; the Rokea could not batter his way through a ship¶s hull, as he could more
easily swim around the ship.


+
 ý ² The Garou may cause the next wound he inflicts to
bleed profusely, weakening the target further. A pain-spirit teaches this Gift.
 The player spends one Gnosis point and rolls Strength + Medicine
(difficulty 7). If the Shadow Lord's next attack does any damage, the target will bleed
continuously, losing one health level per turn for a number of turns equal to the
number of successes rolled. This hemorrhaging is considered lethal damage.

 &  ý - The Brightwaters are bom in the time of Oversea's greatest
pain. As such, they enjoy a strange connection to him, and can use this connection in several
ways. When the moon is full or the sun is shining, die may draw upon his anger. When the
Wound is covered ² die sun is clouded over or the new moon rises ² die Brightwater may heal
his own pain. This Gift is taught by a spirit-servant of Oversea.
System: When the sun or the full or gibbous moon shines, the player may roll Willpower
(difficulty 6). The Rokea regains a point of Rage for each success, with no danger of frenzy. If
the Wound is not visible, the Rokea may regain lost health levels or Willpower points in the
same way.

 &+  ý - The Dimwater can call down violent storms upon his foes,
capsizing small vessels and churning the waters. This Gift is taught by a spirit-servant of
Oversea.
 The player spends one Gnosis point and rolls Charisma + Rituals. This difficulty varies
based on existing weather conditions; summoning a storm on clear, still day obviously carries a
much higher difficulty than doing so when the skies are already dark. Using the Gift: Know
Oversea's Mind ahead of time obviously allows the Rokea to plan for the best time to call a
storm. Successful use of this Gift summons a thunderstorm and chums the waters into huge
waves. One success will topple small crafts, three successes will capsize mid-sized fishing
vessels, and five or more successes are needed to sink ocean liners or oil rigs (Rokea don't
usually target oil rigs, anyway ² the oil has to go somewhere, after all).

  :0 ý² To most followers of Hinduism, time is not the


linear stream Westerners believe it is. Rather, all times are one time, viewed from a
perspective that shifts. In other words, it only appears to move because we ‘  it
does. A skilled Bagheera can employ this seeming paradox to utterly confuse an
enemy or enlighten a pilgrim. By showing him the relative nature of time, the panther
can offer him a glimpse of his folly ² or baffle him for minutes on end. 
While the cat talks to his target in low, hypnotic tones, the player rolls
Manipulation + Enigmas against the target¶s current Willpower rating. For each
success, the subject¶s perceptions skew slightly, disorienting him for two turns. Until
the Gift wears off, he subtracts three dice from all Dice Pools due to terminal
confusion. Mages who understand the Time Sphere are totally immune to this Gift¶s
effects.

 
-
 ý - The Rokea can sink into any solid matter, be it wall, floor or
open ground, and watch what happens around her. At any time, she may spring forward and
attack. This Gift is taught by an angel shark-spirit.
 The player rolls Stamina + Stealth (difficulty 8). Success indicates the Rokea merges
with a wall or floor, which must be thick enough to cover her (i.e., she can't merge with a normal
wooden door). She may remain inside the structure as long as she wishes, subject to normal
natural requirements (food, for example). While thus concealed, she cannot be detected by casual
searches and most supernatural powers (Storyteller's discretion). If she chooses to use this Gift as
an ambush, any opponents she attacks receive a -3 to their initiative ratings for the first turn.

 
  - As the SG gift, Preternatural Awareness.

 
 ý ² Shamans from many diverse cultures are said to know
secrets for placating angry ghosts and ancestors ² this Gift is one of them. A Theurge
with this Gift always knows exactly what kind of sacrifice is necessary to make
atonement for an offence against the spirit world, and is skilled in the secret methods
of offering it. A spirit from the realm of Erebus teaches this Gift.
 With a Perception + Occult roll (difficulty 7), the Theurge learns what she
must offer to placate an offended spirit. Usually, as long as both offender and Theurge
are sincere, a few points of Gnosis spent is sufficient to restore harmony; if the
offender is dead or absent, or the offense is truly great, the spirit courts may require
the Theurge take on a geas as chiminage, offer a fetish or undertake a quest. In
legendary cases, Theurges have even been known to surrender their lives to restore the
Garou Nation¶s ties to a wronged Incarna to totem spirit.

 ý - This Gift lets the Ananasi create a special coating that keeps obj ects
in a form of stasis until the character needs them again. The object appears to have a soft, silky
cocoon around it, preventing it from being damaged by outside forces. Fire, physical force, even
the ravages of time are kept out by this delicate weave. Only the Ananasi who wove the cocoon
can open it without special occult knowledge.
 The character must expend one blood point and roll Wits + Rituals (difficulty 8) to
create this weave. The Ananasi can cover a single object of up to his Gnosis rating in square feet.
The coating keeps the enclosed object in stasis, keeping meat and other items fresh, and even
maintaining living things in a comalike slumber. The effect lasts until the cocoon is broken; the
exact means of cracking the cocoon are up to the Storyteller, but only supernatural power has a
chance of success.

 0  ý

  ý ² This Gift offers the Theurge true insight into the future.
Such visions are sporadic and sometimes enigmatic, but unless a specific effort is
made to change what is ahead, they are always accurate. An owl-spirit teaches this
Gift.
 This Gift is as much a story element as a power; the player should check with
his Storyteller before buying it for a character. Regardless of whether it is possessed
by a player character or not, visions come only at the Storyteller¶s whim and contain
whatever information he desires. The Storyteller should obviously avoid depicting
player characters¶ futures in such visions, to avoid turning them into a set piece.
; ,  ý

; #
 ý ² The Garou turns the ground into a sticky morass that
catches foes and prevents them from escaping or even walking. An earth elemental
teaches this Gift.
 The player spends a Gnosis point and rolls Manipulation + Primal-Urge
(difficulty 7). Each success changes the ground into a quicksand-like bog for a 10-foot
radius. Anyone trying to move through it (except the Garou) moves at half walking
speed, and he may not execute combat maneuvers that require overland movement.
Additionally, all other combat maneuvers take a +1 difficulty penalty.

, #
   ý - Few Wyrm creatures can be as foul or disobedient as
Ratkin rugrats. Sometimes hyperactive ratlings would much rather climb the walls
than submit to sleep. After years of helping little ones get ready for beddy-bye, metis
learn skills useful for later in life. Through a combination of spiritual calmness, a
raspy singing voice, and weird-ass Ratkin lyrics, a metis can make his enemies
drowsy, or even force them into unconsciousness.
 Spend a point of Gnosis and roll Manipulation + Expression; the difficulty is
either the victim¶s Rage + 3 (if he¶s a shapechanger) or a 6 (if not). Success brings a
shapechanger or vampire out of a frenzy, or calms down a human who¶s reacting violently to the
Delirium. The victim makes a simple Willpower roll; the difficulty is 3 plus the number of
successes you scored (maximum of 9). If the roll succeeds, he feels sleepy, gaining a +1
difficulty to all die rolls for the rest of the scene. If it fails, the victim¶s difficulties are at +3 (to a
maximum of 9). On a botch, the victim falls asleep.

, 1  ý ² Perception is subjective, but the Philodox cannot


afford that luxury. This Gift allows the user to sense whether what the subject believes
to be true is actually false. A Jaggling of Falcon teaches the Gift.
 The player rolls Perception + Enigmas (difficulty 7). A single success
determines if what the subject is telling an unintended untruth. Three successes will
discover if the subject was deliberately misled. Five successes or more will reveal the
truth of the lie at its simplest level (it might tell who perpetrated a crime, but not why
or who the perp was working for). Note that this Gift only works when a subject
speaks what he truly believes; packmates can¶t go on ³fishing expeditions´ by
throwing out names to determine who really committed a deed, for example. Reality¶s
Path deals with knowable facts (³She never intended to return´, ³despite his boast,
your brother didn¶t kill the Bane single-handed´), not greater spiritual truths.

,   ý u The Mokol6 can attack enemies with their own
evolutionary heritage, forcing them to retreat back  the tree of life toward the
primordial ooze of Gaia. The foe is transformed into a lower form of life by force
ofwill. cDesigner-spirit named Haeckel teaches this Gift, and will demand a favor in
return.
 The MokolC shouts the enemy¶s name and certain Words out of time. He
then rolls Mnesis ð Intimidation, difficulty 74For each success, the enemy devolves
through one stage of existence: one success makes him a primitive ratlike mammal,
two make him a reptile, and so on. The effects last one scene.

,+ %- +



 ý% ý ²
Part of a metis¶ role is the salvation of despoiled wilderness. To do so, he¶ll often sniff
around, paw at the earth, rub his scent around and urinate in various places, essentially
claiming the place as his own. While this isn¶t a true Rite of Claiming, it resembles it
in many ways. By dedicating himself to this land, he can summon forth a healing
power to save it from toxins and other desecrations. 
The player rolls Manipulation + Survival (difficulty 7) and spends a Gnosis
point. Each success makes one square half-mile of damaged, cursed or barren land
fertile again; uprooted trees won¶t re-plant themselves, but new trees and plants will
rapidly grow. This healing is permanent until someone takes the time to despoil the
land again.

,8
 ý

,
-
 ý -Once a Rokea chooses a course of action, few forces
beneath Oversea can change her mind. With this Gift, the Rokeamay apply her
determination to her chosen course of action, adding sheer persistence to her strength
and skill. A shark-spirit teaches this Gift.
 When the Rokea learns this Gift, she chooses a goal or action. This goal must
be easily stated (³Protect the Chill Water Bites Grotto´ or ³Destroy Hallahan
Fishing´). No form of mental or emotion control can force the Rokea to abandon or
act in a manner counter to her goal. The player receives one automatic success on any
roll that furthers the character¶s goal. If the goal is ever accomplished, the player may
choose another. If the character wishes to change the goal before accomplishing the
original one, the player must spend a permanent point of Gnosis. The goal must be
specific - ³Survive´ or ³Fight enemies´ is not acceptable.

, ý ² The Philodox can call on her power to radiate a


commanding presence that compels others to submit to her. Should she succeed in a
test of wills, she dominates her foe, which causes humans to fall to their knees and
wolves to roll on their backs. Either a lion- or a wolf-spirit teaches this Gift.
 The player must score at least three successes more than her opponent on a
resisted Willpower contest. If the Gift takes effect, the victim can take no action other
than submission unless he is in direct danger.
 

 ý ² The werewolf can bring all his senses to bear on
one spot with which he is familiar (even an Umbral site), no matter how far away that
spot is. The Philodox senses the site from a point of view as if he were standing in the
middle of the area being scanned. A bird-spirit teaches this Gift.
 The player rolls Perception + Enigmas (difficulty 8). If the spot is in the
Umbra, the difficulty is 8 or the Gauntlet rating (whichever is higher).

 
&,
 ý - The Rokea blessed with this Gift is never lost. She can
always trace her route, in the ocean or on land, and darkness, weather, or deliberate tampering
with her trail are insufficient to throw her off course. This Gift is taught by a salmon-spirit.
 Once learned, this Gift is always active. The Rokea can always retrace her steps on
land, and can always find her way back to a familiar place in water. Gifts such as Trackless
Waste must score more successes than the Rokea's Willpower to be effective, and even then they
only work for a matter of minutes. The Rokea will always recognize a place she has seen before,
even if it has changed dramatically. Needless to say, the Rokea's sense of direction is also perfect
(i.e., she can always find true north).

 &  ý - In water, Rokea can glide smoothly around opponents, using
their internal oil reserves to float, weighing only a small fraction of what they would on land. By
using this Gift, the Darkwater can float, hover, or glide through air j ust as she would in the
water. She cannot gain a great deal of altitude with this Gift, but can float over tripwires or other
traps, lie in wait for enemies, or execute graceful combat maneuvers normally impossible when
gravity is a concern. A spirit-servant of Sea teaches this Gift.
 The player rolls Gnosis (difficulty of the local Gauntlet). The Gift stays in effect for one
scene. The character can float, hover, and "swim" through the air, but cannot get more than 10 to
15 feet off of the ground. Another curious effect of this Gift is that the character may assume any
form while the Gift's effects last, even those forms normally limited to breathing water.


c ý - Occasionally, a Rokea chooses to incapacitate an
enemy (or a frenzied ally) without harming him. This Gift allows the Rokea to force a target into
a vivid hallucination, in which he is drifting in the ocean with nothing around for miles. The
Rokea may also use this Gift as a terror or interrogation technique by making subtle changes in
the vision. This Gift is taught by a spiritservant of Oversea.
 The player spends a Willpower point and rolls Manipulation + Intimidation (difficulty
of the target's Willpower). Success places the target into the hallucination. The target simply sits
down or swims in circles, all the while believing that he is lost in the ocean. If the player makes a
successful Manipulation + Expression roll (difficulty 6), the Rokea can add other details to the
vision ² threatening storm clouds, shark's fins in the water, etc. The target can hear the Rokea's
voice, and so can answer any questions directed at him. If the target has reason to believe the
hallucination false, he may roll Willpower (difficulty 7) to resist. He must accumulate at least as
many successes on this roll as the Rokea's player did on the Manipulation + Intimidation roll to
break free. This Gift lasts for one scene otherwise.

  "   ý ² The Garou emits a horrible, ragged scream imbued


with Rage and the pain of Gaia. The force of the scream batters foes and knocks them
off their feet. Storm-spirits, which the Get call Sturms, teach this Gift.
 The player spends a Gnosis point and rolls Rage. Everyone within a 50-foot
radius is blasted to the ground to suffer one health level of bashing damage per
success as a shockwave rips through the area.


)
 ý - The touch of Unicorn¶s horn sets evil spirits and poisonous
beasts to flight. This Gift enables the Child of Gaia to mimic Unicorn¶s power, driving foul
creatures out of water, underbrush, and so on. It is a more powerful ability of Unicorn¶s horn,
and Unicorn himself teaches this Gift.
 The Garou touches his hand or forehead to the water, into the alleyway, or into
whatever area he suspects of harboring enemies. He then rolls Gnosis, with the difficulty being 4
for ordinary animals such as snakes, 6 for lesser Wyrm creatures (such as fomori), 8 for Wyrm-
servitors of strong power (such as Black Spiral Dancers) and 10 for powerful creatures of the
Wyrm. For each success, one such creature is forced to abandon its hiding place or nest by the
most direct route possible. If the Wyrm-creatures were using any supernatural means of
concealment (such as Gifts or Disciplines), they may make a Willpower test, difficulty of the
Garou¶s Gnosis, to maintain these powers. They must still physically leave the area, however.
Note that this Gift may cause the creatures to attack and is thus best used with care. Serpent-
Driving may be used only once per game session.

 ( ý   ý - u As the Galliard Gift, save that Mokole
often tell stories as sunshafts bum dazzlingly through the trees into the wallow¶s
darkness. When this Gift is combined with Mnesis, the result is a unique art called
inwitting, in which the teller sends her audience into the memory-dreams of the
Dragon Folk. This enables a storyteller to set tales in the past as far back as the
Mokol6 who is telling the story can remember. cShadow-spirit teaches this Gift.

 (ý
ý( ý - One creature within the Kitsune¶s line of sight
sees a vision and believes. The illusion is perfectly detailed with color, light, and
motion. Chimerlings and other illusion spirits teach the Gift.
 The player spends a point of Gnosis and rolls Manipulation + Empathy
versus the target¶s Willpower. The viewer may free himself by finding a flaw in the
vision and convincing himself it isn¶t real. This is so difficult that normal humans may
have no chance at all (Storyteller¶s discretion). All others may escape with a
Willpower roll at difficulty 9 once they have a good reason to attempt disbelief.

 (  ý² As the Theurge Gift of the same name (found in


the  "). Unlike the werewolf Gift, the Bubasti does not have to mimic the
shadow¶s movements; once free, it can go about its business as if it were a perfect
duplicate of the Bastet. Also unlike the Garou Gift, some light must be present to cast
the shadow in the first place.
 ( ý  ý ² By invoking the power of shadows and
dreams, the Galliard may create interactive stories in which others take part ²
willingly or not. Shadows dance around the participants as they act out their roles (as
directed by the Galliard). This Gift is used commonly at moots, allowing many Garou
to take part in the same legend recounted by the Galliard. However, this Gift can also
be used on the unwilling, forcing them to participate in a story of the Garou's
choosing. An ancestor-spirit teaches this Gift.
 When using this Gift on the unwilling, the player must spend a variable
amount of Gnosis and score three successes on a Manipulation + Performance roll
(difficulty of the target's Willpower). If successful, the player may tell a story and
force the victim to perform exactly as the story's character does. This effect lasts one
turn per Gnosis point spent.

 #+   - The Darkwater emits a powerful blast of force much like
a depth charge. This Gift is useful both on land and in water, although force carries
much farther underwater. This Gift is taught by strange spirits of force in water called
Breakers. 
 The player spends one Willpower point and rolls Rage (difficulty 6 in water,
7 on land). Success creates a concussion that travels out from the Rokea in a cone.
Any living thing caught in the blast suffers lethal damage equal to the successes on
the Rage roll. On land, targets must also roll Dexterity + Athletics (difficulty 8) or be
knocked down. In water, the Gift¶s range is the Rokea¶s Stamina :• in yards; on land,
this range is halved.

 
 ý² Some Ceilican over-steeped in human culture call this
Gift Blofeld¶s Cat after James Bond¶s nemesis (who, they insist, was the white cat,
not the man). This Gift allows a Bastet to physically become a house cat. While this
form can be limiting, it¶s very unobtrusive. Best of all, it doesn¶t hamper cat magic in
any way, and screens out routine mystic senses. Unless the victim subjects his
housecat to a rigorous magical appraisal, the Bastet is free to enter and observe
whatever he likes. 
The Ceilican¶s player spends a Gnosis point and rolls her Gnosis against
difficulty 8; for each success, the Ceilican can retain her feline form for one hour.
During this time, her Physical Attributes become those of a domestic cat, although her
Social and Mental Attributes remain the same. She cannot speak, but can use any Gift
that her feline form will allow. Although a person who makes a successful Perception
+ Awareness roll (difficulty 8) might realize that ³there¶s something weird about the
cat,´ her true nature remains hidden unless someone penetrates her disguise magically
(with Disciplines or True Magick, for instance). Attempts to do so add 3 to their
difficulty. It should be noted that few vampires or wizards bother to check every
passing cat with magical sight unless they have some compelling reason to be so
paranoid (over and above their usual paranoia).


+
 ý

  ý - The Eji can transmute his teeth to any substance he desires.
Silver and jade are the most common, but as the teeth are supernaturally strong and
rigid no matter what is chosen, wood, fire, ice and even water are possible. This Gift
is also taught by elementals.
 The player spends a Gnosis point and rolls Stamina + Primal-Urge. Silver
teeth will not harm the Kitsune so long as they stay where they're supposed to be ² if
he is forced to bite himself, he's affected as much as any enemy would be.


0  ý ² The Garou can run at 10 times his normal
land speed. The effects last for up to eight hours, during which the Garou can nothing
but concentrate on running. When the Gift's effects end, the Garou must eat
immediately or face frenzy from hunger. A cheetah- or air-spirit teaches this Gift.
 The player spends one Gnosis point and rolls Stamina + Athletics
(difficulty 7) to activate the Gift.

 #
0
 ý -The Ratkin with this Gift can choose to speak and
Uderstand any One human language under the sun. 
 The player spends one Willpower; the know)- edge lasts for one scene.

 (%0  ý% 0² Another Den-Realm Gift,


this one allows a werecat to attack from the Penumbra, or to rip through the Gauntlet
at an Umbral opponent, without stepping sideways. Naturally, he must be able
to  his opponent before he can hit him . 
By rolling Gnosis against the local Gauntlet, the Bastet can slash through
with a normal hand-to-hand attack (+1 difficulty) without exposing himself to danger.
Each attack requires a new roll against the Gauntlet. This Gift can only be used within
the cat¶s own Den-Realm. For Metis Bastet it is easier to learn and it works anywhere.

) 
 ý ² The Garou may drain power from a spirit to feed his
own resolve. A spirit servant of the Uktena totem teaches this Gift.
 The player makes a resisted Gnosis roll against the spirit. If the player
succeeds, the spirit loses one Essence point per success for the rest of the scene. For
every two points drained, the Garou gains a temporary Willpower point, but she loses
any points exceeding her maximum at the end of the scene.

- 
 ý
  ý

 ý - Similar to the Garou homid Gift: Spirit Ward, this Gift
distinguishes between friendly or neutral and hostile spirits, simply causing the former
to bypass the Gurahl while actively intimidating hostile spirits. Bear-spirits may
ignore the aura if they wish. 
 The Gurahl rolls Manipulation + Rituals. Each success on this roll causes
spirits who attack the Gurahl to lose one die from their dice pools.

+  ý ² A werewolf with this Gift may protect himself from
spirits by performing a quick warding rite. To use this Gift, the werewolf draws an
invisible pictogram in the air that scares and unnerves any nearby spirits (except pack
totems or caern spirits). The symbol travels with the werewolf as long as it lasts. An
ancestor-spirit teaches this Gift.
 The player spends one Gnosis point and rolls Manipulation + Rituals
(difficulty 7). Spirits within 100 feet of the character (again, except the pack totem or
local caern spirits) must subtract one from their dice pools for each success. This Gift
lasts for one scene.

 ý² With a wicked hiss, the werecat spits a stream of fire at his
opponent. Crude, but effective! 
The player spends a Gnosis point and rolls Stamina + Athletics to hit a
victim (difficulty 7). Each success inflicts one aggravated Health Level of flame
damage, which may ignite flammable items.

 ý - The Ananasi's ichor can induce paralysis simply by touching
exposed flesh. The afflicted victim becomes weak even to the point of motionlessness.
 Characters that have been splashed by the ichor must make a Stamina roll (difficulty 6).
For every success below the Ananasi's permanent Gnosis, the affected character loses one point
of Strength. Lost Strength returns at a rate of one point per hour. Like the Level Three Gift:
Touch of Blood, the ichor must be fresh from an open wound on the Ananasi, and must touch
exposed flesh.

!(
 ý² Like the Lupus Gift: Elemental Gift, this
magic allows a Qualmi to conjure a spirit to shift the elements to her advantage.
Dwelling in the North as they do, most members of this tribe favor air and ice
elementals over fire or earth.

#
ý&ý
%,


- ý ² No auspice is as
closely tied to their Rage as the Ahroun, who is the master of directing his fury. This
Gift ² taught by a wolverine-spirit ² allows him to channel his Rage even more
effectively.
 The Garou regains one Rage point in any turn that he takes damage, and he
does not have to check for frenzy from that specific stimulus (other stimuli induce
frenzy checks as normal). In addition, the Garou can spend one Rage point ² and
only one ² per turn without losing any temporary Rage. However, if he spends
multiple Rage in any turn, they are marked off as usual.

  ý


)
 ý ² The Garou draws on a target's anger to
feed his own. A Stormcrow teaches this Gift.
 The player rolls Wits + Intimidation (difficulty of the target's Willpower).
For a number of turns equal to the successes scored, the target will lose a point of
Rage per turn, while the Shadow Lord gains that Rage. The character can use this Gift
only once per target per scene.


*  ý

#c%; #
 ý ² The Garou becomes the ultimate
example of passive resistance. She becomes unable to attack an opponent, but she is
also unable to be hit, allowing her opponent to exhaust himself in the attempt. A
mongoosespirit teaches this Gift.
 The player spends one Willpower point and rolls Wits + Dodge (difficulty
of the opponent's Willpower). For the duration of the scene, the opponent cannot
strike the Garou, no matter how many successes he achieves on the roll. This Gift is
canceled immediately if the werewolf attacks his opponent or if anyone else attacks
on the Garou's behalf. This Gift will work on multiple opponents, but the player must
spend a point of Willpower and make a new roll for each opponent.


*
 ý - This powerful Gift allows a Mokol6 to embody Sun¶s
holy fire. As the Mokol6 prays to Sun, she appears to burst into silent, solar flames,
lighting the area as brightly as noon and burning her opponents with a touch. This
Gift is taught by a Sun-spirit.
 The player spends three Gnosis to call on Sun¶s radiance. Any vampires
within line of sight react as if they were looking on the sun, and the Mokol6¶s claws,
teeth and tail inflict one extra health level of damage. Finally, the Mokok¶s touch
inflicts damage as if it were gold.


 ý

(( '

 ý - The Gurahl summons a swarm of angry
bees to harry or attack an enemy, directing them a\ she chooses. 
 The player spends a point of Gnosis and rolls Charisma + Animal Ken. One
success summons 100 bees; additional successes add more, up to an entire swarm with
five successes. The bees can srmply harry an opponent or cause serious injury (or
even dtwh from severe allergic reaction).

(6
 &  ý - The Rokea can enter Undersea's
bloodstream ² the series of mystical tunnels that connects Grottoes ² at any Grotto and emerge
at another nearly anywhere else in the world. The Rokea must obtain permission from the spirits
of both Grottoes, or else she will be shunted off to a totally random and possibly dangerous place
somewhere in between the two Grottoes. This Gift is taught by any Grotto-spirit.
 The player spends one Willpower point and rolls Charisma + Rituals (difficulty 4 + the
Grotto's level). The player must make this roll twice; once when the Rokea enters Undersea's
bloodstream and once when she reaches her destination. The Rokea can normally only travel to
Grottoes she has visited before, but the Grottoes can be anywhere in the world.

(
, ý - The Nagah can enter the spirit world in
the same manner as Garou; she no longer requires an Ananta to do so.

0
)

 ý² A ruler must be prepared to provide for
his subjects. By laying this Gift upon the land, a Simba can make the local crops grow
quickly, the soil turn fertile and the waters run clear. This Gift comes from the hand of
Manu T¶Chaa, who ended a famine with his wisdom and passed the secret to his
descendants. 
As the Level Four Metis Gift: Redeem the Waste, except that the magic
doubles crop growth and health, purifies water immediately, and costs one Gnosis per
success.

0-
*  ý² The Mother is not at peace. Some Pumonca
know how to rouse her enough to show her displeasure. When this Gift is employed,
the ground shakes, opens or gives way, covering tracks, sealing passages or burying
the cat¶s opponents alive. 
Depending on the cat¶s environment, this Gift takes many different forms,:
among hills or mountains, it causes an avalanche; in the swamps, it begets quicksand;
in deserts and plains, it causes the ground to open up beneath a target. To invoke these
disasters, the cat¶s player rolls Manipulation + Survival, with the difficulty being the
area¶s Gauntlet +2 (maximum 10) and spends a Rage point. The exact effects are up to
the Storyteller, but often affect a 100-foot radius for each success rolled. If the attack
causes damage, assume that the victim takes two or three normal Health Levels for
each success. Some attacks, like falling rocks, are more deadly, but may allow the
target a Dexterity + Athletics roll (difficulty 6-8) to get clear.

0  1ý  ý$By calling together the elements of her soul, a
Bubasti can send them out of her body for a while. The body itself enters a deathlike
trance until the Scarab returns; although it doesn¶t decompose, all other signs (magical
and otherwise) declare that the cat has died. The flying Scarab resembles an ordinary
insect unless inspected with magical senses, in which case it glows brightly.
System: Manifesting a soul into the beetle shape requires a Manipulation + Occult roll
(difficulty 8) and a one-Gnosis expenditure. From there, it takes wing from some
orifice or crawls away unnoticed (Perception + Alertness, difficulty 9 to spot). The
body remains intact for one day per success, during which time the Scarab can reenter
and resurrect the cat. After the time limit passes, the body instantly decays, even if it
has been preserved somehow.

0 
# ý

0 ,  ý ² Using this Gift, an Ahroun can channel a portion of her Rage to
another, be the beneficiary Garou, human or animal. In the former case, the effect is fairly
mundane, lending an ally strength in combat; in the latter, it grants an awesome and destructive
quality to beings that do not normally possess such.
On a social level, this Gift can be a potent source of inspiration (and instigation) as well ² while
Rage is an intensely visceral and difficult-to-control quality, it also bestows the ability to feel
righteous anger at corruption and injustice ² a faculty many humans have lost in the quiet
apathy of the World of Darkness. A fury-spirit teaches this Gift.
 The Ahroun spends one Willpower, or two if bestowing Rage on a mortal. He then
expends a number of temporary Rage points, and the target gains them and may spend them
normally. Once any points above the target¶s normal maximum Rage (zero for humans) are
spent, they are gone for good barring a second use of this Gift. This Gift cannot grant Rage to
mages, ghosts or other kinds of supernatural beings that do not already possess Rage. Spirits
already have a Rage Trait, but can receive the temporary points to use to gain extra actions in
combat as Garou do.

0

*  ý - There are some tunnels that even Runners fear to tread. In these
places, scouts often communicate across long distances by scraping on walls, rattling bones,
chittering to set up echoes, and so on. High-ranking rats don¶t just spread messages this way;
they also listen closely to get a rough idea of the tunnels ahead, just in case they need to bolt
through them. Whisper in a ventilation shaft of a big corporate building, or rattle some bones at
an open sewer lid, and there¶s a chance you may sense a passageway you never realized was
there.
 Spend one Gnosis and roll Perception + Performance. While performing this Gift, your
senses will be hyperattenuated for the duration of the scene, especially to the sounds of echoes
and rustling down the system of tunnels you¶re using. If anyone makes a loud noise while you¶re
in this state, you¶ll take one health level of non-aggravated damage. Once you take this risk,
however, you can communicate to anyone in that tunnel system. Each point of Willpower you
spend allows you to relay one sentence (up to ten words in length). Any Ratkin in the tunnel
might receive this message. Unfortunately, the harmonics get distorted over distance; another
Tunnel Runner using this Gift won¶t receive the words you sent, but instead, detect a sensory
image that relays the same information. This image can be intercepted by other Tunnel Runners
who spend a point of Gnosis and make a successful Blood Memory roll (difficulty 8); other
shapechangers, humans, or supernatural creatures just hear unearthly subterranean noises. Even
if you don¶t spend Willpower, you can also roll temporary Gnosis to get a sense of a section of
the tunnel system. With three successes, you might also get a vision of someone stalking down
there. With five successes, you may uncover a secret tunnel, an entrance to a room you need to
access, or an object that has been lost or abandoned. When other shapechangers go crawling in
the sewers, they learn to fear the strange echoes ricocheting around them; they foretell the
approach of a skilled Tunnel Runner!

0
 ý- There's safety in numbers, or so you've been told. The
Doppelganger Gift helps a Ratkin imitate another person. The Treppelganger Gift splits you into
a gang of little Ratkin. They must all stay within the same immediate area, but they can also
coordinate their actions based upon your thoughts.
Roll Intelligence + Performance; for each success you obtain, this Gift remains active
for one turn. Each turn, you can split one little nine-inch Crinos off the side of your body. You
mayformup tothree little ³giingsters,´ and you must spend a point of Gnosis for each one. This
continues until they are all complete or you stop forming them. When the last little one is
formed, you shrink down to the same size. All members of the giing act on the same initiative. A
gkgstet may only make one attack each turn. They cannot use any of your Gifts, and they cannot
join in the Gift: Pack Attack; they¶re all extensions of you. These tiny ratlings can scurry through
a number of yards equal to their Dexterity each turn. They can make amazing vertical leaps,
jumping onto tables, chairs, shelves and drawers when necessary. At the end of the combat, all of
the little critters reform into one biecrinos rat aeain. Althouh they look like little Crinos wererats,
they're actually weaker. In Treppelganger form, each one has Strength +1, Dexterity +2 and
Stamina -1. These little rugrats are cute though; they get Charisma +2 and Apperarance +2.
When you shrink down you have the same traits.

6
 
 
 ý - This Gift grants Unicorn¶s perfect speed to
the Garou, allowing her to outrun virtually any pursuer. An avatar of Unicorn teaches this Gift.
 The player spends a Gnosis point and makes an opposed Stamina + Athletics roll
against the fastest of any pursuers; the Garou is unfailingly faster than her pursuers for one scene
for each success.

6


0  ý- Tenere use this Gift to see connections between
apparently unrelated objects, solve puzzles and to gain a broader perspective on a knotty
problem.
 The player rolls Wits + Enigmas (difficulty 7). Each success reveals more connections
between the targeted objects or more clues to the puzzle or problem under consideration.

6
 
1" %
 ý - The Garou blessed by Unicorn are calm even in the
midst of chaos. This Gift, taught by an avatar of Unicorn, allows the Garou to keep a tight lid on
her anger.
 The player spends a Gnosis point; for the rest of the scene, her Garou cannot frenzy,
and her ability to spend Rage is limited by her Empathy rather than Dexterity. Further, her Rage
is considered three points lower for purposes of determining whether surrounding humans are
affected by the Curse (Werewolf, p. 191).This Gift does not work if the Garou is in Crinos form.

6 &  ý


'( ý -This Gift comes from the belief that all things
are but adream of the idea or object that birthed them. It allows the user to see the
³seed´ of anything, from the parents of a child to the mastermind of a plot. Note that
some things result from the growth of several ³seeds.´ A Mokol6 looking at America,
for instance, could see any number of things (John Locke in his study, Native
Americans planting maize, Africans bought with Boston rum.. .). The Gumagan are
most likely to learn this Gift, which is taught by Finch.
 The Mokol6 rolls Perception + Mnesis, difficulty 74If the thing to be seen is
outside the Mnesis of the Mokok¶s line, the difficulty is 8. In the case of truly alien
causes and effects, the difficulty could be 9 (Vhujunka plotting to sail into the Deep
Umbra, etc.).

'
 ý$Among the old folk, the jaguars were respected for
their insight. Many Olmacs and Maya came to them for visions, and the tribe
responded by evoking this ageless Gift. By calling to the spirits of the air and the
plants, a modern jaguar can still conjure the Vision Cloud, a swirling fog which wraps
itself through the clearing or cave, bringing mystic insights to those who seek them ²
and to those who do not. By rolling Manipulation + Enigmas and spending a
Gnosis point, the Bastet is allowed to call up the Cloud from nothingness. This misty
kaleidoscope fills an area up to 50 feet square and affects everyone without breathing
gear or magical protection ² including the Bastet himself. The hallucinations which
ensue are left to the Storyteller¶s discretion, but should foreshadow possible future
events, reveal lost lore, or offer clues that clever characters can decipher (see
³Storytelling´ in +(, pages 59-61 for ideas).

'&ý  ýOne of the great advantages of being a carrion eater is


that your dinner plate is rarely empty. There's roadkill everywhere just waiting for
you to dig in. What happens, however, if you want something a little fresher? After
all, who knows how long that hunk of ex-squirrel has been hanging out in the passing
lane?
Vulture¶s Feast allows a Corax to rot flesh with a touch, regardless of whether the
target meat is dead or alive. Obviously, this is not a Gift to be used lightly, but there
are times when even the most peaceable Corax has no recourse but to turn someone¶s
face into a mass of decaying SuPPUration- A Vulture-sPirit teaches this Gift.
 The exercise ofvulture¶s Feast requires the expenditure of a Willpower
point and (Gnosis. The Corn must then make a successful Dexterity + Brawl roll
(difficulty  in order to touch his victim, then he must succeed on a contested Stamina
roll. If he wins, the flesh he¶s currently touching becomes withered, dead androtted;
the victim takesone Health Level of aggravated damage for each success the Corax
has left. Only Cora in Homid can make use of this Gift. Corax who become too fond
of using Vulture¶s Feast are often easily turned to the Wyrm, so anyone who gets a
reputation for using Vulture¶s Feast frequently will find himself watched
carefully by his fellow wereravens.

+ # &
 ý u Similar to the Gift Dream the Matre¶s Mind,
thisGift lets the MokolC actually enter the astral realm, the Deep Umbra in physical
form. Alternately, if she is already astral, she can remove her cord relatively safely.
The use of this Gift is rare, m fewer MokolC are versed in it, but it allows the
Mokole to enter the embodiment of Gaia¶s memory without leaving a
helpless body behind and without a silver cord. Some MokolC postulate that the silver
cord becomes invisible, but isstill there. ThisGift is taught only by various spirits
familiar with the Deep Umbra.
 No roll is needed; the effects are automatic cMokok who has used the Gift:
Dream the Matre¶s Mind and passes into the High Umbra may use Walk the Matre¶s
Mind to remove her silver cord and continue. If she does this, she must make sure to
return before her body suffers too greatly: her Stamina is the number of scenes that
she will be able to voyage (at the Storyteller¶s discretion).

+ #
(
+%*
 1 ý² Some tales claim that
Coyote taught Bastet to step sideways; others insist the trick was stolen from Garou.
In any case, this Gift allows a werecat to walk into the Umbra as Garou do. This is
another gift that easier for the Swara to learn than the others. That this talent is so
common among the Swara is a closely-guarded secret. Ordinarily, Rokea cannot step
sideways without using the Rite of Passing the Net (see below). Darkwaters, however,
long ago discovered how to part the thin aquatic Gauntlet on their own. Any spirit-
servant of Sea may teach this Gift. 
See +(, pages 170, 175-176. The talent becomes natural once a
werecat learns this Gift.Once learned, this Gift is permanent. The Rokea may step
sideways just as werewolves do. This Gift does not provide protection from the
increased pressure and cold of the undersea Umbra, however, although the Gift: Blood
of the Deeps does

+ 0 
 ý ² The Fury with this talent can fire her claws from her
hand like darts. She is incapable of using claw attacks with that hand until her claws
regenerate, however. A wasp-spirit teaches this Gift.
 The player spends a Rage point and rolls Dexterity + Brawl to hit. The
difficulty is figured as though the character was using a firearm; the medium range is
20 yards. Damage is figured normally for a claw-strike. The Garou's claws take one
full turn to regenerate.

+ 1   ý - By focusing on a object, the Rokea can cause it to


age as though left underwater for years. Wood becomes brittle, paper yellows and
falls apart, metal tarnishes and rusts, etc. A spirit-servant of Sea teaches this Gift. 
 This Gift takes one full turn to invoke. The player rolls Wits + Enigmas
(difficulty 7). Each success ages the object one year underwater. One is usually
enough to erode wood to the point that it crumbles, while metal might require three or
more. The Rokea may use this Gift as an extended action, wearing away at the object
until it breaks.

+ 
# ý - Ananasi using this Gift create a covering of webs over a target.
These webs are thick and sticky, actually springing from the body of thetarget itself, and
covering the target in an airtight blanket of webbing that prevents breathing and obscures all
senses. It is a very unpleasant way to die.
 The werespider spends one Gnosis and one blood point and rolls Dexterity + Medicine
(difficulty of the target's Willpower). Success means the target spontaneously begins generating
the thick webs that completely cover the target's body. Attempts to tear the webbing away are
resisted by an effective Strength of 9. Burning the webs is a possible solution, but the target
covered by the webs takes the same damage as the webs themselves.

+  ý - The Tenere can create a large web extremely quickly.
 The Ananasi spends two blood points, allowing her to cover a football field-
sized area with a sticky web with an effective Strength of 9. This web does not affect
other Ananasi.

+ 1 (D ý² By communing with the odd spirits inside


computers, a werecat can call up the passwords to files, accounts or encryptions.
Although few nature-bound Bastet know this trick, many of their city cousins have at
least heard of it. Most of those who  know it charge hefty favors for the
teaching . The player rolls Manipulation + Enigmas, spends a Gnosis point,
and hopes the Net-Spiders will be generous. These encounters should be played out ²
computer spirits can be pretty weird, and may want a bribe. The difficulty depends on
the target¶s value. A successful Computer or Hacking roll can reduce this difficulty by
1 for every two successes (same difficulties; see 0+( ", pages
194-199).

/
 
) 
Checking accounts 5
Corporate records 6
Important documents, designer viruses 7
Secure accounts 8
Corporate secrets 9
Government secrets 10

+%)
 ý ² With this Gift a Garou may deliver a
devastating curse upon a foe's body, causing it to weaken or palsy. Many consider the
use of this power on a foe to be a declaration of unending war. Either a pain-spirit or a
spirit of disease teaches this Gift.
 The player spends one Gnosis point and rolls Gnosis, and the target resists
with his own Gnosis roll. The Garou's difficulty is the opponent's Willpower, while
her victim's difficulty is the Ragabash's Gnosis. (Victims without Gnosis roll Stamina
without any adjustments for supernatural powers or the like.) Each success scored by
the Ragabash allows him to remove one point from any of the victim's Physical
Attributes. The effect is permanent, although the victim may restore these Attributes
via experience. This Gift may be used only once ever against a given opponent.

+ ý - In any body of water larger than a swimming pool, the
creature can create a whirlpool for one scene. 
 The player spends one Gnosis, and roll Gnosis (difficulty 7) If the whirlpool
is created under a target, it needs a minnimum number of successes to "suck down" as
detailed below. A living target can make a Dextirity +athletics roll(opposed by the
strength of the Nagah's Gnosis)to escape, usually by swimming out of the area.

Successes Diameter Can Pull down


1 5 Feet A human
3 10 Feet A Crinos Garou
5 20 Feet A row boat
6+ 50+ Feet A small boat

+)  ý - You can speak an illusion into existence. This
apparition can affect all of your victim¶s senses, can move anywhere within your line-
of- right, and can exist as long as you concentrate on it. The Gift begins when you
whisper a few words about the dweomer you are trying to create. The illusion lasts for
one scene. System: Spend two Willpower points and roll Manipulation + Expression
(difficulty 8). Anyone wimessing the illusion can attempt to ³see through it´by rolling
Perception + Alertness; the difficulty is equal to (5 + the number of successes you
obtained, up to amaximumofdifficulty9)O. nce one person pointsout this flaw, the
illusion is ruined for everyone, and it vanishes.

+   ý ² With a snarl and an angry gaze, the werewolf forces a
target's arm or leg to twist, desiccate and wither, making it useless. Creatures with
regenerative abilities will restore the limb to full function after one scene; otherwise,
the effects are permanent. Snake-spirits, spider-spirits and other venomous spirits
teach this Gift. Some werewolves even invoke spirits of disease to learn this Gift.
 The player spends a Gnosis point and rolls Willpower (difficulty of the
victim's Stamina + 4). The victim adds two to the difficulties of all Dexterity rolls. If
his leg is affected, he can move at only half of his normal speed.

ý ý
c  ý ² This Gift grants a Garou a mystical aegis protecting her from
attacks. This is not a literal shield; rather, strikes simply fail to hit vital areas, bullets
deflect off a belt buckle and circumstance otherwise conspires to prevent blows from
landing solidly on the warrior while this ability is in effect. A wind-spirit teaches this
Gift.
 The player spends a point of Willpower, and the difficulty of all attack rolls
made against her for the duration of the scene are increased by two. Any attack roll
that scores only one success (after dodge, if applicable) against the Garou is
considered to be a graze, and inflicts only bashing damage.

c- ý - By summoning a swarm of Wyldling spirits and Rat-spirits,


you can invoke sheer pandemonium. They¶ll crawl the walls, manipulating mundane
objects randomly, and causing sheer chaos. Any non-Ratkin in the room is hit with the
Delirium.
 Spend one Gnosis; everyone present rolls Willpower (difficulty 8). Anyone
who fails this roll gets hit by the Delirium, just as if they were human. Humans are
automatically affected, but move one step up the Delirium chart for each two
successes they get.

cc
 ý - This rare Gift allows a Mokol6 to materialize
her Archid-form characteristics in an entirely different way. The Mokol6 can call on
the ancestors who gave him the shape he wears, bringing them out of the mists of the
Memory to challenge his opponents. This Gift is taught by an Ancestor-spirit.
The Mokol6 calls on his ancestor while indicating his bodily ³gifts´ that
came from them. He then makes a Gnosis roll, difficulty 8. For each success, one
ancestor appears. For example, a Mokol6 with wings could call Pteranodon, while one
with Huge Size could summon Apatosaurus. The ancestors are as intelligent asthe one
who summons them, and usually cooperate (unless the summoner wants them
to do something stupid or ridiculous). The ancestors stay for one scene, then depart
back to the depths of Mnesis. Depending on the scene into which they were
summoned, they may not wish ever to return.

c 
1+ ý -

c 
 ý ² A werewolf with this Gift blends smoothly into any
culture, no matter how strange or unfamiliar he might normally find it. He could slip
among Bedouin nomads as if he were one of them, or he could shop in a Chinese
market without anyone noticing that he does not belong. The Gift, doesn't hide racial
differences, but it does allow the user to mimic the behaviors and mannerisms of a
native. It also grants the ability to speak and understand the culture's language,
although this knowledge vanishes as the Gift ends. Ancestor-spirits teach this Gift.
 The player rolls Manipulation + Empathy. If successful, the character
interacts with members of another culture as if he were one of them. The difficulty
depends on how alien the culture is. The difficulty would be 5 for another Garou sept,
but it could be as high as 9 when trying to assimilate into a Black Spiral Hive in a
foreign country. The character will not suffer Social-roll penalties when interacting
with members of the culture, although he will not receive any special benefits. The
Gift lasts for one scene plus one day per Willpower point spent when activating it.

c
0  ý

 &
 ý

 #ý  ý² This dreaded Gift, the bane of the Information Age,
allows a Bastet to crash a computer network in seconds. By communing with Net
Spiders (see ³What¶s the Password?´) and promising a few favors, a lucky werecat
can wreak system havoc without even touching a keyboard. It¶s rarely done because
of its tendency to backfire (wiping out one¶s own computer files!), but causes untold
headaches for the programmers of Pentex.
The player rolls his Manipulation + Enigmas to convince the Spiders to do
his dirty work. Obviously, he has to have some way of reaching them first, such as a
Gift, a short visit to the Penumbra, or a message typed into the doomed system. Once
the deal is set in motion, the Spiders eat the system¶s data; a skillful data retriever can
undo the damage, but it¶ll take days or weeks to fix. The Gift¶s difficulty depends on
the size and complexity of the system in question. Protected networks add one to the
amount of successes needed; magickal systems include Trinary computers or
Technomagickal networks (see  0c 

).A botch causes the Spiders to
wreck your own data instead. Note that this kind of tampering immediately sets off
alarms on guarded systems; a would-be saboteur would be wise to amscray ontopray!

9(#)  9


Small Office 6 one-two
Large office 6 three-four
Small Corporate 7 four-five
Large Corporate 8 Four-five
International/Government 9 five-10
Secret Government/Magickal 10 five-15

 ) 
  ý - The wereserpent exhales huge gouts of
scalding gases; these can wound opponents, but can¶t cause materials to combust. 
 The player rolls Dexterity + Firearms; if the roll succeeds, use the damage
rules for firearms. The ³breath´ does a base amount of damage equal to the user¶s
Gnosis. The damage is aggravated, and has a range of 20 feet.


 ý - The Ananasi turns her blood to acid, inflicting burning
damage upon her victim or any object affected by acid. 
 The Ananasi may activate this Gift at will once it is learned. The acidic blood
creates a dice pool of aggravated damage equal to the werespider¶s permanent

 )(
  ý² Sometimes the best answer to a riddle is force.
This Gift recalls the days of Strange Owl Woman, when the white men dragged iron
monsters across the open lands. By confusing the spirits inside machinery with a
staggering riddle, the lynx causes fires, power generators and other sources of
combustion to explode. This tends to fix most problems for good. 
The player rolls Manipulation + Enigmas (difficulty 7) and spends a
Willpower point to drive the riddle home. If she succeeds, the power source ² be it
gas, coal, wood, electricity, kerosene, whatever ² ignites. The exact effects are left to
the Storyteller; small fires may flare for one or two Health Levels per success, while
car gas tanks or steam train furnaces might blow for four Health Levels per success.
Some combustion must be involved ² a canister of gasoline will not explode on its
own. No Qualmi has dared to find out what would happen if the spirits of nuclear
power plants were confused; the results might poison the entire land.

    ý - Similar to the lupus Gift: Song of the Great
Beast, this Gift summons a prehistoric cave bear from the spirit world to aid her. 
 The player ,pends a point of Gnosis and rolls Charisma + Primal-Urgc. The
animal has the maximum statistics for a Gurahl in Bjomen form (Str 9, Dex „ Sta 9)
and remains for one scene.

 -
 ý ² The werewolf may use this Gift only once per month,
and only if there is an overwhelming need for it (such as discovering that a truly great
evil infests an area). This Gift calls the Huntsman of Celtic mythology to harry and
slay the evil. The Huntsman himself teaches this Gift.
 The Garou must chant and concentrate for one full hour. The player then
spends one Gnosis point and rolls Charisma + Occult (difficulty 8). The Huntsman
appears with a single hound, plus one hound for each extra Rage or Gnosis point the
player wishes to expend. If the roll is botched, the evil is not worthy of the
Huntsman's attention. If the summoner does not join the hunt, the Huntsman instead
leads the hunt against the Garou.

 c ý - Asia is crisscrossed with supernatural allegiances and


rivalries, old scores and old debts. Parts of this web on like "sides" can call on each
other in times of danger or crisis. This Gift is the Kitsune's ultimate distress call. Her
Batsu, Clan, and sentai will certainly hear and feel it, but it will also affect unknown
allies and friendly neutrals in the area. (It's even possible for a Fox to Call to Allies and
bring down a horde of Kuei-jin vampires upon the enemy, strange as that would seem
to her Garou cousins). Local spirits,  and tunedin mortals sense the Fox's distress
or pain and hear her voice, growl, scream (or death rattle) for an instant. The
imperiled Fox's location is clear to them, and the beacon of her fear and Rage will
become brighter the closer the rescuer approaches. What each entity receiving the call
does is entirely up to them ²spirits that are tied to a location may do what they can
from where they are, neutrals who wish to remain so will, and hengeyokai who choose
to ignore can. However, because the  you rescue today may save  tomorrow, most
who do hear will act. The situation must be very grave indeed for the Kitsune to make
such a request; falsealarms anger spirits andshenalike. This Gift is taught by an
Ancestor-spirit. jj|
 Call to Allies costs nothing and the -Kitsune need not roll; the player
declares the Call and the Fox suffers the consequences.

 ý # ý - As the Glass Walker Gift.

    ý - The Ananasi acquires an armored carapace over her


exoskeleton that provides additional protection and can regenerate damage.
 The character spends one Gnosis point to gain +4 Stamina for the purpose of
soaking damage. The Gift lasts for one scene.

&& ý - Some particularly daring Darkwaters have made deals with C'et's
minions. What they give up is unknown, but what they receive is immunity from one type of
technology. Perhaps no net can hold the Rokea, or no gun can wound her. A powerful spirit
servant of C'et teaches this Gift.
 When the character learns this Gift, the player spends one permanent point of Gnosis
and chooses the form of technology to which the character becomes immune. The Storyteller
should determine exactly what falls under the province of this Gift and what doesn't. However,
two limitations apply. First of all, even if the technology chosen produces a natural form of
damage, the character is immune only to the damage that weapon produces. For example, if the
player chooses flame-throwers, natural fire still harms the Rokea. Second, though they have
tried, Darkwaters have not been able to use this Gift to survive Small Wounds.

  
  ý ² Werewolves pulse with the Wyld's energy, of
course, but all creatures with form and nature have something of the Weaver in them,
or so the Glass Walkers argue. Upon learning this Gift, the Glass Walker reconciles
these two sides of his being, and he can summon primal energy and mystical form at
the same time.
 A Garou with this Gift may use Rage and Gnosis in the same turn with no
penalty. Doing so allows the Garou to use Rage actions to activate fetishes and use
Gifts requiring Gnosis (provided that said Gift does not take a full turn to enact).
What's more important is that it allows the Garou to take Rage actions in the same
turn that he steps sideways, provided that the player rolls enough successes to get to or
from the Umbra instantly. This Gift's effects are permanent.
  
 ý² This less-than-subtle Gift lets a Ceilican conjure a
chariot drawn by huge cats. Like the craft of the goddess Freyja, this chariot is made
of coarse-cut wood and covered with Nordic designs. The two huge cats that pull it
run as fast as the average car, and can, in a pinch, carry the Ceilican and one
passenger into the air for a few moments. Only the Mistress of Catkind teaches this
Gift; learning it without her blessings is a grave insult. 
The player rolls Gnosis against difficulty 8 and spends three Gnosis points.
The chariot appears from thin air and lasts for one scene, or for an hour ² long
enough to make a quick getaway, but not long enough to use as regular transportation.
By spending a Willpower point, the Bastet¶s player may urge the chariot into the air
for two turns; each additional turn costs another Willpower point.

   
 ý

/A ý - With this Gift, the Tunnel Runner can help his entire pack bolt
from danger, although using it tends to be risky.
 First, the Tunnel Runner calls out a brief phrase to signify the use of this Gift (e.g.,
³Everyone out!´) Every wererat who wants to take advantage of this opportunity spends one
point of Rage; the Tunnel Runner spends three. (The Tunnel Runner can only help a number of
wererats equal to the total of her permanent Rage and permanent Gnosis.) All of the players
representing the fleeing rats then play a quick hand of Rock, Paper, Scissors. (On the count of
three, everyone throws down the hand signal for rock, paper or scissors.) The Storyteller plays,
too. Everyone who made the same choice as the Storyteller is lucky; their Ratkin bolt to a place
of hiding within line of sight, even nearby rooftops. Any Ratkin who chose the most popular
choice can bolt to the nearest hiding place, even if they didn¶t make the same choice as the
Storyteller. Every other rat stays right where they are; the Gift does not work for them. If the
Tunnel Runner doesn¶t make the same choice as the Storyteller, he can try this Gift again next
round.

 ý


 ý² Like the Level One Gift: Submit, except
that it affects everyone in a 200-foot radius and requires a Gnosis point. To make
things easy, the Storyteller may simply have the player roll three successes with
Willpower (difficulty 9) to dominate a strong-willed crowd. Lesser foes, like normal
humans or animals, reduce the difficulty to 6.


ý ý - The Dimwaters believe that all creatures should know
and stay tn their places, but Qyrl routinely upsets the natural order. Therefore, the
eldest of the auspice can rally any being not corrupted by Qyrl to fight against her,
regardless of their usual inclinations towards the other parties on the battlefield. A
spirit-servant of Kun teaches this Gift. 
 The player spends one Willpower point and rolls Charisma + Leadership
(difficulty 6). The character emits a Sending or, if on land, needs to attract the
attention of those nearby with a shout or growl. If the roll succeeds, any supernatural
beings in the area (including Garou or other Fera, mages, and imbued hunters) cannot
attack one another if a common threat is present. ³Common threat´ typically means a
servant of Qyrl; willing servants of Qyrl (in any of her incarnations) are not affected
by this Gift. Any affected party who attempts to attack someone other than the
common threat suffers wound penalties as though Crippled (supernatural means of
mitigating this pain do not function). Common Foe lasts for one scene or until the
common threat is vanquished.

& # ý - In onw Kwakiutl Indian legend, Coyote dons masks of
different animals and then allows the animal to die for him, thus saving his life. The
most powerful Nuwisha may accomplish a similar feat, using their Gift as a shield
against death. Only Coyote Teaches this Gift. 
 In order to learn this Gift, the Nuwisha must first leam a Gift that changes his
shape,including Sheep¶s Clothing,Trickster¶s Skin, or the Ragabash Gift: Thousand
Forms. If the character wishes to invoke this Gift, he must spend a full turn in
concentration after first using the chosen shape-changing Gift. The player then spends
one Gnosis point and rolls Willpower (difficulty 8). If successful, the Nuwisha may
³die´ once while wearing something or someone else¶s form. If the Nuwisha drops
below Incapacitated from lethal or aggravated damage while wearing Coyote¶s Mask,
the Nuwisha immediately appears in breed form not more than 10 feet away, and all
that is left of the ³corpse´ is a small scrap of coyote fur.Nuwisha is considered to be
at full health.

  
 ý ² In the ultimate twist, this Gift allows a Red Talon
to transform a human being into a wolf. This Gift also works on Garou, forcing them
into Lupus form. A wolf-spirit teaches this Gift.
 The player spends one point of Gnosis and rolls Gnosis (difficulty of the
target's Willpower). Only one success is necessary. Werewolves are forced into Lupus
form for the duration of the scene. When used on humans, the effect of the Gift is
permanent. The person remains a normal wolf in body and mind for the rest of his life.

) ,  ý - You can discharge energy through your


fingertips. Granted, you¶ll need to hook yourself up to a car battery or wall outlet for a
few hours a day, but if you¶ve ever had a Garou trying to choke you to death, you
know it¶s worth it. 
 You must spend at least an hour ³meditating´ while attached to a supply of
electricity. Spend one Gnosis and roll Intelligence + Enigmas (difficulty 6); for each
success, you gain a temporary dot in a new trait called ³Elecmicity.´ If YOU spend
another point of Gnosis, you can charge this Trait up further; the maximum rating is
10. For the rest of the day, your body will have a constant static electric charge until
you discharge it. To attack with the Death Ray Gift, roll the dice in your Electricity
pool. Attacking with a touch is difficulty 6; attacking at range (up to fifty feet) is
difficulty 8. If you hit, you inflict one health level of aggravated damage per success;
this damage is soaked at difficulty 8. The Electricity trait goes down one dot each time
you use the Death Ray. Optionally, you can bum off points of Electricity instead of
Gnosis to power Gifts like Battery and Summon Electricity.

)
-
 ý² With a gesture or spray, a spiteful werecat can
destroy crops and fertile land, spoil food or toxify drinking water. Legend lays this
Gift at the feet of the Bubasti, who were said to punish disrespectful communities
with famine and drought. Some Simba use it for the same reasons. Sadly, it¶s easier to
destroy than to create; undoing this damage requires a different Gift altogether. 
The player spends a permanent Rage point and rolls Wits + Primal-Urge
(difficulty 7). Each success withers one mile of crops, spoils a waterhole or lake, or
renders one ton of food or drink unusable. Only the Redeem the Waste Gift, a Rite of
Cleansing, or powerful Life and Prime magicks (see Mage) can undo the destruction.
Cropland will remain infertile for a year, water will be poisoned for the same time.
Spoiled food is rotten forever, and those who eat it anyway will grow ill. These
effects, and the casting of the Gift, clearly come from the Unmaker, and may be
detected by appropriate Gifts.

)&
 ý

) 
c ýKitsune warriors can find help in the least expected
places. With this Gift, an Eji can call forth a mighty fighter from the elements
surround- ing him. There must be a substantial amount of the raw material available
² strong winds, not merely air; a fairsized pool or stream, not puddles. The creature takes
theshape of a dragon, and is formed entirely from its parent force. Not surprisingly,
Elementals teach this Gift.
System: The player spends 1 Rage point and makes a Gnosis roll (difficulty 8 ) . For
every success on the Gnosis roll, the "dragon" has five feet of length, five Health
Levels, two soak dice, and does two dice of aggravated damage. It may attack with
one bite and one body slam per turn. ( For example, Wu Bingshu calls forth a dragon
from a bonfire and rolls three successes. The blazing creature is fifteen feet long and
has fifteen Health levels; its bite inflicts six dice of damage, its tail lashes out for
another six, and it has six effective soak dice against all attacks. The Kuei-jinare in
trouble tonight.) Dragon allies are friendly toward their creator; this may be because if
the Kitsune stops concentrating on their Ally's existence, it disappears. (The Eji may
take only the simplest actions in addition to maintaining the Dragon.) The creature
will vanish regardless at the end of scene or if it loses all its Health Levels; each time
the dragon loses a Health Level, it also loses a foot of length, until gone entirely.
)  
 ý -This Gift may be exercised once in a Mokol6¶s
lifetime. It allows the Mokol6 to become a True Dragon for the duration of one scene.
Once the confrontation is over, the dream will depart. This Gift is taught by Dragon.
 The Mokol6 prays to Dragon and makes a Wits + Mnesis roll with a
difficulty of 7. The statistics of a True Dragon are up to the storyteller, but such a
creature is extremely powerful. Its power is usually focused on the routing of
Dragon¶s foes. The Gift cannot be invoked a second time, and often Mokol6 who
invoke it even once die after Dragon¶s foes are routed.

*  #
 ý² By sifting dirt and calling on the spirits within the
ground, a puma receives visions of things that have happened in the area. These
insights can help her follow trails, ³witness´ past events, or learn where things came
from or went. Bird-spirits often pass this Gift along, but some worm and elemental
chaya do their part too, especially if the Bastet¶s questions serve the spirits¶ ends. 
The Pumonca concentrates while chanting a single question and a plea.
While she does, the player rolls Perception + Enigmas to see into the past. Success
reveals the answer. The more distant the event, the higher the difficulty, unless it left
impressions so vivid that they never fade (like the Trail of Tears), which might reduce
the difficulty by one or two. Events that occurred more than a year ago require a
Gnosis point to ³see.´ The vision comes from the perspective of the ground nearby,
which might make details hard to read (imagine a worm¶s-eye view of a murder);
some dreams pass emotional impressions, too, leaving moods that can last for hours.

0* %) 


A week 4
A month 5
Six months 6
A year 7
10 years 8
50 years 9
100 years + 10

*  ý - By speaking the last rites over a dying Ratkin, you can guarantee his
spirit will survive to serve Rat¶s cause. At the moment of death, he will bereborn as a Rat-spirit.
Overhis dyingbody, you must recite thegreatest accomplishments of his life. All of his Gifts
will be gone, but his memories and spirit will remain.Of course, he can be bound or manipulated
like any other ephemera, but some wererats are willing to make this ultimate sacrifice in service
to the Rat Goddess.
 If a wererat¶s health levels go below lncapaci, tated, and any of his wounds are
aggravated, you may immediately perform this Gift. He gets his shot at Final Rage first - rolling
Stamina at difficulty 8 and healing one health level per success - so you can only proceed if he
fails that roll. Decide how much Gnosis you want to invest into the Elegy. The dying Ratkin
you¶re trying to help then rolls Gnosis; the difficulty is equal to 10 - his Rank. Each point
ofGnosis you spend before the roll adds one success; if the dying rat gets at least five successes,
his flesh withers away. He¶s reborn as a Rat Jaggling and scampers off into the Umbra.

*
 " ý ² The werewolf calls upon the primal force of Gaia
Herself, thereby commanding the spirits of the elements to rise up, undulate forward
and even engulf foes. This Gift summons an elemental spirit, not merely the raw
matter of the elements, but primal spirits possessing power enough to challenge even
something as powerful as a Nexus Crawler. The elementals grant this Gift.
 The player spends one Gnosis point and rolls Charisma + Occult (difficulty
7). If successful, he calls an elemental who grants him the ability to control a large
volume of air, earth, water or fire (in any of their forms) that is approximately 20' by
20' per success. The effect lasts for one scene or until the elemental leaves or is
destroyed.

*
 ý

* 
 
 ý - The Plague Lords¶ forte, Epidemic Gifts, are
even nastier when in the hands of the highest-ranking Lords. By use of this Gift, a
wererat can make any Epidemic Gift highly contagious.
 If the victim of an Epidemic Gift comes within touching distance of another
person (one yard or so), there¶s a chance that the ailment will spread to that poor soul
as well. The victim needs to make a Willpower roll, difficulty 7. If the victimfails, he
is also afflicted with the illness.. . andcan in turn pass it on to someone else. Here¶s
the best part: The Plague Lord can decide whether Ratkin can succumb to this
epidemic as well. Do you want wererats to be infected by this plague? If the answer is
³yes,´ the difficulty of a wererat¶s Willpower roll to resist infection is 5. If the answer
is ³no,´ Plague Lords can unleash infectious Gifts into a herd of shapechangers with
impunity. Either way, the I Plague Lord is always unaffected by his own plagues.

* 
+   ý

ý  
 ý ² The highest-ranked Galliards can bring the
products of their imagination to very solid life, crafting creatures from the spiritual
essence of dreams. Chimerlings teach this Gift.
 The player makes an extended roll of Intelligence + Performance (difficulty
8). She can create any form of life she can imagine, assigning it one dot of Traits for
each success gained on the roll. The werewolf can take as long as she wants to form
the creature, accumulating successes from turn to turn, but once she stops, the dream
being takes form and requires the expenditure of Gnosis to keep it manifested. The
cost is one Gnosis per scene if the dream being remains relatively inactive (such as
doing minor chores or watching a location), or one point per turn if the being engages
in combat or similarly strenuous activity. The werewolf must be careful, because if
she botches at any point, the dream being escapes her control. It will remain in the
physical world for as long as it sees fit.

ý 6

 ý - Similar to the Garou homid Gift: Part the Veil, this
Gift enables the Gurahl to appear in Crinos form before a human without invoking the
Delirium, thus enabling the werebear to render assistance without harming the
individual. The Garou usually performs the Rite of the Ban on the human
afterwards.  The player spends a point of Gnosis and rolls Charisma +
Empathy. The effect lasts for one scene or until the human departs.

ý" ý² By reaching out with his hand, a powerful jaguar can
rip the heart out of an enemy from a distance, pull it to his palm, and consume it in a
burst of fire. This Gift kills the target if it succeeds. Only strong magic can rebuild the
ashes of the heart or grow another one in its place. 
The Balam¶s player rolls Gnosis against difficulty 7, and spends two points
of Gnosis as well. The cat¶s successes must double the target¶s Stamina rating; any
armor, magical defenses, or dots in Fortitude, Glamour, the Spirit Sphere, Avatar or
innate countermagick subtract one success for every dot of protection. Hence, this Gift
isn¶t a very effective method of sacrificing supernatural beings. Against unarmored
humans, however, it¶s devastating. The victim keels over and dies, as his heart flares
into flame. It takes two turns to burn the heart into ash; by then, the victim is
irrevocably dead unless someone has the power to rebuild his heart from powder and
return the soul to its body. This Gift is totally useless against those already dead (but
not undead ² vampires can still be destroyed this way).

ý
&%.
1 ( ý ² The Garou's already vicious bite increases
in power terribly, to the point that the Garou can mangle or even sever limbs with a
single bite. An avatar of Fenris teaches this Gift.
 The player spends one Rage point and rolls Strength + Medicine (difficulty
of the opponent's Stamina + 3). The Garou's next bite attack, if it hits, will mangle and
disable one of the target's limbs, inflicting three automatic, unsoakable, aggravated
health levels of damage in addition to any damage already rolled. The limb is
rendered useless until the target can regenerate the damage, or permanently in the case
of humans and other creatures who do not regenerate. If the player achieves five or
more successes on the Strength + Medicine roll, the limb is severed.

ý    ý ² With but a thought, the Garou can devolve an
opponent's mind to that of an animal, effectively destroying his intelligence. A spirit
servant of the Griffin totem teaches this Gift.
 The player rolls Wits + Empathy (difficulty of the target's Willpower + 3,
maximum 10), and spends a variable number of Gnosis. If successful, the Garou can
destroy a target's Intelligence Attribute permanently. Two Gnosis points must be spent
for each point of Intelligence destroyed, and the Garou cannot destroy more points
than he rolls successes. Additionally, the target begins acting more animalistic with
each point removed.

ý) ý ² Sympathetic magic is the oldest form of sorcery, and it is


still effective. Although many cultures find this sort of magic repellent, the Uktena
believe that the ends well justify the means. The Garou can harm his victim from afar
using a specially created doll. He must have a piece of his victim or an object
belonging to him, and he must then construct the doll. An ancestor-spirit teaches this
Gift.
 The doll takes one week to construct and enchant. The player rolls
Perception + Crafts (difficulty 8) to construct the doll. When the doll is complete, the
player may roll Intelligence + Medicine (difficulty of the victim's Willpower). Each
success inflicts one level of aggravated damage on the victim, which he may soak if
he capable of doing so. The doll is only capable of transferring 10 levels of damage.
After 10 successes, the doll is too mutilated to be of further use. A botched roll
destroys the doll without inflicting any damage.

ý  
 ý

ý


 ý$Celtic legends abound with heroes


transforming into animals, whether to escape, to hunt, or to spy. Cernunnos the
Horned God was the master of animals; with this Gift the Garou is able to master the
form of any animal. A Wyld spirit or a faerie spirit teaches this Gift.
System: As per the Ragabash Gift: The Thousand Forms, with the limitation that
mythical beasts are not possible forms, but with the addition that another willing
person can be changed at the cost of two Gnosis and +1 difficulty. Said person cannot
change back without the assistance of someone who knows this Gift.

ý! ý - This Gift allows the Mokole to consign an enemy to


memory u by fossilizing him for the edification of further generations. Paleontologists,
needless to say, would probably be baffled by the results. A Death spirit teaches
this Gift.
 The Mokol6 points a bone at an enemy; the player rolls Gnosis,
resisted by the enemy¶s Willpower. For each success, one health level of unsoakable
aggravated damage cripples the target. If the target dies from the effects, he becomes a
petrified fossil instantly.

ý" 
 ý - In Ratkin infestations, high-ranking wererats
become masters of conspiracies and politics. Through this Gift, a Ratkin calls upon the spirits to
surround a secretive meeting of rats and wererats. This must be done in privacy, but once
undertaken, no one can communicate with the conspirators.. . or even know they are there.
oddlyenough, this Gift is taught by a Stormcrow-spirit, since Grandfather Thunder sympathizes
with the Ratkin race¶s need for revenge.
 Spend one Gnosis and roll Intelligence + Occult; the difficulty is the level of the local
Gauntlet. The Ratkin are sealed off from all interruptions; anyone who wanders into the area
cannot sense any aspect of the furtive gathering. The wererats, one and all, are invisible to all
senses.

ý+ 

 ý$By sensing the whims of Fate-in-Motion, a Bastet
may sense some impending disaster. While not exactly precognition, the Gift grants
vague insight into coming perils.
A good Perception + Primal-Urge (difficulty 6) roll wins the character a sort
of ³danger sense´ for one hour per success. This manifests as ³bad feelings´ whenever
something nasty¶s waiting nearby; it won¶t tell her about the five dakats waiting
around the corner, but she¶ll certainly feel like she ought to stop before she ˜ that
corner . Conspiracies, natural disasters, ambushes and festering rivalries can all be
sensed ahead of time, though the outcome of combat cannot.

"  1  ý- With this Gift, a Gurahl may return a departed spirit to
a dead werecreature, restoring it to life. No evidence exists that Gurahl have ever used
this on a non-Gurahl or on a werebear who has been dead for more than a few hours. 
 The player spends two points point of permanent Gnosis and two points of
permanent Willpower and rolls Charisma + Occult (difficulty of 6 + the number of
hours since death up to a maximum of 10). One success restores life to the target but
leaves her incapacitated unless healed magically. Additional successes add lost health
levels on a one-for-one basis. Missing body parts are not restored unless separate Gifts
are used. Failure means the spirit does not return. A botch indicates that a malicious
spirit or Bane has possessed the body. This Gift may be used once and only once on a
single creature.

"  &'

%,
 ý ² The Garou calls to the spirits
of the surrounding forest to attack intruders. The terrain responds as best it can: Rocks
roll and smash, vines trip, and water sucks victims under. An avatar of Gaia herself
teaches this Gift.
 The player spends one Gnosis point and one Rage point then rolls Charisma
+ Primal-Urge (difficulty of the local Gauntlet). The exact effects depend on the
terrain and are left to the Storyteller.

" 
 ý ² This Gift creates a specialized moon bridge that
takes the Strider to her destination instantly. At least a sliver of the moon must be
visible at her area of departure. A Lune teaches this Gift.
 The player spends one Gnosis point for every 100 miles the Garou needs to
travel. She then rolls Intelligence + Alertness (difficulty varies on how far the journey
is and how well the Garou knows the way). Success transports the character to her
destination, but she will be disoriented for one turn unless the player scored three
successes. A botch takes the character miles in the wrong direction ² possibly
straight up.

" %/   


 ý ² This Gift places its target under a geas, a
sacred oath to obey the Philodox's bidding. The geas cannot make the targets act
contrary to their basic instincts (such as self-preservation). Therefore, she could send a
group on a quest, but she could not make its members attack and try to kill each other
² unless they were psychotics or werewolves without pack bonds. An Incarna avatar
teaches this Gift.
 The player spends one Gnosis point and rolls Manipulation + Leadership
(difficulty of the target's Willpower). In the case of a group, the difficulty is the
highest Willpower among its members. The geas' compulsion lasts until the task is
completed or until the target is dropped to the Incapacitated health level in pursuit of
the quest. No victim can labor under more than one geas at a time; the first one laid
always takes precedence.

"* ý 0 The Corax¶ duty of drinking the eyes of the slain can
inflict a montage of supremely horrific images upon those who tend to their duties. In
many cases, those images are the Corm¶ burden, to suffer with in silence. That¶s not
always the case, however. With Gift of Eyes, a Corm can pass along a vision from an
eye he¶s drunk to any non-Corm he chooses. The image is transferred in all its glory
and gore, just as the Corax himself first saw it. Unprepared viewers may faint or
scream; prepared ones may find clues or details they need in this glimpse of a dead
man¶s last seconds. Raven or one of his spirits teaches this Gift. 
 The expenditure of a pair of Gnosis points and a contested Willpower roll
against the intended victim are what¶s needed to effect a Gift of Eyes. The Corm can
transfer any memory he¶s devoured with no distortion or dilution of the image.
Moments of Eclipse (Level Five) -There are times when a Corax must make a near-
supreme sacrifice, voluntarily severing his connection to the Sun. The reasons for
doing so are few, but always drastic. Perhaps the Corax has been chained with gold,
and needs a few minutes in which to work an escape (or else he¶ll die a horrible,
agonizing death), or maybe he needs to prove his ³worth´ to a gang of vampires he¶s
trying to infiltrate. Regardless, this is not an action that any Corax should ever take
lightly, and Helios himself notices if a wereraven abuses this Gift. After all, he¶s the
one who teaches it. 
 Given by Helios reluctantly (and some say, at the last minute) to his new
acquisitions, this Gift allows a Corax to sever his connection to the Sun temporarily -
10 minutes for every success on a Willpower roll (difficulty 7after the expenditure
of 2 points of Gnosis. If the roll is a success, the Corm is suddenly cut off from Helios.
This has both positive and negative effects. the plus side, the Corax is no longer
vulnerable to the pernicious effects of gold for the duration of the Gift¶s
effects. the other hand, for so long as the Corax is cut off from Helios, she cannot
use Rage.

"
 ý ² The Fianna may grow to up to three times her
usual size or shrink to the size of a small puppy. A faerie or a Chimerling teaches this
Gift.
 The player spends one Gnosis point and rolls Stamina + Primal-Urge
(difficulty 8). The effects last for one hour per success or until the Garou cancels the
Gift. If the Garou grows larger, she gains three Strength dice for every 100% increase
in size. If she grows smaller, she retains her normal Traits, but she may sneak around
unnoticed or masquerade as someone's pet.

" 
&" ! ý  As the Black Fury Gift.

- 
% 1, 
%) #
 ý ² The Garou is
surrounded by a nimbus of blazing sunlight. Some Wyrm-creatures may flee before
this terrifying sight, but any who stay and fight discover that the Garou strikes with
added power. Helios, the Celestine of the sun, teaches this Gift.
 The player spends one Gnosis point, and the effects of the Gift last for one
scene. The Garou is surrounded in blinding sunlight, and anyone looking directly at
the werewolf is blinded (add three to difficulties to attack the Garou). The Garou adds
two dice of damage to all hand attacks, and hand damage is considered aggravated in
all forms. Any vampires within 20 feet take damage as though exposed to true, direct
sunlight.

- 
&- 
 ý ² Named after the foe Pwyll dueled with in the
Otherworld, this powerful Gift lets wounds alternately harm and heal the Garou,
giving the Fianna a critical edge in a sustained battle. A death-spirit teaches this Gift.
 To activate this Gift, the Fianna must spend two Gnosis points and
concentrate for one turn. For the duration of the scene, any health levels that are not
soaked alternately harm or heal the Garou. The first blow to strike the Garou injures
him as normal; with the second blow, any damage that is not soaked (and the player
must roll soak as normal) instead is treated as healing. Bashing wounds heal bashing
damage, lethal wounds can heal bashing or lethal damage, and aggravated wounds
heal all forms of damage. The third blow injures, the fourth heals, and soon. Wounds
suffered from silver can never heal, however; they inflict damage as normal, and "use
up" that blow²for instance, a Fianna wounded by silver by the fourth blow after
activating this Gift takes unsoakable aggravated damage as normal, and the fifth blow
will injure, not heal. (However, any aggravated damage taken on the sixth blow and
every other attack after that could heal the silver damage.) Any wounds left unhealed
by the end of the scene must be healed as usual.

- " %- 


 ý ² This Gift embodies the Galliard's ability
to manipulate emotion in its purest form. The Galliard can change a target's emotions
as she pleases, from hate to love and back again. Coyote-spirits teach this Gift.
 The Garou rolls Manipulation + Empathy (difficulty of the target's
Willpower). Success allows the Garou to steer the emotions of any one individual.
The more successes the player rolls, the more quickly the emotions manifest and the
stronger they feel. Some emotions won't last without good cause. A Galliard could
make someone fall in love with him, but the love won't last. (It may well even turn
into justified resentment.) If the Galliard's actions would reinforce the emotion ²
treating a "new friend" well or threatening a terrified foe ² there's a better chance
that the emotions will become the real thing. The Storyteller should give the Galliard's
player extra dice for roleplaying this Gift especially well.

- 
 ý ² Through a weeklong ordeal of fasting, trance states
and spirit communion, the Theurge is able to set the elements of the Triat into perfect
balance within one individual¶s soul. Obviously, the subject to be healed must be
willing, and the two individuals must remain in solitude (save for contact with spirits)
for the duration. This Gift can cure insanity, ease emotional wounds, heal the effects
of trauma and remove desensitization. If the spiritual injury was caused by ill conduct
on the subject¶s part, however, this Gift can only benefit them once: even the greatest
empath has little sympathy for those who willingly slide back into self-degradation
after being helped out the first time. An avatar of Unicorn teaches this Gift.
 The effects are largely character and storybased. This Gift alone cannot cure
full-blown Harano, but it can certainly ameliorate the causes, preventing it before it
takes hold completely.

If the Storyteller has already embraced the complications of mechanical crossover in


her Werewolf chronicle, she may elect to allow this Gift to restore one or two levels
of Humanity, or subtract one or two levels of permanent Angst, once in a given
vampire or wraith¶s life. Of course, very few Garou elders would ever consider
wasting Gaia¶s blessings on a Leech, even a penitent one.

- / %  1/ 2 


 ý ² The Garou can call down
the curse of the Wendigo on an enemy. The Garou must whisper the name of the
target to the winds; thereafter, the victim's innards begin turning to ice. An avatar of
Wendigo teaches this Gift.
 The player spends one Gnosis point and rolls Wits + Occult (difficulty of
the target's Willpower). Each success inflicts one level of aggravated, unsoakable
damage. This damage accrues slowly, inflicting one health level per turn until all
possible damage has been done.

-'    ý ² The Garou who uses this Gift must be in good
standing with his tribe's totem, and he must have a great need for aid, for he is asking
help of Fenris himself. This Gift ² taught by an avatar of Fenris ² summons great
wolves to come to the Garou's aid.
 The player spends as much Rage and/ or Gnosis as he wishes and rolls
Charisma + Animal Ken. If successful, a number of spirit wolves appear from the
Umbra to do battle with the Garou foes. The number of wolves is equal to the number
of points spent by the player. The wolves are functionally identical to the wolves of
the Great Hunt. They remain for the entire scene.

-  ý

-
0
 ý - In the black depths, the Sea's presence is far from the
nurturing soul that teems with life, the way it seems closer to the surface. The deep ocean
hungers, and the Darkwaters have learned to feed it with the soul and will of others. This Gift is
taught by a spirit-servant of Sea.
 The player spends a Gnosis point and rolls Intelligence + Intimidation (difficulty 6).
This roll is opposed by the victim's Willpower (difficulty 9). If the victim scores more successes,
there is no effect. If the Rokea wins, however, the victim loses one temporary Willpower point
for each success in excess of the victim's roll. If the player scores more successes than the
victim's permanent Willpower, the victim loses a permanent point of Willpower. If the player
botches, however, the victim is unharmed and a permanent point of the Rokea's Willpower is lost
to feed the Trench.

- +  ý

- 
 
 ý - The Arcadian Ratkin can exaggerate any one sense
to ridiculous proportions. The effects last for one scene, and only work if
accompanied by outrageous bragging. For instance, the Moon Mouse might hear
footsteps through the ground seven leagues away; smell a single peppermint leaf
resting on a cup of treacle on the lowest level of a sewer system; see well enough
from the top of a building to shoot the apple off a tree outside the city; or feel a man¶s
deepest psychological problems through the bumps on his forehead. Inconceivable!
This Gift is chaotic, often throwing in sensory data you never anticipated. It¶s
taughtby a Wyldling spirit.
 Roll Manipulation + Expression (difficulty 9), without spending any
Willpower. For each success, you can increase your Perception by one point for as
long as you spend an equal amount of Gnosis; this lasts for one scene. The Storyteller
takes any Perception roll you make and ³hyperattenuates´ it to Herculean proportions.
Again, your heightened senses are chaotic: You might try to identify the scent of a
Glass Walker¶s cigars, but you may also catch a whiff of the store across town that he
bought it from.. ..

/ "  ý - This Gift allows the Ananasi to directly


channel the power of Ananasa into their form for a limited time. For a short period, the
character's size doubles, mutating into a huge creature that is similar to the Lilian aspect with
four spider-like legs, and four human-like arms. The head grows eight red glowing eyes, and has
two huge fangs in place of the mouth, dripping a virulent poison. The entire body is covered in a
thick, chitinous armor. After the Myrmidon assumes this form, he is reduced to Crawlerling form
for one week.
 The Ananasi must spend two Gnosis points and roll Charisma + Rituals (difficulty 9). If
successful, he gains the following abilities: Strength +5, Stamina +6, Perception +2, and
Appearance -5. Each of the arms ends in razor-sharp talons, making fine manipulation
impossible, but in battle doing Strength +2 aggravated damage. Any that view the character in
this form²including Ananasi and other Changing Breeds ² must immediately roll Willpower,
difficulty 7, or suffer the effects of the Delirium. Ananasa does not like to be called upon in this
way, and will always ask the Ananasi to perform a special task at some point in the near future.
The effects of this Gift last one scene, unless the Myrmidon shapeshifts again before the scene's
end.

/ #  ý

/
#%c
+
 ý -  ý ²
The Garou can summon nearly any weather effect she desires, be it a tornado, fog,
blizzard or thunderstorms. An avatar of Wendigo teaches this Gift. For the
Mokole Upon using this Gift, the Mokole falls into a trance until Sun rises once more.
He offers his dreams to the Dragon Kings as thanks for this Gift.
 The player spends one Gnosis point and rolls Willpower (difficulty varies
based on how close the desired effect is to the actual weather patterns of the area).
The storm covers 10 miles per success. If the Garou summons a thunderstorm, she
may spend Gnosis to call lightning down on her enemies (Dexterity + Occult to hit, 10
dice of aggravated damage).

2

#&8 ý - -This Gift enables the MokolC to rejoin severed
body parts without even touching them. A severed arm will twitch and quickly wriggle
back to the stump, rejoining the ¶gator¶s body as neatly as you could ask. This Gift is
taught by Jointsnake.
 To rejoin a body part, the player need only spend one Gnosis. The severed
parts must be reasonably whole (i.e., not eaten or crushed) and they must be nearby for
the Gift to work. This doesn¶t heal any health levels of damage, but a Mokole with
thisGift can spend a Gnosis to avoid recieving any battle scars
2 

 ý² In many ancestral lands, epidemics ravage
both human and animal populations. The Mistress of Catkind bequeaths this Gift to
her feline children in an effort to channel the disease. Communities who respect the
cats¶ Kinfolk and the land find pestilence banished from their homes; those who
exploit nature or hunt the great cats receive the disease in return. Nature¶s balance
must be maintained. This is yet another gift that is easier for the Swara, it is a level 4
Gift for them.
This Gift doesn¶t create a plague; instead, it moves it from one place to
another. To do this, a cat spends two Gnosis points and rolls Manipulation + Primal-
Urge to absorb the sickness without harming herself. From there, she carries it to a
place she dislikes, then releases it by breathing into the night air. Once in motion, the
disease runs its course in the new location. Every survivor in the original community
mysteriously recovers. A werecat who botches her roll quickly dies, overwhelmed by
the toxins in her blood.

2
 ý² The greatest of Bastet can return to Seline for
short visits. By forming a Moon Bridge from her Den-Realm to the moon, the werecat
departs to the court of Luna. While there, she can breathe and move about normally;
so long as she¶s careful, it¶ll be a glorious stay . 
Opening the Bridge requires 10 successes with a Wits + Enigmas roll
(difficulty 8). Obviously, this demands an extended roll, a bit of time (each roll takes
one hour), and some great moonlit ritual. Seline must be invoked and her servants
called. The Gift can only be attempted once per night; if dawn comes before 10
successes are accumulated, the ritual has been wasted. If the Bastet succeeds, the
Bridge lasts for one night. Lunes come down to guide the werecat and her guests to
Seline¶s body. The trip, it is said, is faster than thought ² reaching or returning to the
moon takes only minutes. If the Bridge closes before the character returns, she must
open another one from the moon.

2

#&- ý

.- ý ² The Ahroun can invoke the sun's power to become
completely immune to the damaging effects of fire. Additionally, the Ahroun may
ignite any portion of his body and keep it burning for extended periods. Most
commonly the Garou will light his mane during rituals, but he can also ignite his
claws or mouth without ill effect. A fire elemental or a sun-spirit teaches this Gift.
 The player spends one Gnosis. For the rest of the scene, the Ahroun cannot
be harmed by any natural forms of fire, up to and including molten lava. Artificial
fires (napalm, gas fires, etc.) do one-quarter damage, and they are treated as bashing
damage. The Garou does two additional dice of aggravated damage if he attacks with
blazing fists, claws or fangs. The effects last for one scene.
.
 
 ý

 
1/
  ý ² While any Garou with a spiritual connection to her
ancestor-spirits may borrow an ancestor¶s wisdom from time to time, the Galliards
have, unsurprisingly, perfected the process. The character may call upon her
illustrious predecessors for skill or knowledge and become, for a moment, the best she
can possibly be. An ancestor-spirit teaches this Gift.
 Only characters with the Ancestors Background may learn this Gift. The
player rolls Charisma + Ancestors (difficulty 7). For each success, the player may
boost an Ability to five dots, or an Ability already at that level to six dots. Normally,
³modern´ Abilities such as Computers, Drive, and even Firearms are disallowed, but
this is left to the Storyteller¶s discretion. The player should specify what ancestor she
is calling upon and what Abilities that ancestor is likely to grant her; these choices
should remain consistent through subsequent uses of this Gift (that is, the same
ancestor probably shouldn¶t be granting Brawl, Melee, and Athletics one session and
then Occult, Enigmas and Rituals the next).

 
 ý - While the Gift: Great Summons allows any elder wereshark
to call up aid from the unseen depths, the Dimwaters dislike the disruption in Sea¶s
harmony that such beasts cause. This Gift allows them to take matters into their own
jaws, becoming such a beast rather than summoning one. A spirit-servant of Kun
teaches this Gift. 
 The player spends two Willpower points and two Rage points. The character
changes into a monstrous shark, nearly 80 feet long. This grants ð to all physical
Attributes after Fighting Jaws modifiers (so a Rokea with Strength 3 in Homid form
would have a Strength 12 as a Leviathan). Also, the Rokea gains at least one Rage
point per turn. This gift lasts until the end of the scene.


&c
 ý ² The Garou's entire body, regardless of her current
form, is changed to living silver. She becomes a nearly unstoppable warrior. A Lune
teaches this Gift.
 The Garou must concentrate for one full turn to activate this Gift. The
player spends one Gnosis point. This Gift lasts for one scene, during which the Garou
is immune to the effects of silver. Any attack she makes does aggravated, unsoakable
damage to Garou. Furthermore, she gains two extra points of Stamina and one
additional health level while the Gift lasts.

 
 ý ² 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.
 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.

 
 ý

   ý ² The Garou can change a spirit's form or purpose. A
Chimerling teaches this Gift.
 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.


 ) 
Characteristics (Willpower, Rage, Gnosis;
6
one point changed per success)
Disposition (Friendly, Neutral, Hostile) 8
Type (Naturae, Elemental, Bane, etc.) 10

 
 ý - The Kitsune can make her target do anything she wants by
mimicking the desired action. Snake-spirits teach this Gift.
 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.

 

 ý - 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.
 The Ananasi must expend two Gnosis points. For the duration of the scene, any
individuals in the area ² whether they be Damhan, Ovid, vampire, or other ² 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 ² excluding the Kumoti using the Gift ² to which the action is
redirected. This Gift fouls attacks, speeches, Gift use, even dodges ² 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

ý  ýA 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.
 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.



 ý² 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.
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.

 8 )  9


Near & familiar 6 Two
Distant & familiar 7 Three
Unfamiliar 8 Three
Seen pictures 8 Five
Never been 9 Five
Distant & alien 10 Five


*  ý

9    ý

 "   ý - Similar to the Philodox Gift: Geas, this Gift
grants the Gurahl the ability to cause an individual or group oath to be binding. The
oath cannot force the oathsworn to act in ways detrimental to himself but can compel
anything else within the target¶s capabilities. 
 The player spends a point of Gnosis and rolls Manipulation + Leadership
(difficulty of the target¶s Willpower). To affect a group, the Gurahl must roll against
the difficulty of the person in the group with the highest Willpower. Targets whobreak
the oath lose a point of Willpower per day until that Trait reaches zero followed by
some other Trait or Attribute. This process continues until the target dies, returns to
the oathµs terms or successfully requests the Gurahl to release her from the oath.

 
 ý ² With the power of this Gift, the Shadow Lord becomes
the ultimate alpha, compelling all others to follow her orders. A Stormcrow teaches
this Gift.
 The player spends one Gnosis point and rolls Charisma + Leadership
(difficulty 8). All in the vicinity must roll Willpower (difficulty 8) and match or
exceed the Garou's successes to avoid the effects of the Gift. If the werewolf wins by
one success, the targets follow any orders they don't mind following. Getting three
successes means that the targets will treat the Garou as their alpha and fight for
him.Getting five successes means that the targets will follow him into the Abyss or
perform other virtually suicidal actions.

 
&  ý - The Rokea's place is the Sea. They are at home there, and if
not at peace, then at least secure in the knowledge that they belong there. An elder Rokea carries
this self-assurance with her wherever she swims, Sea or Unsea. This Gift is taught by a spirit-
servant of Sea.
 The Rokea with this Gift always adds 30 to her initiative rolls. In addition, if the player
succeeds on a Willpower roll (difficulty 7), the Rokea may exert her confidence more forcefully
for the remainder of the scene. In game terms, the player may spend a Willpower point to add a
success to any roll, but as long as one other success is scored, she does not lose the point. The
Willpower point is actually lost only if none of the dice show successes after any ones have
subtracted other successes).

 1" ý -The Rokea can walk on land or swim the sea, but they
cannot visit Oversea, and this expansive territory calls to the curious Darkwaters. This
Gift allows them to assume a form capable of flying. The weresharkµs body becomes
light and a thin membrane stretches from her wrists to her ankles, granting her
³wings´ much like a butterfly¶s. cspirit-servant of Oversea teaches this Gift.
 This Gift may only be used in Gladius form. The player spends two points of
Gnosis. Once in this form, the Rokea can fly (maxiinum speed is 30 mph) but can
swim much faster (up to 70 niph for short bursts). The Rokea¶s Attributes do not
change, nor does her natural weaponry, which allows for some impressive attacks
while airborne. While this Gift is active, normal humans ignore the flying sharkman
unless it attacks them, and even supernatural beings must roll Willpower (difficulty 8)
to see her unless using some special power (such as the Gift :Scent of True Form).
This Gift lasts until the Rokea wishes it to end.

 #c # ý - High-ranking Warriors are the mast tacticians of the


Ratkin race They don't just lead swarms of rats into battle; they can coordinate entire
Rat Packs in ingenious assults. By drawling upon the "hive mind" deep within a
Ratkin's psyche, a Warlord can make it easier for his pack to overwhelm enemies with
ruthless efficiency.
 First the Warrior lets out a keening cry and rolls Manipulation +
Leadership. For each success, a random member of her pack must automatically join
in the Pact Attack on the next turn; they cannot abort this action and cannot split their
dice pools. Additional Ratkin in the pack may join in voluntarily. Then, during the
next declaration phase, the Warrior declares first, stating the target of the Pack
Attack. The Warrior also acts first, as if he had the Gift Spirit of the Fray. For every
two Ratkin in the Pack Attack, decrease the difficulty of all attacks against the tartget
by 1 (to a minimum of 4). The Warrior can continue the Pack Attack by spending one
Rage at the begining of each subsequent turn.

 
+
 ý - The Wound streams with fiery blood, and the
Brightwaters are born in the light of that blood. Elder Brightwaters can harness that
destructive power and turn it on their enemies, calling up mystical flame that bums
even in the coldest depths of the ocean. A spirit-servanr of Oversea (more specifically,
a servitor of Helios) teaclies this Gift.
 The playc:?spends two Rage points and rolls Strength + Rituals (difficulty of
the target¶s Stamina). Success means that target bursts into flames, suffering three
health levels of aggravated damage per turn until dead or until the Rokea discontinues
the Gift (very powerful magic might also be able to interrupt the Gift; Storyteller¶s
discretion). The target may spend sa permanent point of Willpower to avoid the
damage for one turn. The flame burns anywhere, regardless of lack of oxypen or other
such conditions.

  ý - The Rokea calls forth a mass of inky blackness, that traps anyone caught
within it. The Rokea knows all that occurs within the shroud, in the Realm or the Umbra, and can
choose to be anywhere she wishes within the pall. While Qyrlings are rumored to teach this Gift
(and can indeed do so), most Darkwaters leam it from the spirits of deep-sea fish.
 The player spends two Gnosis points and rolls Gnosis (difficulty of the local Gauntlet).
The blackness seeps from the Rokea's eyes and mouth and fills a spherical area 25' in diameter.
Anyone caught within the sphere must make a Willpower roll (difficulty of the Rokea's Gnosis)
and achieve more successes than the player did on the Gnosis roll in order to escape. While the
sphere is up, the Rokea can transport herself to any point within it instantly, on either side of the
Gauntlet. She can hear and see everything within the sphere, even if silent communication
methods like the Gifts: Silent Sending or Mindspeak are used. Likewise, she understands
anything said in the sphere, regardless of language. The sphere lasts for one turn per success on
the Gnosis roll, although the player may choose to spend additional Gnosis points to keep the
sphere active longer (1 turn/Gnosis spent).

  
 ý² Like the Level Four Common Gift: Walking
Between Worlds, this spell allows a leopard to cross into the Near Umbra. This
variation, however, lets her bring others across as well. The Mistress of Catkind is
said to have brought this Gift to several Bagheera elders during the British occupation
of India. Working with allies from the Swara and Khan, these old cats turned several
staid English manors into shrieking chaos.
All systems resemble the aforementioned Gift, except that the Bagheera can
take one additional ally through for every point of Gnosis she possesses.

 ' ý ² With this Gift, a werewolf may immunize any human
from the Delirium for a scene. In this way, the human can interact with Garou without
deleterious effects. However, the human will forget much of what he knows if the
Delirium is induced in him at a later date. An ancestor-spirit teaches this Gift.
 The player spends a Gnosis point and rolls Charisma + Empathy. One
success is all that's required.

 (9( 
  ý ² With a glare and snarl, the Silver Fang
strips her foe of any supernatural power. Many servants of the Wyrm have tried to
employ their putrescent magic against the Fangs, only to realize that they face a
mighty foe with only mundane methods of defense. A falcon-spirit teaches this Gift.
 The player spends a Gnosis point and rolls Gnosis (difficulty of the target's
Willpower). Each success removes all special abilities (shapeshifting, Gifts, any sort
of supernatural or magical powers) for one turn.

    ý² The ultimate stealth Gift; a werecat who knows this
trick can travel over or through any material obstacle without leaving traces. It¶s said
this Gift allowed the Bubasti to rob the tombs of the Pharaohs long before any human
could circumvent the traps and blocks. 
Using this Gift costs one Gnosis point per scene (or per hour if it¶s a long
trip), and requires a Wits + Stealth roll (difficulty 5) each time the character
encounters a new obstacle. Perfect Passage does not render the cat invisible, but it
dampens all sounds and scents, eliminates footprints, opens and closes doors, springs
locks, and shuts down security systems long enough for the cat to pass. When
necessary, the character may even walk through solid barriers as if they were smoke.
Botching any roll during this journey has terrible results ² the Bastet may be trapped
inside a wall, spotted by a security camera, scented by a guard dog, or worse. Some
magical perceptions (Prime magicks, Auspex) might betray signs of a Passage, but
will not reveal one in progress unless the seeker makes a successful Perception +
Occult roll (difficulty is Bastet¶s Stealth + 5). The Gift applies only to a single Bastet
and anything she carries in her hands or jaws.

 
 ý - Thewererat¶sspittlecanbe converted into an odorless,
colorless, fast-acting and nearly undetectable poison. She may even decide to lick her
blade to coat it with the foul compound. When exposed to air, the toxin can last for up
to three hours. This Gift can be taught by a Snake-spirit, although it¶s easier to learn
from a Spiderqirit. Snake-spirits may try to betray, exploit or eat the Ratkin who study
under them.
 The wererat must spend one Gnosis to poison her saliva. If she can introduce
the poison to the victim¶s bloodstream or make him ingest it, the toxin instantly takes
effect. A victim takes two levels of aggravated damage each turn once infected; she
may soak only with Stamina, soaking a health level with each success. Although
Resist Toxin works against the saliva, Mother¶s Touch does not. If the victim can
continue to resist damage for 10 turns and live, the poison is exuded from the body
(choose the orifice or sweat gland of your choice). Any shapechanger with Rage can
spend Rage to resist - gaining an automatic success for each point burned - but the
¶changer must immediately check for frenzy as a result.

  ý -

Long before the Plague Lords returned to Earth, Ratkin elders developed one of the
most virulent diseases the world has ever seen. With one joyous bite, a wererat
blessed with this disease can infect a victim¶s central nervous system. The symptoms
of the disease are hideous. The victim cannot stop shaking, his mucous membranes
ooze, and he drools continuously. Unless the victim is immediately taken to a hospital,
he will undoubtedly perish. Even with treatment, his chances of survival are slim. As
part of Rat¶s blessing, if other wererats eat the flesh of a plague victim, they too
become carriers of the disease, ready to spread it again with a successful bite attack!
As one would expect, Ratkin and their Kinfolk are immune to the Plague Bite, and
don¶t invoke it unless the punishment fits the crime.
 Spend one Gnosis, and your high-ranking Ratkin can transmit contagion
through his incisors. A successful bite spreads the disease. Once bitten, the victim
will take a health level of aggravated damage each hour. Since he will not stop
shaking, all difficulties for his rolls are at a +3 penalty. The plague can be cured by
the Gift: Resist Toxin and similar Gifts; otherwise, the victim takes aggravated
damage each hour until he is Incapacitated. When this happens, he¶s allowed a final
Stamina roll - difficulty 8 (the +3 modifier does not apply to this roll). Ifhe fails, he
dies. If he succeeds, heremains ill for another day or so, but the plague will not be
fatal. If the victim is a shape changer, supematural healig will eventually break down
the disease, but in the meantime, the ³shakes´ will still be a pain in the ass.. . and
everywhere else. Of course, some Garou harbor a grudge over this sort of thing. Using
this sacred knowledge too frequently will remind them of how much they hate your
kind, and they¶ll resume killing every Ratkin on sight. This leads to the use of other
insidious Gifts.


   ý ² This most terrible Gift allows the Theurge to lay a
great and malicious curse upon a victim of her choice. Such a stigma is irreversible,
and will remain with the victim for all her life. The victim must be present, and the
Theurge must verbally state her malediction. A spirit of hatred, or an animal spirit of a
highly venomous animal, teaches this Gift.
 The Theurge spends a point of Gnosis and a point of Willpower, then rolls
Manipulation + Occult against a difficulty of the target¶s Willpower as she
pronounces the curse. With one to five successes, the Theurge can inflict the Cursed
Flaw on her target at a level equal to the successes rolled; the Storyteller chooses an
appropriately poetic manifestation. With six or more successes, the Theurge can
instead choose to inflict the Dark Fate Flaw.


 ý - Taught by a Wind-spirit, this Gift is a sneak peek at the most
important events of the near future. There¶s no greater secret than what is to happen,
and as a result Corax will sell their own kidneys for a look at the future. 
 The player must spend two Gnosis points and roll Intelligence + Enigmas
(difficulty 8). In addition, he can nominate an area of interest (say, the future of a local
charity house or Magadon¶s CEO) or just try for a general event. If he succeeds, the
Corax can see a future event with clarity. Though the future is mutable, the Corm sees
the most likely event. Any visions that follow are purely the Storyteller¶s discretion.


 ý - The Kitsune may abandon her physical form to take over that
of another. It is the most famous, and most infamous power the Nine-Tails wield.
Humans across Asia rightly fear it. This Gift is taught by lesser Incarna of Luna or
one of Fox's brood, if at all.
 The Fox must be in contact with the victim, the victim's hair or nail cuttings,
or a personal token of  ˜  importance to the victim (wedding ring, favorite toy,
etc.). She burns a Gnosis point to assume a completely spirit form, then a Willpower
point to overcome the host, then the player rolls Manipulation + Occult (difficulty of
the target's Willpower). S/ien can resist at this point (and once a day from then on)
with Stamina + Occult (difficulty of the Kitsune's Willpower). Humans ² with the
assistance of priests, sages, witch doctors, hedge mages,  friends keeping vigil ²
can resist the intruder once a week with straight Stamina (difficulty of the Kitsune's
Willpower). The Gift: Exorcism can be used to counter Possession. If successfully
exorcised, the Kitsune returns to her physical form.

 '
 ý

,   ý

, !+  ý - The Ananasi causes strong, thin razor-sharp webs to coat
a target or individual. Anyone touching the target suffers damage.  The
werespider can spin enough webs with one blood point to cover a Garou in Crinos
form. More blood points increase the amount of webbing. If the web covers a
doorway or inanimate object, it lasts until it receives six health levels of unsoaked
damage. Anyone simply touching the web takes one unsoakable level of damage
(more if the individual hits the web with any force). If the Ananasi covers a living
being with the webbing, any motion by the victim causes the victim¶s Strength in
unsoakable damage. Anyone caught in the web rolls their strength to damage the web
and takes as much damage as they cause in unsoakable damage to themselves. If they
survive, they may continue attempting to break the web by rolling their Strength until
they achieve a total of six levels of damage. All damage 1s aggravated.

, 6   ý ² The Garou may step into and out of the Umbra at
will, without need of a reflective surface or even any effort at all. An owl-spirit
teaches this Gift.
 The Garou may step sideways instantly, at any time, with no fear of being
"caught." No roll is necessary. In addition, all rolls made to enter or leave Umbral
Realms receive a -2 difficulty bonus. She may not, however, spend Rage in the same
turn that she steps sideways.

,
 ý

,

 ý² It is said that the lion carries the sun in his heart; the
saying may contain more truth than poetry. Some powerful Simba can cause the land
around them to blaze with sunlight, even at night. According to tribal caliah, Taa
Mlimba used this magic to drive the vampires from his lands ages ago. Although it¶s
not as effective against the undead as true sunlight, this Gift is certainly potent.
Conjuring sunlight requires two Gnosis points and a Charisma + Primal-Urge
roll (difficulty 7). Once this is done, the surrounding rock and earth begin to glow.
Each turn, the light grows brighter, until the rocks blaze like the sun; after six turns, it
fades away. This light, blinding as it is, doesn¶t hurt most living things, and leaves the
rocks stone cold; against vampires and other things that fear the sun, however, the Gift
inflicts one additional cumulative aggravated Health Level for every turn after the first
(one during the second turn, two during the third, etc.). Thus, at its height, the light
causes five Health Levels of damage. While this damage may be soaked with
Fortitude, most Kindred will remember such an encounter .

, ý ² This Gift summons a horde of malevolent spirits to provoke the
inhabitants of a city into violent rioting. The Gift plays on the hatred and fear of the
down-and-outs of the city: the homeless, the poor and even stray animals. The
Gnawer can direct the riot to a degree, but such things tend to escalate, and the Garou
has no power to stop the riot from doing so. A rat-spirit teaches this Gift.
 The player spends one Gnosis point and rolls Wits + Subterfuge (difficulty
8). If successful, the spirits direct their hosts against a target of the Garou's choice.
The different hosts, however, will not necessarily work together ² they may even
begin to fight each other as the mob mentality takes over. The number of successes
determines the area affected.

  *:

One Building
Two Block
Three Neighborhood
Four District (the South Side, etc.)
Five Entire City

, ý$The soil of Africa has been bathed in the blood of its
inhabitants for millions of years. A Swara can call that spilled blood together through
the soil and give it form, creating a pool, a river, a mass of tentacles, or a variety of
other things. This bond to blood seems to be limited to African soil; if a Swara has
ever used this Gift outside his native land, no tales of the event survive.
It costs a Rage point to pull a large amount of blood together. A successful
Manipulation + Primal-Urge roll is also required. The roll¶s difficulty depends on
location; a place that¶s seen a lot of bloodshed (a watering hole, the site of a massacre,
etc.) is only 7, while a remote mountain peak would be 10. It takes several turns for
the blood to coalesce into solid form; once it does, the cheetah can work it into any of
the following shapes: a wall, a column, a shower, a geyser, a pool, a river, a rope, a
bridge, or a mass of ³arms´ which wrap the target in a liquid embrace. All forms have
Strength or Health Levels based on the cat¶s successes. For each success, the blood
attains two dots of Strength or two Health Levels. Although it remains liquid, the
River of Blood can be as solid as thick sand or as fluid as water. This Gift lasts for one
scene, then the blood drains back into the earth. The Swara who performs the Gift will
be sad for hours afterward; the blood of immeasurable death has passed through his
hands.

  ý - The mightiest of the Brightwaters can sink any vessel afloat, simply by
biting a chunk from the hull. The few Rokea who do know this Gift use it sparingly, as it
exhausts the user. Even so, not all of the ships sunk in the world's naval battles were sunk by
enemy fire. This Gift is taught by a spirit-servant of Kun herself. 
 The player spends one
˜  Rage point and rolls Strength + Brawl. The difficulty
varies on the size and durability of the craft. A wooden sailboat would be difficulty 5, while a
cruise liner or battleship would be difficulty 9. A single success is enough to cause the ship to
begin taking on water, and the vessel will sink unless she can reach port in a few scant hours.
After using this Gift, the Brightwater automatically shifts to breed form and is too weak to do
anything but swim very slowly for one hour.

 /
 ý - Doshi, suspicious by nature, learned early to take nothing
and no one at face value. Using this Gift, a Sorcerer can secretly brand any or
mortal he encounters ² as a warning to others, as a request for protection, as a death mark
² with sigils only Kitsune can see. The ghostly red or black symbols appear to hover
just above the skin ² ˜ makeup, clothing, body armor or other coverings ² and
are distinct at any distance (even if rather small) if the bearer's head is visible. Spirits
such as Chimerlings and Epiphlings may share this Gift if they feel like it; Doshi
rarely teach it to each other.
 The player rolls Manipulation + Occult, difficulty 8. For each success, the
Sorcerer may inscribe one character of his choice on the subj ect. Other Kitsune see
the Seal without effort, and will usually act in accordance with the warning or request.

 &+
 ý - The Rokea surrounds herself with a blazing nimbus of light and
battering winds (or violent waters, if used in the ocean). No one may approach her unbidden, and
any that do risk being tossed aside or ² in the case of Qyrl's minions ² burnt by the light.
 The player spends one Willpower point and rolls Willpower (difficulty 7 ) . For the
remainder of the scene, anyone wishing to approach the Rokea unbidden must accumulate 15
successes on an extended Strength + Athletics roll (difficulty 8). Anyone attempting this must
also attempt to soak 3 levels of bashing damage per turn; against Qyrl-tainted intruders, this
damage becomes aggravated as the light burns their flesh. If the intruder manages to reach the
Rokea, they have only one action to attack or reason with the Rokea before they are swept away
again.

 ( #% (


 ý ² The Garou summons up shadowy
duplicates of himself to stand by him in battle. These shadow-wolves resemble the
Shadow Lord and have some of the same capabilities. A night-spirit teaches this Gift.
 The player rolls Gnosis (difficulty 8) and spends a variable number of
Gnosis points. For each point spent, the Garou summons a shadow-duplicate. These
duplicates have the same Attributes and Abilities as the Garou, but they may not use
Gnosis or Willpower. Each has only one health level (i.e., any attack that is not
soaked destroys it). The duplicates fade at the end of the scene.

 
 ý - The Ananasi employing this Gift unweaves the affects of a specific
Gift or magical enchantment on a target. The end result depends on the exact nature of what the
previous Gift was meant to do, but this could effectively destroy a fetish or reseal an opened
caern.
 The Viskr rolls Intelligence + Occult, and spends three Gnosis. The difficulty is equal to
the level of the original Gift/rite/effect originally used, +4. (Countering a Level Five Gift would
thus be at difficulty 9.) If successful, Jthe item or person affected by the power or enchantment is
freed from its effects. Note that this is not always beneficial; this Gift also works against Gifts
such as Resist Toxin.

>  ý

 1  ý² In one of the most impressive feats of godlike
destruction this side of a nuke, a Bagheera may change into a form reminescent of
Shiva the Destroyer or Kali the Dark Mother (depending on the cat¶s gender). In a
burst of holy light, the Bastet becomes a 12-foot-tall, six-armed Crinos-form
werepanther wielding flaming weapons. Until the ground is littered with bodies, this
engine of feline wrath hacks everything around it ² foe and otherwise ² into bloody
giblets. Obviously, this is a last resort, but a very effective one.
The player invoking this godlike manifestation spends two Rage points and
two Gnosis points, then immediately rolls for frenzy (difficulty 3). If he wins five
successes or more, the Bagheera springs into Crinos form, grows three feet taller, and
sprouts four more arms, each bearing a flaming weapon. This destroyer form,
theU  goes into a sudden killing frenzy which lasts for one turn for every point
of Rage in the Bastet¶s permanent rating. If he fails, nothing happens; a botch brings
on a fox frenzy instead. The stats for Juddho form are:
Strength: +6
Dexterity: +3
Stamina: +6
Appearance: 0
Weapons: Strength +4 (aggravated)

No one is safe from Shiva¶s Might ² anyone in sight will be attacked. The Bagheera
is totally incapable of any form of rational communication or combat strategy. Until
the Juddho form disappears, he knows only how to kill. In his mind, he wanders
through the hells of the Asura, slashing and biting everything he meets. When the Gift
finally fades, the panther drops to 0 Rage, assumes his breed form, and falls asleep for
at least four hours.

) 
 ý -This Gift allows the Mokol6 to enter a state of
estivation. She sleeps for a time limited by duration (for instance, ³three moons´) or
condition (³when the lake fills with water´). In either case, she sets the waking
condition herself. The Mokol6 does not age as she sleeps, though she may dream.
Usually the Mokol6 buries herself in mud as she sleeps. The sleeping Mokol6 is
awakened by being moved or touched, but not by ordinary noises. A Dragon-spirit
teaches this Gift.
 The Mokol6 may enter the sleep as an act of will. If she sleeps for longer than
the duration of one story, then she regains all her spent Gnosis.


#/ ý


0 # #  ý


"  %" 
 ý ² To use this Gift, the
werewolf must travel to the deep wilderness. When she reaches her destination, she
howls the Song of the Great Beast into the sky, summoning one of the Great Beasts to
her aid. These beasts are the terrible and ancient creatures that walked the Earth in
ages past. Examples include the Willawau (giant owl), theYeti, the Sabertooth Tiger,
the great Megalodon sharks that swam the seas eons ago and the mighty Mammoth,
who arrives in herds. Who knows what else a Garou might call? Rumors say that
dinosaurs survive in the deep Congo.... The surviving Great Beasts possess abilities in
the physical world that rival those of mighty spirits in the Umbra. Even the wisest of
Garou are not certain of their natures. Once the ancient one arrives, the werewolf may
make a request, although she should do so with great caution. If the Great Beast
agrees to aid the werewolf, it will do so in its own way, but enemies of the lupus
should beware. Few spirits know this Gift. It's said that those that do dwell in the
Realm of Pangaea. Obviously, the Rokean version of the Gift calls up aquatic Beasts.
Favorites include prehistoric sharks and marine dinosaurs.
 The player spends one Gnosis point and rolls Charisma + Primal-Urge
(difficulty 8) to sing the Song of the Great Beast. More successes improve the Great
Beast's disposition. Traits are left to the Storyteller's discretion, but they should be
appropriately impressive.

%
 ý² Mighty werecats can call upon the weather
spirits to whip up or disperse a storm. The bigger the tempest, the harder it is to call
up or put down. Doing so usually requires a long rite in which the cat yowls and
capers at the sky. Undoing what you have summoned requires another, harder effort.
This Gift is said to be a birthright from Nala herself.
Beginning this process requires two Gnosis points and a Manipulation +
Survival roll. Once it¶s in action, stopping it requires another Gnosis point and a roll
at 2 difficulty higher. Once a weather pattern has begun, it will run its own course.
This may take hours. Storms in unlikely locations (a sudden rainstorm in the desert,
for instance) require five or more additional successes. Botching during a storm-call
can be unpredictable ² and disastrous. The Bastet is  immune to the forces she
calls upon .

1" ý ² This powerful but very temperamental Gift allows the
weight of guilt which rests on the heart to emerge to the surface. The effect varies but
usually appears as shadowing across the subject¶s features; the shadows deepen as the
guilt grows (other effects include ³howls of demons,´ the sound of winter winds or
even ominous background music). Note that, while useful, it has some severe
limitations, for it registers only what troubles the individual. To a saintly old lady, a
white lie may give her nightmares and deeply shade her soul, while a vigilante may
sleep the sleep of the just and go undetected by this Gift. Soul¶s Guilt is taught by one
of Falcon¶s brood, or any spirit associated with Justice.
 The Garou must look at (or in some cases, listen to or smell) the target and
concentrate for one full turn. The player rolls Perception + Empathy (difficulty of 7);
number of successes indicate the clarity of the Garou¶s impression.

 ý - The Tenere can create mindless duplicates of
herself to act as drones, possessing her physical abilities. The drones act on the
Ananasi¶s command, following orders to the letter and ceasing activity when their
task is done - until the next order is given.
 The player rolls Gnosis (difficulty 8) to create one physical copy
ofthe haracterper success. In addition, she must spend one blood point per duplicate.
After four turns, one duplicate disappear.., followed by the others at a rate of one per
turn until only the original werespider remains.

+  ý² One of the greatest tricks a Bubasti learns is the art of
calling together minor spirits from around the area and forming them into a wailing
Umbral wall. Such magics do not endear a cat to the spirits in general, but by the time
she achieves this Rank, a Bubasti should have enough sense to use such power wisely
² and enough power to protect herself when she uses it at all. 
The player rolls Manipulation + Enigmas. The difficulty can range from 6 to
10, depending on how many minor spirits are nearby. This takes two turns. To shape
the assembled chaya into a wall, she spends two Gnosis points and rolls a contested
roll between her Willpower and the spirits¶ (assume a Dice Pool of three dice for
every success the Bubasti scores on the earlier roll). If she succeeds, the resulting wall
blocks spirits, imposes a Gauntlet of 10 and lasts for one turn per success on the
Willpower roll. If she fails, the spirits remain unbound, unformed and angrier than
hell.

   ý - u This Gift is rare: only two lineages possessing it are
known to have survived the Wars of Rage. It enables a Mokok to study the shape of
another being for a span of time, and then to take that shape as her new breed form. In
this way, the Mokol6 have survived millennia of evolution on Gaia¶s Face. ThisGift is
taught by a Lungfish-spirit.
 The MokolC must study the new shape for at least a year. At the end of that
time, she may spend a point of permanent Gnosis and assume the new shape. The
shape must be close enough to the old one that her soul will inhabit it. The Storyteller
is free to rule on what will and will not work. Normally the MokolC will then pass this
shape on to her offspring, and they will replace one of her forms with the new. Only a
few Mokol6 have managed to make this work, but it is how a new vama comes to be
able to incarnate shapeshifter souls, and is allegedly responsible for the rise of both
the Corax and Nagah. Some loremasters say that all the Changing Breeds originated
this way. However, this is unlikely.




 ) ý This Gift invokes the spirits of the continents
as they float across Gaia¶s Face and through the millennia. The Crowning can act as
though continental drift did not exist, traveling as the Kings did. This Gift is
taught by a spirit of the land (such as Mountain or Stone).
System: The Crowning sets out on a journey and rolls Stamina + Rituals,
difficulty 7. The Crowning and her clutchmates speak and sing in the Dragon¶s
Tongue as they travel. The number of successes needed depends on how far they want
to go. However, the journey will be conducted as ifthecontinents werestill joined; a
tripfromSouth America to Africa could be a short walk of a few days.

)  9


Drizzle 6 One
Rain shower 6 Three
Thunderstorm 7 Five
Severe thunderstorm 8 10
Severe windstorm 9 15
Tornado/waterspout 9 20
Small hurricane 10 20


+%   ý ² The Ahroun with this Gift could lead
his pack to the gates of Hell itself if that were what it took. A wolf-spirit or an Incarna
avatar teaches this Gift.
 The Garou's player spends a point of Willpower and rolls Charisma +
Leadership (difficulty 8). Each success grants all the Garou's allies within 100 feet an
extra point of Willpower. These extra points last for the rest of the scene, and they can
be spent as usual. This Gift can even raise an ally's Willpower above its maximum or
even above 10. This Gift may be used only once per scene.


9 ý ² The Garou can summon a Net-Spider, a
Weaver spirit that gives its summoner near-absolute control over any computer
system. The Spider can disrupt, erase or destroy whatever system it is sent into (the
exact effects are left to the Storyteller, but are typically destructive). An avatar of
Cockroach teaches this Gift.
 The player spends one Gnosis point and rolls Charisma + Computer
(difficulty 8). If successful, the Net-Spider appears and heeds the Garou's commands.
This Gift allows the Garou to halve all computer-related difficulties along with the
aforementioned destructive capacity of the spirit.


  : ý - This powerful Gift not only brings a Paradox-spirit
into the area, it also suggests a target for the Paradox-spirit to punish. This Gift only works
against targets that are suffering from Paradox as it is, such as mages and those the Viskr
has already marked via the rite: Summon Paradox.
 The Viskr rolls Wits + Occult, difficulty 8 and spends 1 Gnosis Point. The number of
successes indicates the speed with which the spirit responds. Paradox-spirits are generally not
offended by the use of this Gift, unless the target is clearly no threat to the orderly progression of
the universe. The punishments meted out by Paradox-spirits range from merely annoying to
instantly fatal, depending upon the severity of the offense. Occasionally the Paradox-spirit may
abduct its target to a pocket Umbral realm to be punished for an indeterminate space of time (or
until he escapes or is rescued). What the Paradox-spirit actually does when it arrives is up to the
Storyteller to decide. More on the nature of Paradox-spirits can be found in Book of the Weaver
and Mage: The Ascension.

 ý ² This Gift confers temporary immunity to many


environmental factors. The Garou has no need of food, water or sleep, and she does
not suffer from temperature extremes. She is also immune to natural diseases and
poisons. Wyrm toxins will still affect her, but at half their normal potency.
 The player spends one Gnosis and rolls Stamina + Survival (difficulty 7).
The effects last for one day per success. By spending a second Gnosis point, the Bone
Gnawer can gain three extra points of Stamina, and he suffers no wound penalties, but
the Gift will expire prematurely after 10 rounds of full combat. The Garou must sleep
for at least eight hours when the Gift wears off, and he awakens ravenously hungry.

0 #0ý ý - As the Level Four Philodox Gift.((None by that


name as of yet))

0  ý - In some Native American legends, Raven was


responsible for placing the sun, moon and stars into the sky. However, what Raven
giveth, Raven › take away - or at least borrow with the help of the Corax. This Gift
has a truly terrifying effect, rendering the target completely unable to see any light
derived from a natural light source (the sun, moon or stars). Victims of this power are
reduced to stumbling around in a bizarre twilight, if not absolute darkness. Helios¶
Avatar teaches this Gift, but only to Corax whom the Sun in its use.
 A point of Willpower and a point of Rage are needed to activate Theft of
Stars, as is a contested Willpower roll with the victim. If the Corax wins the roll, her
victim is immediately plunged into darkness, as no natural light registers with his eyes.
Artificial light (lamps, fire, etc.) registers just fine, but who¶s got their lights on in the
middle of the day? The effects of Theft of Stars last a single hour, but that¶s usually
more than enough.

0 
+ ý ² The Garou calls upon the spirits of the forest to
come to her aid. The trees around the Child of Gaia animate, and they can restrain or
fight foes. A Glade Child teaches this Gift.
 The player spends one Gnosis point and rolls Charisma + Survival
(difficulty 8). Each success animates one tree. The trees move with the Dexterity of
the Child of Gaia, and they can have Strength ratings from 4 to 15, depending on their
size. Other Traits are up to the Storyteller's discretion.

0 
( ý$As tales from the witch-craze demonstrate,
some Ceilican indulge their darker appetites after sundown. The more sadistic of these
games involve bystanders whipped into a frenzy by this nasty secret, then set loose.
By capering around a room or clearing, the Ceilican can stir up the wild side of
everyone nearby, causing an orgy or riot unless her ³subjects´ are unusually stubborn
or controlled. The same Gift can tame an angry mob, although it¶s generally easier to
start trouble than to end it. 
The fae cat¶s player rolls Manipulation + Empathy to turn the mood of a
crowd her way. By adding a Willpower point to the mix, she seizes control of their
collective will. The difficulty of the task depends on the size of the mob, and on how
inclined it is to follow her suggestion. A packed nightclub is more likely to be led into
an orgy than a Baptist congregation (though the results of the latter might be more
disturbing ). All targets must be within 700 feet when the cat begins to use the Gift.
Circumstances and surroundings may add or subtract from the overall difficulty;
calming a disturbance raises that difficulty by 2. A person caught up in the Gift can
attempt to resist with a Willpower roll (difficulty 7). The Madness lasts for one scene,
and leaves the werecat¶s control once in motion.

!") 
Small group (2-20 people) 6
Medium group (20-50 people) 7
Crowd (50-100 people) 8
Mob (100-300 people) 9
Riot (300-500 people) 10

0/9 ý - The balaram is capable of freeing himself from the


limitations of flesh, becoming effectively incorporeal while remaining in the physical
world. For the duration of the Gift, the Nagah is immune to any physical contact that
he does not desire; fire, silver, walls, nothing wve magic designed to affe immaterial
is proof against him. 
 The player spends three Gnosis points and rolls Perception+Enigma's,
Difficulty 7. The Nagah may remain immaterial for two turns per success.

0
0 
 %0
0  ý ² The
Garou can steal the powers of others and use them herself. These powers can be
Garou Gifts, spirit Charms, vampiric Disciplines, True Magic or any other such
power. Naturally, a magpie-spirit teaches this Gift.
 The player must gain three successes on a Wits + Stealth roll (difficulty of
the target's Willpower). If successful, the Ragabash can use the specified power (and
the victim cannot) for each successive turn she is willing to spend a Gnosis point. The
werewolf's Gnosis is substituted for any Traits exclusive to the victim that might be
necessary to work the power, such as a vampire's blood pool or a mage's Arete. The
Ragabash must know something about his target's powers, and he must target a power
in the terms by which he would understand it.
0
ý%c 6

 ý ² Most trickster
archetypes are shapeshifters, and the Ragabash is no different. The Garou with this
Gift may change herself into any animal between the sizes of a small bird and a bison.
The Garou gains all the special powers (flight, gills, poison, sensory abilities, etc.) of
the animal she mimics. She may not take the form of Wyrm-beasts (not that she would
wish to!), but she may take the form of mythical beasts with some extra effort. The
Fury that chooses to risk taking the form of a mythical beast typically honors Pegasus
by assuming her form.
 The player spends a Gnosis point and rolls Intelligence + Animal Ken. The
difficulty varies, rising higher the farther removed from the Garou's natural form the
desired animal is. For example, an ape or panther (mammals of roughly equal mass)
might be difficulty 5, while an alligator (a reptile of slightly larger size) would be
difficulty 7, and a frog (a much smaller amphibian) would be difficulty 9. Mimicking
mythical animals is always difficulty 10.

0
-
 ý - Although Ananasi cannot usually use all their arms to the
same effect, this Gift allows Myrmidons to multitask with great efficiency. The Myrmidon may
wield multiple weapons or make multiple attacks with each one landing at full effect.
 The Myrmidon need only spend a Gnosis point; for the remainder of the scene, he gains
fifteen dice to his dice pools  for the purpose of splitting actions. Thus, if the Ananasi had an
attack pool of eight dice, he could not attack with more than eight dice in his pool ² but he
could make three attacks: two with eight dice ineach attack pool and one with seven dice.

0
0
# ý² By slamming his paws together and
invoking Rahjah or one of his manifestations (Shiva, Pan Gu, etc.), an angry tiger
causes a shockwave that can level buildings or disrupt unclean spirits. The King of
Cats, in his more regal guises, teaches this Gift to worthy Khan. 
The player spends two points of Gnosis and rolls Willpower (difficulty 7).
Each success inflicts three points of Power damage against Asura or other Banes,
whichever side of the Gauntlet they might inhabit. This wave also shakes structures in
a 200-foot radius. The severity of the damage depends on the Khan¶s successes: One
breaks windows, two crack plaster, three snap wood, four shatter concrete and five
bend metal. The wave lasts only a moment, but can be felt for a mile or more.

0
 1 ý² As the Level Five Metis Gift: Wrath of Nala,
except that the storm may last for up to an hour if the player¶s roll exceeds five
successes.

0" ý ² Due to the metis' strong ties with Garou society, she can
plead directly with her tribal totem, gaining some of its power. The effects of this Gift
depend on the nature of the tribal totem power. Rat (totem of the Bone Gnawers)
might send swarms of rats to attack the Garou's enemies, and Grandfather Thunder
(totem of the Shadow Lords) might smite the Garou's enemies with a blast of thunder
and lightning. The potential of this Gift depends only on the favor of the totem, and it
may cross over into the miraculous. Only the tribal totem teaches this Gift.
 The player spends one Gnosis point and rolls Charisma + Rituals (difficulty
7). The greater the number of successes, the more dramatic the effects. One success
might cause a minor distraction, whereas 10 successes is the dramatic equivalent of
summoning a localized twister to destroy the metis' foes.

0 6
(  ý -The Hatar
 The character must touch the victim, spend two points of Gnosis and roll Intelligence +
Medicine (difficulty of the targets Gnosis). If the target has nop gnosis difficulty is the target's
Willpower -2. Successes completely stops the healing process and gives the target a +5
difficulty (Maximum 10) to resist disease. The Gift's effect last one day per sucess or until
nullified.

0"   ý - The Child of Gaia with this Gift can instantly earn the trust of any
who hear her speak, even over electronic devices like telephones or loudspeakers. Affected
listeners feel that the speaker is a good and trustworthy person, although it does not coerce them
in any other way. Those affected will not willingly attack the Garou, although they can be mind-
controlled to do so (and will hate doing so). Banes, Black Spiral Dancers and other creatures of
powerful Wyrm-taint feel intense dislike instead of trust.
The trust evoked by this Gift doesn¶t supersede common sense; if the Child of Gaia drives a
speeding car through a crowd of affected listeners, they¶ll still scatter for cover, although they¶ll
feel certain she had a good reason to be in such a hurry. An avatar of Unicorn teaches this Gift,
and demands that the recipient swear never to abuse its power.
 The player spends a Gnosis point and rolls Manipulation + Empathy; the difficulty
is 6 to affect humans, 8 to affect humans corrupted by the Wyrm or other shapeshifters, or 10 to
affect supernaturals corrupted by the Wyrm (such as vampires). Creatures born directly of the
Wyrm such as fomori or Banes, or ritually enslaved to the Wyrm, such as Black Spiral Dancers,
are immune. All listeners must make successful Willpower rolls (difficulty of the Garou¶s
Gnosis) to resist. For theduration of the scene, all affected listeners treat the Garou as if she were
a trusted friend. After the Gift¶s effects end, those affected by the Gift do not remember being
supernaturally swayed.

0

 ý ² This Gift essentially makes a werewolf ³walk a mile
in someone else¶s shoes.´ For a short period of time, the New Moon can change the
auspice of another werewolf to whatever she deems appropriate. Any spirit of Luna
can teach this Gift.
 The Ragabash spends a Willpower point, and the player rolls Manipulation +
Primal Urge. For each success, the target must spend a day in his new auspice. The
Ragabash can end the effects of the Gift earlier, if she so chooses. The target loses
access to specific auspice Gifts, gains or loses enough temporary Rage points to bring
him to the base minimum for the appropriate auspice, and suddenly finds his thinking
influenced by the duties of the new auspice. For example, if the Ragabash changes an
Ahroun into a Philodox, he¶ll start trying to lead by example, feel an urge to settle
disputes and try to bring things around him into balance (an opportunity for some fun
and creative roleplaying). The New Moons of rank use this Gift to teach a lesson to
those taking the duties of their auspice too much to heart, and it can be quite effective
at showing them a different perspective.

6 0 ý - Like the homid Garou Gift: Part the Veil. The Ratkin must
bite or claw a human victim to transmit this Gift. Moreover, his experience is
³embellished´ by visions similar to those granted by the Birthing Plague - usually
torturous reminders of the dangers of human overpopulation. If the wererat wants to
finish off the experience by punishing the guilty human, he can make the disease
extremely toxic. At the end of the scene, the victim will then be ravaged by the last
lingering effects of the infection.
 The roll to bite or claw is made normally; the player then rolls Charisma +
Empathy (difficulty 6) and spends one Gnosis. The wererat has the optionof inflicting
damage with this Gift; he does not need to declare this until the end of the scene. If
the human is worthy of punishment, he takes aggravated damage; the number of
health levels he loses is equal to the number of successes on the initial Charisma +
Empathy roll.

6    ý - The Ananasi spins her web into the Great Web,
strengthening the Gauntlet in the designated area and making it far more difficult for any non-
Ananasi to pass into or out of the Umbra in that location. The webs generated by this Gift are
intangible and invisible from the Gaia Realm, and merely look like another piece of the Great
Web from the Umbra.
 The character must spend the appropriate number of blood points for the web she wants
to build; in addition, an expenditure of two Gnosis and a Wits + Occult roll (difficulty 8) is
required. Each success increases the Gauntlet rating between the Gaia Realm and the Low,
Middle and High Umbras by one. These barriers are often used as protection from invasion,
and also as revenge against those who've slighted the werespider. This Gift's effects are
permanent, although from the Penumbra the added webbing can be torn away from the Gauntlet
² an involved and difficult task

6  0   ý36  )


 - The Nuwisha using this Gift literally throws a
target into the Umbra and into any location in the Umbra that she desires. A Garou suffering
from a strong Wyrm-taint could be thrown into the Atrocity Realm, or into the silver waters of
Erebus. cTechnocracy mage could end up in a Wyld Realm, or even tossed through the gates of
Malfeas. This Gift is commonly used as a severe form of punishment, or to assist someone or
something in need of special help. Several Kithain have been dropped at the Arcadia Gateway to
prevent them from falling completely away from their Dreaming aspects. This Gift is
taughtby Coyote himself.
 If the target of this Gift is already in the Umbra, the player need only make a Gnosis
roll, difficulty 5. If the target is in the Gaia Realm, the Nuwisha must first grab the target, and the
player expends one Gnosis to force the opponent into the Umbra. The effects of this Gift are
instantaneous.

6


 ý

' 
 ý - As the Ragabash Gift.

+ "
 ý ² Philodox have a stronger relationship with the
elementals of the earth than do other werewolves, for just as the earth upholds those
upon it, the Philodox uphold their people's ways. While in contact with earth or rock,
the Philodox can invoke a wall to protect himself. This wall will move with the
Garou, defending him from all angles. Earth elementals teach this Gift.
 The Garou spends one Gnosis point. The wall's dimensions are three yards
high, two yards long and one yard thick. It has a soak pool of 10 dice, and 15 health
levels must be inflicted to penetrate it at any point. The wall lasts for one scene or
until released into the earth by the Garou.

+ '

 ý - Garou stalking through the deep wilderness use the Gift:
Song of the Great Beast to call up the spirits of legendary creatures that stalked the Earth
millenniaago. ArodensRatkinwith theGift: WarofVengeance can do the same thing.. . but he can
also call up the shades of ancient creatures slain long ago by werewolves and magi.
 Spend one Gnosis and roll Perception + Primal- Urge (difficulty 7). The number of
successes determines the spirit¶s anger. It will remain summoned for one scene, during which it
can betray long-forgotten secrets or even attack if a werewolf or mage is present. Ifstats are
required, take a number ofpoints equal to the wererat¶s successes times ten, and divide it among
the spirit¶s four Traits (Rage, Gnosis, Willpower and Power); no Trait save Power can be raised
above 10. Thespirit does not have Charms, cannot reform, and will not go into Slumber if
destroyed.

+ 1'
 ý² Water sees everything. By learning to see as the
water does, a Qualmi can look through barriers to see what lies beyond them. Walls,
vaults, the Gauntlet ² nothing stops a Qualmi who wants to see around them. 
Seeing through barriers requires a Perception + Primal- Urge roll against the
Gauntlet rating. For each success, the lynx can see 100 feet without obstruction. Every
object, from stone walls to living bodies to the Gauntlet, appears translucent and
immaterial. Unfortunately, it¶s often hard to pick one thing out from among the series
of see-through patterns; it often requires a Perception + Alertness roll to notice details.
This vision stops at ground level, although the cat can see into basements or cellars if
her sight extends far enough. This power lasts one turn per success.

+ # 
# ý ² With this Gift, a New Moon can delve into the hearts
and minds of a given pack. He can sense the fears and concerns of either friends or
enemies to best help or harm them. Armed with this knowledge, the Ragabash can
guide his own pack in attacking foes or use his own peculiar brand of wisdom to
facilitate peace and healing. Any Weaver spirit can teach this Gift.
 After spending a Willpower point, the player rolls Perception + Enigmas.
With each success above one, he can find out crucial information on two
packmembers per success. For example, with two successes, he can target two
packmembers; with three, he can learn about four packmembers. The Storyteller
should word things in a descriptive way; she needn¶t give specific rank or auspice, for
example, but might point out who¶s leading and who¶s following. Moreover, this Gift
can clue in a Ragabash on specific fears or phobias he can best use to his advantage.
At the Storyteller¶s discretion, he might also discern the ranking of pack members,
who has the most Rage and Gnosis, and possibly certain Merits or Flaws. Storytellers
should be generous, as this is a rare and powerful Gift.

+ /
 ý - This powerful Gift enables the Ananasi to create an artificial
reality in a secured jtrea. The appearance, sounds, and smells are all dictated by the character's
wilt everyone that enters the area sees, smells, and heap the samfethings for the duration of the
illusion. The Ananasi that creates the illusion can either remain to control the confines, or pre-
program the area to react in a particular way upon a particular event; there can never be more
than one pre-programmed action for any illusion.
 The character must expend two Gnosis points, the first to create the structure of the
illusion, and a second to animate anything inside it. The character must then make a llpulation +
Primal-Urge roll (difficulty 7), with each ptess adding to the difficulty to detect the illusion.
Characters attempting to see through the illusion must make a Perception + Subterfuge roll
(difficulty 5 + the Ananasi's successes, maximum difficulty of 10). Characters automatically see
the illusion as it was prepared unless they have valid reason to believe otherwise. The illusion
lasts a number of days equal to the Ananasi's permanent Gnosis rating.

+& ( ý - The Rokea opens her mouth, and anything not firmly fixed
to the ground is swept into it. She does not actually consume the materials (or beings) thus
captured, but they are never seen again. It is believed that Sea takes them, and they are forever
lost in the pelagic depths. A spiritservant of Sea teaches this Gift. 
 This Gift only works in Gladius or Chasmus forms. The player spends a Rage point
and rolls Rage (difficulty 7). The Gift functions for one turn per success. During that time,
anything that the Rokea could lift is sucked toward and into her gullet. For example, if the Rokea
has a Strength rating of 6 in Gladius form, anything (or anyone) weighing up to 800 pounds that
isn't securely fastened down flies toward her mouth and is swallowed. Even objects too large to
fit into the Rokea's maw disappear into the gaping pit. A living being attempting to resist this
suction must grab something sturdy and roll Strength (difficulty 8). This Gift functions only in
the water.

+
 ý -As the Stargazer Gift: Wisdom of the Seer, save
that the Mokol6 must gaze directly on Lord Sun¶s face.
+
  ý² This Gift lets a werecat kill with a glance, a favorite
trick of Simba lords and wandering Pumonca. Using this Gift against other Bastet is
considered deeply dishonorable, but it happens.
The werecat locks eyes with his target; the player spends a Gnosis point and
rolls Rage. The difficulty is the victim¶s Willpower, and each success inflicts one
aggravated Health Level of damage. Only a Willpower roll (difficulty 8) can soak the
Stare, which twists the victim into agonized convulsions either until death or until the
werecat grants release.

+) ý

+
6
  ý - This very dangerous Gift is used only in times of truly dire
need. The Dimwaters boast that theirs is the only auspice responsible enough to hold the
knowledge. With this Gift, the wereshark can open a vent in the sea floor, calling lava from it.
This boils the water in the immediate area, as well as causing small earthquakes throughout the
region. This Gift is taught, albeit very rarely, by an avatar of Unsea herself.
 The Rokea slashes herself with her own claws and bleeds near the sea floor (in the
process enduring at least one health level of aggravated damage). The player spends one Rage
point and one Willpower point, and then rolls Charisma + Rituals (difficulty 8). Success opens a
crack in the sea floor. The lava will boil up in three turns, which is how long the Rokea has to get
to a safe distance. The lava boils the water in the area, inflicting at least three health levels of
damage (aggravated) each turn. Any additional effects ² earthquakes, whirlpools at the surface,
and so forth ² are up to the Storyteller.

+ 9   ý² This Gift whips up a wild storm that devastates the
werecat¶s vicinity. This tempest springs up out of nowhere and lasts for five minutes
or less, then calms and disperses. Nala herself teaches this Gift in dreams. 
The Wrath works like the Level Five Common Gift: Soothe/Summon Storm,
except that it requires only five successes (difficulty 8). This conjures a severe
thunderstorm which lasts only a few minutes and remains beyond the werecat¶s power
once it¶s in motion.

++  ý ² A desperate tactic at best, this Gift summons a number
of Wyld-spirits. What they do when they arrive is wholly unpredictable. They may
run or fly about in a destructive frenzy, tearing the Fury's foes apart. They may grant
the Fury and her packmates temporary increases in might or Rage, or they might
decide to destroy all Weaver-tools in the area. They may even heal the Fury and her
allies of any wounds they have suffered. The Fury has no way of knowing, but the
effect is usually beneficial. A Wyldling teaches this Gift.
 The player spends one Gnosis point and one Rage point. She then rolls Wits
+ Enigmas (difficulty of the local Gauntlet). Successes summons a variable number of
Wyldlings, which will alter the situation as the Storyteller sees fit.
: :

&-( : -

Just as Coyote is the Creator, he is also the Destroyer. In time, he will erase all that
exists, for that is his duty. Coyote¶s Howl allows the Nuwisha to summon a small
portion of Coyote¶s destructive power and unleash that energy on a person or area.
When used, Coyote¶s Howl shakes all of nature and bends it into an engine of
annihilation. This power might come as a tornado or as a tidal wave. It might be an
earthquake or lightning storm. Whatever the case, there is little that can stand against
the power of Coyote¶s Howl. This Gift is one of the most powerful known to the
Nuwisha, and is taught by Coyote to those he finds worthy.
 The player rolls Intelligence + Occult, difficulty 5, and spends five Gnosis
points. The resulting ener- gies released will destroy anything in their path, with rare
exceptions at the Storyteller¶s discretion. This Gift is only usable by the most powerful
Nuwisha, and will not work if the enemy faced is not a true threat to all that the
Nuwisha stand for.

)
  :

* B # :² An old and desperate secret known only to a handful of
living cats, this pact allows a Pumonca to shake the earth Herself, wrecking roads and
crumbling buildings. Although the epicenter of the quake is fairly small, the tremors
can be felt for miles.
As the Gift: The Hungry Earth, except that an Earthquake requires two
Gnosis points and two Rage points, affects one mile, and causes damage proportionate
to the cat¶s successes (one success can break windows; two would crack plaster; three
crumble asphalt, four shatter concrete, and five buckle metal).

ý 
 : ² This powerful Gift allows a Ragabash to pull the ultimate
stunt, stealing a supernatural power and turning it into a Gift. Moreover, the Gift can
be taught to others, as if the New Moon was a spirit teacher. The difficult part is that
the Ragabash has to endure having the power used on her first, but after that, she
makes it her own to teach, but alas, not to use herself. A powerful spirit, such as the
avatar of a trickster Incarna, teaches this Gift.
 Survival, smarts and sacrifice are key to acquiring this Gift, though no
specific dice rolls are needed. First, the Ragabash must suffer through the effects of
the power (such as a vampiric Discipline or a mage¶s rote) being successfully used on
her. Then, she can take her experiences, work with the appropriate spirit and turn the
power into a Gift she can teach to others. The Ragabash cannot herself use the Gift,
and moreover, she now has a vulnerability to its effects. The next time she encounters
another supernatural using the power, the enemy is at one difficulty less to use it on
the New Moon (the power more easily affects the Ragabash). Any supernatural power
can be coopted in this way, including Wyrm-tainted powers. In this way, the
werewolves can turn the might of the Wyrm back on itself. Because of the sacrifice
involved, the New Moon usually gains considerable Renown for not only ³stealing´
the knowledge of the supernatural power, but also teaching it to others. Storytellers
should feel free to be creative and innovative in bringing powers from other games
(such as Vampire and Mage) into the Werewolf universe. The Storyteller determines
the level of any Gift gained in this manner, as appropriate.

0ý
   :² One of the Bubasti¶s most obscure tribal secrets,
this Gift allows a cat to remove her soul, incarnate it, and send it out of harm¶s way
while her body dies. The soul, which often takes the form of a flying scarab beetle,
searches out an appropriate new host body, climbs into its mouth while it sleeps, and
³lays´ the old soul into the new host. The Bubasti who knows this forbidden secret
(and less than eight such cats exist) is theoretically immortal, though such longevity is
purchased in other beings¶ lives. 
Collecting the soul for transport requires three Gnosis points and a successful
Manipulation + Occult roll (difficulty 8). Failure traps the soul in the body as it dies
(although the Gift may be tried up to three times if the cat has enough time to do so).
Once freed, the soul wings forth, searching for a host. It has 24 hours to find one
before the soul-essence scatters. Once a host is found, the beetle climbs into his mouth
and tries to take the body over. This ³possession´ demands an additional Gnosis point
and a roll of the Bubasti¶s current Willpower at the time of her death. This roll¶s
difficulty is the host¶s current Willpower + 3 (maximum 10). If successful, the Bastet
takes over the body, retaining her old memories and the host¶s as well. If not, she can
make one final try before her soul fades away forever. To retain command of the host,
the cat makes weekly Willpower rolls against the host¶s original Willpower. Hence,
the Bubasti rarely commandeer supernatural creatures or stubborn individuals, at least
for long. After a lunar month has passed in one body, the host becomes a Bubasti with
five points in the Past Life Background. Although all her previous Gifts are lost in the
process, her memories remain intact. Thus, she knows where to learn them again later.
A botch at any point in the use of the Gift sends the soul straight into the Oblivion
spoken of by the Dead, so this magic is not lightly undertaken.

" "
 &
 :

/
#
 : ² By using this awesome Gift, the Theurge can call
upon an Incarna or Celestine directly, bringing their focus to bear on the area around
him. This does not summon an Avatar; rather, the presence is a mystical permeation
of the principle the invoked spirit represents. The Theurge will later need to repay the
debt owed to the spirit he invoked before he can use this Gift again; this typically
entails a strong geasa, an extended spirit quest or the sacrifice of a valuable fetish.
Any Celestine¶s avatar can teach this Gift.
 The Theurge spends five points of Gnosis and the presence of a Celestine or
Incarna is made manifest within a 180 yard radius globe around her for several hours.
Essentially, this Gift is like a sustained, area-effect form of Totem Gift, and the effects
are thus highly variable dependant upon which greater power the Garou chooses to
invoke. The following three effects are constant:
‡ Any actions that directly support the principle of the invoked spirit have a number of
dice equal to the Theurge¶s Gnosis added to their dice pool. In the case of combat,
only one type of combat roll (attack, damage, dodge, initiative, etc.) will be so
enhanced.
‡ Attempting to take any action directly antithetical to the invoked spirit requires three
successes on a Willpower roll (difficulty 8), and even then, the action will be rolled at
+2 difficulty.
‡ The spirit will send members of its Brood equivalent in power to a full pack of Rank
One Garou to the site to aid the Theurge and his allies immediately.

Beyond this, the effects are dependant on the power the Theurge chose to invoke;
Unicorn may simply make any act of violence impossible in the area; a Harvest
Incarna may cause all the plants in the area to grow to rich and healthy maturity in
minutes, while invoking the Weaver might make the Gauntlet utterly impenetrable.




 : ² The World of Darkness is a complex place, filled with
intrigue, misdirection and all manner of supernatural evasion. Ahroun, however, are
simpler beings, and this Gift allows them to extend their direct methods where they
might not otherwise reach. The Garou says a brief prayer to Luna and the other
innumerable spirits of blood, terror and vengeance in the Garou pantheon. She is then
transported instantly to a single foe of her choice, whom she may engage in one-to-
one combat to the death under Luna¶s own aegis. The foe cannot flee (though tactical
withdrawal with the specific intent of continuing the fight this scene is acceptable),
nor can she receive aid from outsiders. The invoker is bound by same restrictions, of
course. Luna herself teaches this Gift, and not through an avatar² the petitioner must
journey to Luna¶s court in the Aetherial Realm and convince the capricious goddess
that her reasons for needing this power are just.
 This Gift cuts through all supernatural forms of warding, concealment,
contingency spells and similar precautions without any roll. For the remainder of the
scene, both affected parties can receive no aid from other sources, and can only use
powers that are directly physical in nature. A vampire¶s unearthly strength and speed
or a faerie¶s ability to strike at enemies with the spirit of holly would remain potent,
but a member of either race would be stripped of his supernatural mind-clouding and
unearthly presence. Likewise, a Namebreaker might throw lightning or increase his
own strength, but not teleport away or turn incorporeal to avoid the Garou¶s strikes
utterly.
This Gift involves the direct interference of the Celestine Luna in mortal affairs, and
the Storyteller should remember that a thinking being is determining the Gift¶s exact
effects, not a defined supernatural spell. The Storyteller should make judgment calls
on the Gift¶s effects keeping it within its intended spirit of providing a fair, open and
physical fight. A Garou asking to be transported to a vampire in torpor, for example,
might find the Leech awake and ready to fight .
The Garou must expend a point of permanent Gnosis to activate this Gift. Once the
fight is done, normal rules of reality reassert themselves ² which might be bad if the
Garou has been sent to Malfeas or some other hellish domain.

, 
  :$There are many ways to mystically bend the
will of another. This Gift shatters all such bonds, from the blood domination of a
vampire to a mage¶s mind control or a Half Moon¶s geas. Those who know this Gift
may use it on any being, including themselves. This Gift is only granted by an Incarna
or equally powerful spirit, usually as a reward for some great service.
System: The Garou is automatically immune to any supernatural coercion save from
any being more powerful than an Incarna. The Gifted one may break another¶s mystic
compulsion by touching her, spending a Gnosis point and rolling Manipulation +
Leadership (difficulty 11 - the target¶s Willpower).

,   :² This deeply despised trickery allows an ancient and
powerful lion to steal another werecat¶s Gifts, even those which traditionally belong
only to that tribe or breed. Black Tooth has gathered a lot of his power through this
deadly secret. Those who¶ve met him claim he invokes his ³privilege´ by killing other
Bastet, then taking their secrets from their spirits as they die. While there may be
other Bastet who know the Gift, they don¶t have many friends.
This Gift comes from the Unmaker, and may be restricted to one or two
corrupt old lions in the Storyteller¶s domain. Using it is simple, yet difficult: To learn
a new Gift, the werecat who knows it must be killed. As the victim dies, the Simba
invokes this terrible power, ripping the secrets from the dying flesh. This requires two
Gnosis and a Manipulation + Occult roll. The difficulty is the dying cat¶s Rank +5.
For each success, the lion may learn one Gift he didn¶t know before, providing the
slain Bastet knew it instead. To ³keep´ these Gifts, the Simba must pay experience
points for them; a stolen Gift that remains ³free´ can be used once, then forgotten.
O Simba know this trick ² some Bubasti have tried to acquire it, but have died in
the process.

 : ² Rather than simply telling and retelling the stories of old,
or even waiting until the events of the day become the new stories, the Galliard can
change the events of the ongoing drama unfolding around her. She may add new
³characters,´ alter chains of events, and even change the motivations of the major
participants. However, as this Gift can literally have world-altering ramifications, the
handful of Garou in history that have known it have been loath to actually use it.
Rumor has it that the defeat of the Storm-Eater was due partially to use of this Gift ²
but likewise, rumor also states that the horrific events in Russia during the past
century stem from a Child of Gaia Galliard who thought that she knew the way the
story would end. No one knows what sort of spirit teaches this Gift; presumably an
avatar of Gaia, but since so few Garou even know of the Gift¶s existence, no one can
say for certain.
 The player spends one permanent Gnosis point and explains, in as much
detail as possible, the change she wants to make to the story. The Storyteller, of
course, has final say, and once the ³dramatic alteration´ is done, the Garou has no
further control. Events that she concocts can and do spiral out of control, so utmost
care must be taken with the Storyteller Gift.

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